[QUOTE=Fantroll;35233913]Sadly... you cant be able to play Versus Saxton Hale with this.. because any will see CBS,Vagineer,space hale,hale... will be invisibly[/QUOTE]
or they will just be their regular non low-poly self.
its there any Updated links?:suicide:
Is there a specific way to get the texture printed on both sides of a flat plane?
[QUOTE=SchnookieFace;35323883]Is there a specific way to get the texture printed on both sides of a flat plane?[/QUOTE]
Nocull
[QUOTE=psyke;35323926]Nocull[/QUOTE]
not necessarily no-cull, that renders double the faces, what i do is (of course this is in milkshape) duplicate the plane, then reverse the vertex order, and it basically makes the flat plane two sided
[QUOTE=Insaneicide;35341395]not necessarily no-cull, that renders double the faces, what i do is (of course this is in milkshape) duplicate the plane, then reverse the vertex order, and it basically makes the flat plane two sided[/QUOTE]
I like nocull better
nocull messes up the lighting on the fake side of the polygon and doubles every polygon rather than specific ones. Should only use it for things like the insides of hats or faces you will very rarely see, imo.
[QUOTE=NeoDement;35412981]nocull messes up the lighting on the fake side of the polygon and doubles every polygon rather than specific ones. Should only use it for things like the insides of hats or faces you will very rarely see, imo.[/QUOTE]
yes, i agree with you fully, bugs the crap outta me to see nocull on things that can be fixed with some double backed faces. i did this with all the fingers and hats for the default flat finger player models
So, My computer is crap and I've done several things to tf2 to make it work a bit better, the newest things being that I've installed your pack. It's done wonders for my fps but I'm getting some issues in what seems to be only ctf_turbine
Apparently sometimes I have wall hacks. It looks like the shadow from the feet of some models get traced to the center of the map. They stick around on ragdolls, and they persist between lives so I know exactly when that person has respawned. There doesn't seem to be any particular class that has the issue over others.
So far I've only seen them get traced on soldier's and demos but I'm wary of playing in a server with this pack because I feel like I'm hacking :-/
These screenshots don't show it but the black tracers go through walls so they are wall hacks. Um. not sure what's going on buuut yeeeah. I want to use this skin pack but I love turbine. :(
[IMG]http://cloud.steampowered.com/ugc/540672366546364793/BA87018FD34D2FDD27CF46258A3537B9561AC06F/[/IMG]
[IMG]http://cloud.steampowered.com/ugc/540672366546357993/8991BEEA3C22C00F6EE8DFCDF1765ADEC90DCD19/[/IMG]
[QUOTE=Giildy;35508487]So, My computer is crap and I've done several things to tf2 to make it work a bit better, the newest things being that I've installed your pack. It's done wonders for my fps but I'm getting some issues in what seems to be only ctf_turbine
Apparently sometimes I have wall hacks. It looks like the shadow from the feet of some models get traced to the center of the map. They stick around on ragdolls, and they persist between lives so I know exactly when that person has respawned. There doesn't seem to be any particular class that has the issue over others.
So far I've only seen them get traced on soldier's and demos but I'm wary of playing in a server with this pack because I feel like I'm hacking :-/
These screenshots don't show it but the black tracers go through walls so they are wall hacks. Um. not sure what's going on buuut yeeeah. I want to use this skin pack but I love turbine. :(
[IMG]http://cloud.steampowered.com/ugc/540672366546364793/BA87018FD34D2FDD27CF46258A3537B9561AC06F/[/IMG]
[IMG]http://cloud.steampowered.com/ugc/540672366546357993/8991BEEA3C22C00F6EE8DFCDF1765ADEC90DCD19/[/IMG][/QUOTE]
so its just soldier and demo right? well, i figured that was just my computer, but i guess not, i fixed the scout one a while back, i know what the problem is, and will put a fix up immidately
(stupid bip_toe... you will notice that the tracers only happen with the secondary items that are shoes...)
Check if the glitch also happens on Sniper, he can wear the Teufort Tooth Kickers which probably have the same issue.
Believe he said "secondary items" referring specifically to weapon-equipped items, but of course it can't hurt to check.
[QUOTE=PSI Guy;35519497]Check if the glitch also happens on Sniper, he can wear the Teufort Tooth Kickers which probably have the same issue.[/QUOTE]
its the same, anyhing that adds shoes, will cause the issue, when i rigged the models, i figured out that rigging the toes made the feet deform all weird, so i assigned the toes to the foot bone, now that there's items that use the toe bones, i will have to update them by adding the $bonemerge command in the qc files for each model, compile respectively and test
[QUOTE=Insaneicide;35520250]its the same, anyhing that adds shoes, will cause the issue, when i rigged the models, i figured out that rigging the toes made the feet deform all weird, so i assigned the toes to the foot bone, now that there's items that use the toe bones, i will have to update them by adding the $bonemerge command in the qc files for each model, compile respectively and test[/QUOTE]
make these items in oldscool style without the toe bone thing like the playermodels wouldn't fix this problem?
It would, yeah, but every time Valve adds a new pair of boots the game would look crummy for a few days (or a few months at the rate this project is updated)...
[QUOTE=NeoDement;35531256] (or a few months at the rate this project is updated)...[/QUOTE]
WELL SOR-EE (please see the sarcasm :p) i got my final stuff to do this week, (i dont have finals but i got a final project) so untill next week, i wont be able to do jack squat (sorry hecates)
It's not your fault, it's everybody's fault
All of you
Yep, it happens with everyone with foot wear. Scouts, soldiers, and demos so far. I Think I've seen some snipers with the glitch, but I can't tell what's going on.
