Where would you suggest I put shading? What part needs to be shaded and why? I can't do anything if you just tell me to shade it.
[QUOTE=Insaneicide;39418095]you know what, i showed my new fingers to Tom Tallian himself and you know what, he seriously approved, he stated something along the lines of (i lost the conversation between us two what he said was poetic) the flat fingers lose something defining for tf2, the new fingers add emotion, make the models feel like they are expressing way more than the flat fingers would, and something about how he didn't expect them to get rigged and used the way they are.
so, what about them was better?[/QUOTE]
They looked better, they looked old school. These new one just look like you turned the model quality down.
[QUOTE=Snowshoe;39430218]Where would you suggest I put shading? What part needs to be shaded and why? I can't do anything if you just tell me to shade it.[/QUOTE]
Just darken it a bit and use the same shading that the Engi arms have.
[QUOTE=Irespawnoften;39440793]They looked better, they looked old school. These new one just look like you turned the model quality down.[/QUOTE]
i kind of agree, the hands look the same as the hands on the regular models, and in game it'll be even harder to notice a diffrence
[QUOTE=vladnag;39441615]i kind of agree, the hands look the same as the hands on the regular models, and in game it'll be even harder to notice a diffrence[/QUOTE]
well, i understand this point, but they are so much lower in tricount, but just in my opinon, i like the new hands because they look better, and feel like something that should have been implemented from the get-go, i would have done them much sooner, but i never felt like it until i did, i will be trying to make a flattened version before the release, as as usual, my version will be optional
Can somebody report an FPS report on how much it currently increases?
I feel like it wouldn't give much FPS but I might be wrong.
thus far on my laptop, the average is around 10-30 frames increase going from lowest models and texture quality on koth_king at a range of 20-30 to the pack on the same map with mat_filter_textures set to 0 is 30-60 and even as high as 100 for strange amounts of time for some reason
How is the progress going? This project looks smexy btw good job
as soon as textures are done, there can be a release
and in order for the v_models to be considered "finished" i gotta finish these aswell...
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/Watches_here_getcha_watches_here_zps076cf2ff.jpg[/IMG]
combined polycount is 640
should just be a flat polystrip
Will you guys also retro-fy the maps in the future? Because that would be really neat.
[QUOTE=Zotobom;39458714]Will you guys also retro-fy the maps in the future? Because that would be really neat.[/QUOTE]
Not sure there is a way to do it, your version of the map can't differ from that on the server for obvious reasons.
[QUOTE=Uzbekistan;39458877]Not sure there is a way to do it, your version of the map can't differ from that on the server for obvious reasons.[/QUOTE]
Maybe as seperate maps?
Map props and textures could probably change
yeah, stuff like that can change, but preferably not until all the hats, weapons, gamemodes are done
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/all_the_watches_zpsf81aed76.jpg[/IMG]
Do you know approx. when will you finish? I love this pack. I would use it, but there are a few missing models and textures. Amazing work, nonetheless!
[QUOTE=Ol' Pie;39460025]Do you know approx. when will you finish? I love this pack. I would use it, but there are a few missing models and textures. Amazing work, nonetheless![/QUOTE]
unknown, i still have to make the flat fingers, and the re-sized heads so the default hats fit, but other than that its just texture work... at least for this release, and only snowshoe is texturing at the moment, and im modeling.
I can't wait to see when you guys start on the cosmetics, and when you guys finally finish the project
This is amazing work, guys.
This is what I have so far on the watches:
[IMG]http://i.imgur.com/72N3p0R.png[/IMG]
Edit:
[img]http://i.imgur.com/8VB7AJT.png[/img]
Heavy and Scout are left.
oh man. yes. the pixel fake shine on that watch is goooooood
I know someone was making low LOD models for items that didn't have them; could they be edited to always show their lowest poly models and be used as a temporary measure?
[QUOTE=Snowshoe;39465722]This is what I have so far on the watches:
[IMG]http://i.imgur.com/72N3p0R.png[/IMG]
Edit:
[img]http://i.imgur.com/8VB7AJT.png[/img]
Heavy and Scout are left.[/QUOTE]
ur pixel textures are aweasome. u mind show us how u manage them? and, plz, fix the shitty textures I made so far for this mod...
hey, im a bit stuck at a bit of dilemma, for most this isnt as big as i feel it is, but other than the last textures for the viewmodel hands, its ready to release for this release. what my problem is that the weapon models that have been done but not uv-ed are quite substantial, should i 1. postpone the current release and uv and have snowshoe texture them, or whomever else is able to texture them. 2. release as is, without the current not uv-ed weapons, or 3. uv the new weapons, and make flat color basetextures and release like that
dissagree for 1.
agree for 2.
friendly for 3.
2 and 3 will postpone the release further.
1 will postpone the release of the weapons for some time.
Just wondering, how are the particles part of the pack coming along?
I.e unusual effects, fire, rocket trails, teleporters, dispenser beams, medigun beams etc
[QUOTE=iRunner;39495967]Just wondering, how are the particles part of the pack coming along?
I.e unusual effects, fire, rocket trails, teleporters, dispenser beams, medigun beams etc[/QUOTE]
none thus far, i have wanted to get in contact with NoNameForEvil to see if he was still interested
Jesus christ this looks fucking awesome. I have a great computer and anything, but i don't care, i'll still use that pack. Also, i might help for that project. Even though i am an horrible modeler and never textured something in my life, i'll still try. I justvhave to get my computer back.
I would say go with 3, uv the new weapons and make flat color basetextures, as you can just release the textures as they're being done and tell people where to put them to override the flat basetextures
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/unnr_zpsd701911b.jpg[/IMG]
well, after doing only one, i am unexpectedly tired, the list of weapons that will be included in the next release are as follows (off the top of my head... and whatever names i can remember them by)
bonk_bat
Boston_basher
Backscratcher
Loch_n_load
Sydney_sleeper
shortstop
ava_roseknife
eternal_reward
cow_mangler
liberty_launcher (textured and finished... just never released)
danger_shield
katana
candy_cane
Amputator
Claid-o-more
mad_milk
Jag
Kunai
Uberneedle
Shogun_soldier_set
crok_knife
[editline]6th Feburary 2013[/editline]
oh, and i forgot the black box set minus the hat
[QUOTE=Insaneicide;39497658][IMG]http://i988.photobucket.com/albums/af3/Insaneicide/unnr_zpsd701911b.jpg[/IMG]
well, after doing only one, i am unexpectedly tired, the list of weapons that will be included in the next release are as follows (off the top of my head... and whatever names i can remember them by)
[/QUOTE]
Can you make the First Person hands more oldschool-looking? The fingers just look a bit like low quality models are turned on.
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