• TF2 Oldschool Pack Official Thread
    1,412 replies, posted
i finished the uv before i went to work, but i didnt have time to mess with the textures so i was unable to show it to ya's, here it is [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/don_wana_touch_it_zps96c3d8f0.jpg[/IMG] work was grueling, im tired, ima go ta bed... gotta wake up an do it again...
i gotta go to work again, and i wont be able to do another before i have to leave [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/katana_zps13a16b4a.jpg[/IMG] here is my progress on the list i gave you guys on the last page (edited to show whats done and what isnt easier): bonk_bat x Boston_basher x Backscratcher x Loch_n_load x ava_roseknife x liberty_launcher x danger_shield x katana x candy_cane x Amputator x Claid-o-more x Uberneedle x crok_knife x Battalion_backup x Black_box x Sydney_sleeper shortstop Shogun_soldier_set mad_milk Jag Kunai eternal_reward cow_mangler
[QUOTE=Insaneicide;39550604]i gotta go to work again, and i wont be able to do another before i have to leave [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/katana_zps13a16b4a.jpg[/IMG] here is my progress on the list i gave you guys on the last page (edited to show whats done and what isnt easier): bonk_bat x Boston_basher x Backscratcher x Loch_n_load x ava_roseknife x liberty_launcher x danger_shield x katana x candy_cane x Amputator x Claid-o-more x Uberneedle x crok_knife x Battalion_backup x Black_box x Sydney_sleeper shortstop Shogun_soldier_set mad_milk Jag Kunai eternal_reward cow_mangler[/QUOTE] Those look awesome! But, are you going to disable phong/whatever is making that shine when the pack is released?
[QUOTE=Dr. Doughnut;39552069]Those look awesome! But, are you going to disable phong/whatever is making that shine when the pack is released?[/QUOTE] It's not likely. You will have to use dx8 or edit the VMT files yourself until Valve adds the mat_phong command, sorry. In a best case scenario, I will do proper phong masks for the pack so it isn't really bright and overpowering.
Best case scenario [IMG]http://smk.ctconcerto.net/lowpoly/phong.gif[/IMG] Here is a comparison of the shared player map (no alpha channel, thus no phong mask) with a 1.5 rimlight boost. In the second picture displaying the phong mask, I also turned down the rimlight boost to .25. The phong mask allows me to control what parts of the texture have phong, including intensity. This is better than completely disabling phong in two ways: You get to control phong specifically, so if you don't want phong on a certain place, you can remove it from the mask. In this example, I only used phong on Demoman's vest, grenades, shoes and ammo pouches. Demoman's skin and clothing have no phong. You get to keep rimlighting, because rimlighting is dependent on phong being enabled. Would you guys like to see phong masks in the official pack? Valve does this too- you can see yourself if you disable normal mapping on the Valve textures. They become shiny.
I'd still prefer phong gone but yeah masks if they really, really have to stay.
[IMG]http://smk.ctconcerto.net/lowpoly/red_sentry.png[/IMG][IMG]http://smk.ctconcerto.net/lowpoly/blu_sentry.png[/IMG] [IMG]http://smk.ctconcerto.net/lowpoly/red_mini_sentry.png[/IMG][IMG]http://smk.ctconcerto.net/lowpoly/blu_mini_sentry.png[/IMG] [IMG]http://smk.ctconcerto.net/lowpoly/lowpoly_candycane.png[/IMG] [IMG]http://smk.ctconcerto.net/lowpoly/watch_preview.png[/IMG] Also, all the player phong masks and rim lighting changes are done. They should be in the new pack.
[QUOTE=Snowshoe;39587837] [IMG]http://smk.ctconcerto.net/lowpoly/watch_preview.png[/IMG] Also, all the player phong masks and rim lighting changes are done. They should be in the new pack.[/QUOTE] Why do all the watch screens have a redish tint?
[QUOTE=Manibogi;39587882]Why do all the watch screens have a redish tint?[/QUOTE] envmap reflections in the VMT HLMV has a default picture of a desert IIRC, so it looks redish
testing.. testing... one.. two.. three.. [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/track_test_zpsad3d81b2.gif[/IMG]
Is it just me, or the thread is going in the opposite direction?