Alright, sweet. It's good to know what's going on. Thanks!
[QUOTE=NeoDement;35531587]It's not your fault, it's everybody's fault
All of you[/QUOTE]
I even have a bunch of models on my pc that I never uploaded to the dropbox.
I am a terrible person.
Well you might as well do that, I'll try and fix up and finish my pumpkin man over the summer holiday and maybe do all my new manniversary hats and pirate items
[QUOTE=NeoDement;35199885]The original low poly models by Tom Tallian aren't designed for phong and have some specular highlights fake painted directly into the diffuse.
This results in highlights coming from multiple angles at once - the ones drawn in the diffuse, and the ones calculated by phong shading. And that's just wrong, for it to be correct you'd have to erase the specular highlights painted on by Mr. Tallian, and I'd really rather you didn't.[/quote]I added phong to the player models without specific phong maps (which I had considered creating) to mimic the effect used in N64/PS1/late 90's PC games in which a specular effect was applied over most models regardless of shading baked into the textures themselves. It's a somewhat conflicting but very endearing and ultimately nostalgic look. Nonetheless, I made sure to adjust the phong values on the player models very deliberately to create a more subtle effect which still manages to retain that look. I didn't just slap some random phong settings into the vmts, if that's what you're implying. However, I took a different approach with the weapons (following Valve's own visual distinctions, namely how weapons and characters use different lightwarps) and made specific phong maps for those.
[quote]Besides, unless you're going to give everything it's own specular map (bad optimisation for this pack)[/quote]My intention was, indeed, to create phong maps for any and every texture that needed them, mostly for the weapons, and that's more or less what I did. As for optimization, phong maps add literally tens of kilobytes to the file size. If one's PC can't handle that, then they're going to need more than an old school pack to help optimize their performance.
[quote]This pack is designed to give the game the look as if it was being played on some handheld console. Handheld consoles very rarely have the CPU cycles to spare for calculating phong[/quote]In that case, run the game in DX8. You get the handheld look (I don't recall "handheld" ever being the sole direction of this pack, we were simply calling it "Low Poly" for some time) and you get the performance. However, I wanted to give the pack flexibility. Run it in DX9 and you get a visual style that completely transforms the game but still maintains the pretty bells an whistles of Source's pretty rendering (plus the performance boost to boot).
[quote]I haven't seen any proper arguments for why phong should be enabled in this pack.[/quote]It looks good, it's true to TF2's visual style, and it's built-in optional.
Anyway, for those who don't like words and skip directly to the images and videos, I figured some here would be interested in seeing some ancient pre-alpha beta footage of this pack recorded back during the dark ages of TF2:
[media]http://www.youtube.com/watch?v=22cILWCvEvg[/media]
[media]http://www.youtube.com/watch?v=tZneS8rYJtk[/media]
I was going by the original models by Tom Tallian for why I thought it should look like a DS game.
also lol at cpu cycles, me trying to sound to sound smart
[QUOTE=Marphy Black;35565180] pre-alpha beta footage of this pack recorded back during the dark ages of TF2:
[media]http://www.youtube.com/watch?v=22cILWCvEvg[/media]
[media]http://www.youtube.com/watch?v=tZneS8rYJtk[/media][/QUOTE]
WOW those were my first rigs, before the tops of the heads for the models were made, WOW, getting so much nostalgia over this right now, AND before i accidentally found the abillity to Pixelize the textures AND WAAAAAY before the name went through a debate on the Gamebanana WIP page, still have it as the Performance Pack in my files (i think the name changes went through this cycle Perf-Pack Lowpoly then a vote between ten names to which the Oldschool Pack was the winner) SUCH NOSTALGIA COMING OUT MY EARS
EDIT For DirtyDeagle: dont care how dumb i sound, ITS MAH BABEH (<-- imagine redneck hick voice here), and i can say whatever i want about the old days, when i was still learnDing basic source rigging and compiling techniques
dying?
god, something about that engineer's cap reminds me of Mario Party 1.
awesome work so far though, guys.
GREAT JUST FRIKKIN GREAT i lost the sources for the old flat hands, any objections?
no one is going to respond untill tomorrow?
great! an update will be posted as soon as i fix the QC code for these... FRIKKIN GREAT
[editline]18th April 2012[/editline]
aright, some explanation for the post earlier, SOMEHOW after the demoman i didn't keep the flat finger sources, but then again i don't remember doing much after the demoman, so i figure i was totally brain-dead after the demoman modified fingers model, SO until i can find a solution to this pressing issue (and get some promises out of the way... HEY NASSIMO GUESS WHAT!!!) your gonna have to deal with the square finger player models, i also added the flag attachment (i remember adding that to it FOREVER AGO but apparently it never happened) so now the Intel wont scoot on the floor like a dumb-ass
[url]http://dl.dropbox.com/u/7666502/Updated_new_player_models.zip[/url]
just use dropbox history to recover them
[QUOTE=NeoDement;35620710]just use dropbox history to recover them[/QUOTE]
^//^" i uh, never put them on the dropbox...
When I use the knife, that animation where the spy spins his knife in his fingers doesn't show, only the sound, and knife doesn't raise when behind an enemy. Is this normal?
[QUOTE=A_UniCorN;35938953]When I use the knife, that animation where the spy spins his knife in his fingers doesn't show, only the sound, and knife doesn't raise when behind an enemy. Is this normal?[/QUOTE]
yeah, not sure what it is atm, probably the animation.mdl's cause its not just the spy thats having problems, the scout and sniper have had these problems aswell as far as i can tell
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