• TF2 Skins/Model fixes
    470 replies, posted
[QUOTE=NeoDement;23672560]the Scotsman's Skullcutter (and possibly others) don't even fit inside the icon box.[/QUOTE] Merryweather too I think. :v:
and the demomans fro slightly quite a lot of them really it's silly
Valve is just insanely lazy and bad at making backpack icons. Seriously? I can't believe they left the 2nd set of community hat icons in the condition they are in. They look like they are saved in JPEG before converted to VTF.
[QUOTE=Mexican;23672455]Shugo's icons aren't a fix because the original icons weren't broken, they just look better to some people and worse to others. Animated minigun shells aren't a fix because they come with their own problem, spinning on the ground, and the default effect was fine. TF2 themed menus isn't a fix Bumpmaps for ubercharge isn't a fix as Valve likely left out bumpmaps on purpose Jiggleboned Toque isn't a fix Soldier medal isn't really a fix unless you consider the picture of the medal canon By all means leave them up but they really aren't "fixes"[/QUOTE] Indeed, they aren't fixes. A fix implies that something was wrong with it initially. However, these make TF2 how it should have been when they all came out.
[QUOTE=Penguiin;23671452]still looks like shit, they need to be higher poly, maybe not super realistic[/QUOTE] I don't mind their low quality but they could at least go all the way around instead of having half of the shell with an invisible back floating over the bandoleer
How can I make the view model drag? Like in half life 2 when you turn and the weapon follows instead of it just being pointed immediately. I loved that effect in the 2nd beta trailer and was sad that they took it out.
Is there a better viewmodel mod for Heavy weapons guy? According to the viewmodel he has no arms and his gun in general just looks bad past 63 FOV. EDIT: Oh, and is FPSbanana still infected?
[QUOTE=MrCasual;23674622]Is there a better viewmodel mod for Heavy weapons guy? According to the viewmodel he has no arms and his gun in general just looks bad past 63 FOV. EDIT: Oh, and is FPSbanana still infected?[/QUOTE] Hold on, I've got a good mod for the view model... [code]viewmodel_fov 63[/code] Okay, it's not a mod, but more of a console command. If it seems too far out, you can put in the command again, but with a lower number. Any higher, and some issues with the model may occur, such as seeing un-modeled parts of it. But really, why would you need it so far out past 63 anyway? It looks retarded, unnatural, and it's completely unpractical. And FPSBanana was never infected. I go there everyday, and I'm perfectly fine. And even if it was, people said that it was fine a [I]long[/I] time ago.
Can't wait to see an update that just says Team Fortress 2 -Updated the fucking HUD icons, happy?
I wish there were that many "fixes" for this to be as popular as the emporium. I like fixes :saddowns:
Gentlemen, I recall sending a texture pack I made to Robin. Tried sending once through contribute but then I decided to send it in email. Here's his message: [CODE]I prefer to use email, so feel free to write up your thoughts here. One of the main reasons we haven't found a way to contribute texture packs is that it's hard for us to be sure that the submitter is the person who made the pack, unlike models where whoever has the source for the model is likely to be the person who created it. If you have thoughts on how we could deal with that, we'd love to hear them. Robin.[/CODE]Well, I better hope they will use it in a future update. This WILL fix and break some textures in the maps, but will be good for Garry's Mod [QUOTE=Ehanced_AI;23710030]What was the texture pack.[/QUOTE] The texture pack I made is the same TF2 textures, the only difference is that they have seperate names to avoid conflicting with Half Life 2 textures. You see, Valve was lazy enough to not hex their textures. That's why I hexed for them, I will wish for the texture pack to be accepted into the team fortress 2 materials.gcf so we won't see any HL2 textures in Team Fortress 2. This WILL however break the community-made maps, but that is OK as long as the maps are updated with the new texture names from my texture pack. I even included a TXT file telling what textures should be replaced, like if you have "Props/metalduct001a" in your map you must use "Props/metalduct001b" instead
What was the texture pack.