[QUOTE=Manibogi;39590493]Is it just me, or the thread is going in the opposite direction?[/QUOTE] its goin in the right direction, but the first rotation uses 192 frames, so i rounded down to 190 and used every 5th frame starting at 0
thing here, i gotta go to work really fast now [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/tf2%20oldschool%20devstuffs/Jag_zps05036df5.jpg[/IMG]
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/tf2%20oldschool%20devstuffs/koonaiee_zpsd3ef5528.jpg[/IMG] got back from work, started on this, im tired now.... nighty, mornin.
Hey guys, I don't model or texture so I can't help with that on this project, but I would like to contribute. My friend told me that you guys haven't made backpack icons for this project even though they look like backpack icons on the pictures on the front page. If you don't already have a guy, I could make some for you. If you want to see some of the backpack icons I have already done, [URL="http://gamebanana.com/members/submissions/guis/1320438"]CLICK HERE[/URL]. I would like to if you havent already, reply dudes.
[QUOTE=Cheezy :3;39648033]Hey guys, I don't model or texture so I can't help with that on this project, but I would like to contribute. My friend told me that you guys haven't made backpack icons for this project even though they look like backpack icons on the pictures on the front page. If you don't already have a guy, I could make some for you. If you want to see some of the backpack icons I have already done, [URL="http://gamebanana.com/members/submissions/guis/1320438"]CLICK HERE[/URL]. I would like to if you havent already, reply dudes.[/QUOTE] We don't have any backpack icons yet. We don't have all the hats or weapons for you to make icons, either. Only a fraction of the stuff is modelled and textured. Would it be possible to create backpack icons with lower resolution and file size than the typical ones? (performance improving, in other words) Otherwise it would probably be low priority. Also, consider that I am retexturing existing models and changing things often. It would lead to inconsistent icons, unless you do them when we are finished with the pack or are willing to redo an icon every time I make an update. For example, I have not made a texture for the Black Box yet. If you made an icon with Insaneicide's base colors, by the time I get it textured they wouldn't match. If you want, you can tell me how to set up the VTF just right so I don't get those ugly white outlines on the icons I make. Then I could do them myself.
[QUOTE=Snowshoe;39651703]We don't have any backpack icons yet. We don't have all the hats or weapons for you to make icons, either. Only a fraction of the stuff is modelled and textured. Would it be possible to create backpack icons with lower resolution and file size than the typical ones? (performance improving, in other words) Otherwise it would probably be low priority. Also, consider that I am retexturing existing models and changing things often. It would lead to inconsistent icons, unless you do them when we are finished with the pack or are willing to redo an icon every time I make an update. For example, I have not made a texture for the Black Box yet. If you made an icon with Insaneicide's base colors, by the time I get it textured they wouldn't match. If you want, you can tell me how to set up the VTF just right so I don't get those ugly white outlines on the icons I make. Then I could do them myself.[/QUOTE] I can do them when you guys finish the project.
[QUOTE=Snowshoe;39651703]We don't have any backpack icons yet. We don't have all the hats or weapons for you to make icons, either. Only a fraction of the stuff is modelled and textured. Would it be possible to create backpack icons with lower resolution and file size than the typical ones? (performance improving, in other words) Otherwise it would probably be low priority. Also, consider that I am retexturing existing models and changing things often. It would lead to inconsistent icons, unless you do them when we are finished with the pack or are willing to redo an icon every time I make an update. For example, I have not made a texture for the Black Box yet. If you made an icon with Insaneicide's base colors, by the time I get it textured they wouldn't match. If you want, you can tell me how to set up the VTF just right so I don't get those ugly white outlines on the icons I make. Then I could do them myself.[/QUOTE] If you're aiming for performance with this pack, then you should really just not have custom backpack icons at all. Having a large set of custom backpack icons installed causes considerably larger load times and extra stutter all over the place since Valve re-uses those icons in a lot of places now. And not to be a buzzkill, but I personally don't see the point in doing menu/HUD graphics for this mod, even thematically. Most "oldschool" games with low-poly visuals used much higher-quality rendered art for 2D elements. Then again, games from that era were trying to push their hardware's boundaries and didn't want to think of themselves as low-poly whereas this mod is intentionally paring the definition back. Just know that if you do bother with menu/HUD elements like that, it's really only going to fit into the niche of people who will use this mod just for its style (and have THAT big of a boner for low-poly visuals) rather than performance (because performance-wise, as least on this version of Source, you should really try to install as few mods as possible).
hey, are there still weapons that need doing?
