• TF2 Oldschool Pack Official Thread
    1,412 replies, posted
[QUOTE=Painkilla;30536511][img]http://dl.dropbox.com/u/11572174/maxwires.png[/img] Too many edges. Those are unnecessary.[/QUOTE] the ears edges are neccessary for the jigglebones, but the middle one I can get rid of
There might be an update on the 21st with new content for the Medic so get prepared guys! Short question: Does the Image with all the items done get updated?
[QUOTE=GFreeman515;30539181] Short question: Does the Image with all the items done get updated?[/QUOTE] nope, not sure, we done have everyone on-board.
[QUOTE=luigimario;30539036]the ears edges are neccessary for the jigglebones, but the middle one I can get rid of[/QUOTE] Jigglebones in the Oldschool Pack? Really?
I want my 8 bit fishies to wiggle damnit
[QUOTE=Rebbe;30539246]Jigglebones in the Oldschool Pack? Really?[/QUOTE] yep, its original purpose was for performance (first tf2 performance pack, then, kinda nicknamed tf2 lowpoly pack, then a vote occured, and now we have the tf2 oldschool pack, the name is more or less cosmetic tbh) [editline]18th June 2011[/editline] so, does anyone know how to decompile a model with a header of "IDST-" i have tried everything i can think of, replacing the "-" with "," "." "1" "0" even "`" "O" and "/" i have even tried all of these things with the studiocompiler decompiler, cannonfodders recent decompiler, his old decompiler, and im about to try it with the jigglebone decompiler, as thats the ONLY thing i havent tried, if that doesnt work, then i will let you guys know.
Requesting non-jigglebone options for the pack.
didnt work. [editline]18th June 2011[/editline] [QUOTE=Shugo;30539992]Requesting non-jigglebone options for the pack.[/QUOTE] request granted, i will be sure to have that as a viable option, but it will take away the visual affects of quite a few hats and weapons. SO does anyone know how to decompile a model with a header of "IDST-"?
idst,
[QUOTE=NeoDement;30540125]idst,[/QUOTE] [QUOTE=Insaneicide;30539579] [editline]18th June 2011[/editline] so, does anyone know how to decompile a model with a header of "IDST-" i have tried everything i can think of, replacing the "-" with "," "." "1" "0" even "`" "O" and "/" i have even tried all of these things with the studiocompiler decompiler, cannonfodders recent decompiler, his old decompiler, and im about to try it with the jigglebone decompiler, as thats the ONLY thing i havent tried, if that doesnt work, then i will let you guys know.[/QUOTE] sorry, didnt work
Wait, isn't IDST- for Portal2 models? You'll need to copy the .vtx 3 times and rename it .sw.vtx, .dx90.vtx and .dx80.vtx
[QUOTE=NeoDement;30540491]Wait, isn't IDST- for Portal2 models? You'll need to copy the .vtx 3 times and rename it .sw.vtx, .dx90.vtx and .dx80.vtx[/QUOTE] it has all of those, but for good measure, i deleted the sw and the dx90 one, and copied the dx80 one, then renamed those, and it worked XD. or not, i guess i left it on a different model on accident, tried the above and it didnt work...
[img]http://gyazo.com/bd44c7186096d0cad45db989f2c97a1f.png[/img]
[QUOTE=Sparkwire;30541865][img]http://gyazo.com/bd44c7186096d0cad45db989f2c97a1f.png[/img][/QUOTE] How many tris?
[img]http://gyazo.com/c9776b2cef97174bae04dc7dff481665.png[/img] 36 tris. [editline]18th June 2011[/editline] [QUOTE=Detroit Matt;30541901]How many tris?[/QUOTE] 334.
[QUOTE=Shugo;30539992]Requesting non-jigglebone options for the pack.[/QUOTE] cl_jiggle_bone_framerate_cutoff 0
and obviously I had to work on this model too :P: [img]http://cloud.steampowered.com/ugc/596940431062527385/460CB07B5E319FAE6DE1057AC8CC9804561DB4CB/[/img] I'm starting to miss my default models so I won't be doing the ingame screenshots :P
[img]http://dl.dropbox.com/u/11572174/reggae.jpg[/img] 62 tris
[QUOTE=Atlascore;30558012]Nice. This model pack is definitely progressing fast.[/QUOTE] I know, right? I've never seen the emporium boys work so quickly and diligently before.
I would imagine that it's very easy to create low poly models. Even more so, since you don't have to design anything when you're basing your work off things that are already in game.
[QUOTE=Mad Chatter;30558650]I would imagine that it's very easy to create low poly models.[/QUOTE] Meh, here people can "waste triangles" or "texture in 64x64".
[QUOTE=Sparkwire;30541865][img]http://gyazo.com/bd44c7186096d0cad45db989f2c97a1f.png[/img][/QUOTE] I dont want to sound like a dick, but the medic player model is already arond 400 Tris. If we really want to keep Tom Tallian's polycount the weapons should be in range of 100 to max. 200 Tris.
When you can't have a seperate viewmodel from the worldmodel, I'd say it's a necessary change.
[img]http://picupload.org/i/202300fe3d54.jpg[/img] :smug:
Saxton Hale?
[QUOTE=Mad Chatter;30561856]Saxton Hale?[/QUOTE] A+
I could tell by the ultra manly pose and the large calf muscles.
[img]http://picupload.org/i/94db8f3824ae.jpg[/img] [editline]19th June 2011[/editline] [img]http://picupload.org/i/f444d80aa8df.jpg[/img] Now onto UV and Texture. [editline]19th June 2011[/editline] hnnnng [editline]19th June 2011[/editline] 412 Tris btw
winner
24 Tris [IMG]http://img685.imageshack.us/img685/2448/medicmasklow.png[/IMG]
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