[QUOTE=Shugo;39654436]If you're aiming for performance with this pack, then you should really just not have custom backpack icons at all. Having a large set of custom backpack icons installed causes considerably larger load times and extra stutter all over the place since Valve re-uses those icons in a lot of places now. And not to be a buzzkill, but I personally don't see the point in doing menu/HUD graphics for this mod, even thematically. Most "oldschool" games with low-poly visuals used much higher-quality rendered art for 2D elements. Then again, games from that era were trying to push their hardware's boundaries and didn't want to think of themselves as low-poly whereas this mod is intentionally paring the definition back. Just know that if you do bother with menu/HUD elements like that, it's really only going to fit into the niche of people who will use this mod just for its style (and have THAT big of a boner for low-poly visuals) rather than performance (because performance-wise, as least on this version of Source, you should really try to install as few mods as possible).[/QUOTE] shugo you are so wise
[QUOTE=Shugo;39654436]If you're aiming for performance with this pack, then you should really just not have custom backpack icons at all. Having a large set of custom backpack icons installed causes considerably larger load times and extra stutter all over the place since Valve re-uses those icons in a lot of places now. And not to be a buzzkill, but I personally don't see the point in doing menu/HUD graphics for this mod, even thematically. Most "oldschool" games with low-poly visuals used much higher-quality rendered art for 2D elements. Then again, games from that era were trying to push their hardware's boundaries and didn't want to think of themselves as low-poly whereas this mod is intentionally paring the definition back. Just know that if you do bother with menu/HUD elements like that, it's really only going to fit into the niche of people who will use this mod just for its style (and have THAT big of a boner for low-poly visuals) rather than performance (because performance-wise, as least on this version of Source, you should really try to install as few mods as possible).[/QUOTE] I try to be open with volunteers and questions, since I'm not exactly the creator I can't shut them down if I personally don't like it. You do bring up very good points, and I have even thought to myself about older games using higher quality 2D elements. I never knew having backpack icons impacted performance that big, because I have a fast computer myself, and I use your icons. I talked to Insaneicide and we pretty much agree backpack icons just add to the size of the download and lose performance if anything right now. Also, just to give you guys an update, Insaneicide is working on zombie models now, and he's fixed a ton of viewmodels that had broken animations and stuff. [IMG]http://smk.ctconcerto.net/lowpoly/sentry2_red.png[/IMG][IMG]http://smk.ctconcerto.net/lowpoly/sentry2_blu.png[/IMG] [IMG]http://smk.ctconcerto.net/lowpoly/sentry3_red.png[/IMG][IMG]http://smk.ctconcerto.net/lowpoly/sentry3_blu.png[/IMG]
Ok. Would it be alright if I made them when the pack was finished anyway and uploaded to gamebanana? Whoops, forgot to quote. The backpack icons I mean.
Is there a way to set up a quickswitch? Like, a way to quickly change between this and norm?
[QUOTE=VenomousBeetle;39659424]Is there a way to set up a quickswitch? Like, a way to quickly change between this and norm?[/QUOTE] dunno, only thing is, the way i have all my materials set up, is that they dont replace the defaults, so all you would need to do is remove the players weapons, and buildables folders under the models folder and itll switch back to the default, of course, you can just install the models folder again, and itll work properly, i cant say this for sparkwire's since he replaced the default textures instad of renaming them. oh, and im almost finished, with the zombies, just a few texture problems, and itll be ready for release after which ill fiish the shogun_warbanner stuff
[QUOTE=VenomousBeetle;39659424]Is there a way to set up a quickswitch? Like, a way to quickly change between this and norm?[/QUOTE] no
[QUOTE=VenomousBeetle;39659424]Is there a way to set up a quickswitch? Like, a way to quickly change between this and norm?[/QUOTE] Maybe you could turn on hwm models, but that would only affect players.
or you can wait until the move to VPK happens, after-which, hopefully if valve allows the option, will be like switching addons like l4d (at least from what i can remember)
How's progress?
[QUOTE=Insaneicide;39662046]or you can wait until the move to VPK happens, after-which, hopefully if valve allows the option, will be like switching addons like l4d (at least from what i can remember)[/QUOTE] I believe a Valve dev said on SPUF that switching them on and off while in-game ("dynamically" he called it) wouldn't be possible to begin with, but will be possible later on. Until then you'll have to restart the game every time you want these or the normal models.
Just to remind you again guys, the Scattergun, Stickybomb Launcher and Knife needs to be fixed. And, when are you gonna re-release the pack with the new items?
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