So if I'm the author he can't be 100% sure I made it and so I can't submit it? There must be a way to do something like put your name in an unediteable .vtf or stuff like that...
Now they have gone through all the updates for the classes they should fix all this shit and optimize the game
[QUOTE=LegndNikko;23674938]Hold on, I've got a good mod for the view model... [code]viewmodel_fov 63[/code]Okay, it's not a mod, but more of a console command. If it seems too far out, you can put in the command again, but with a lower number. Any higher, and some issues with the model may occur, such as seeing un-modeled parts of it. But really, why would you need it so far out past 63 anyway? It looks retarded, unnatural, and it's completely unpractical. And FPSBanana was never infected. I go there everyday, and I'm perfectly fine. And even if it was, people said that it was fine a [I]long[/I] time ago.[/QUOTE] Makes shit smaller so you can see more on your screen
Just a little heads up I'm not sure that this is fully worth this getting bumped BUT my antivirus is picking up a malicious link on the Scottish Resistance fix download maybe find an alternative or remove it from OP to save some people. (I'm using avast!)
The Scottish Resistance fix download is fine. I just downloaded it and there aren't any viruses.
oh well my antivirus is a dumb fuck evidently
Which one are you using.
[quote=baronvonfail;23776082]just a little heads up i'm not sure that this is fully worth this getting bumped but my antivirus is picking up a malicious link on the scottish resistance fix download maybe find an alternative or remove it from op to save some people. ([b]i'm using avast![/b])[/quote] [editline]10:54pm[/editline] [quote=ehanced_ai;23785067]which one are you using.[/quote]
oh well uh
My scanning program is AVG, no viruses found however. And that lightwarp fix for the blutsauger, I don't really get it......the only difference I found is that it is bigger than the original texture file [QUOTE=NeoDement;23798384]No that's dumb, Garry should fix that. Not worth fixing for all the problems it will make. Even the VMF sources will need updating, and recompiing maps isn't exactly quick.[/QUOTE] You are the crazed dude now, It's not worth extracting the maps and pakratting them and such so yes Valve should do it anyway. But yes updating the VMFs is a good choice May I have your attention people? Look what I found: [URL]http://www.fpsbanana.com/guis/24587[/URL]
[QUOTE=BenjaminTennison;23709343]Gentlemen, I recall sending a texture pack I made to Robin. Tried sending once through contribute but then I decided to send it in email. Here's his message: [CODE]I prefer to use email, so feel free to write up your thoughts here. One of the main reasons we haven't found a way to contribute texture packs is that it's hard for us to be sure that the submitter is the person who made the pack, unlike models where whoever has the source for the model is likely to be the person who created it. If you have thoughts on how we could deal with that, we'd love to hear them. Robin.[/CODE]Well, I better hope they will use it in a future update. This WILL fix and break some textures in the maps, but will be good for Garry's Mod The texture pack I made is the same TF2 textures, the only difference is that they have seperate names to avoid conflicting with Half Life 2 textures. You see, Valve was lazy enough to not hex their textures. That's why I hexed for them, I will wish for the texture pack to be accepted into the team fortress 2 materials.gcf so we won't see any HL2 textures in Team Fortress 2. This WILL however break the community-made maps, but that is OK as long as the maps are updated with the new texture names from my texture pack. I even included a TXT file telling what textures should be replaced, like if you have "Props/metalduct001a" in your map you must use "Props/metalduct001b" instead[/QUOTE] No that's dumb, Garry should fix that. Not worth fixing for all the problems it will make. Even the VMF sources will need updating, and recompiing maps isn't exactly quick.
This thread seems to die alot.
[QUOTE=vander97;23953767]This thread seems to die alot.[/QUOTE] Wich is bizarre when you consider the amound of hate the facepunch community has towards lazy valve. When you think about, this should be as lively as the emporium. Think about it, if most people that modeled, animated and textured tf2 mods suddenly decided to "fix" tf2 before working on extra mods, players would be able to have a perfectly fine world with no graphical errors or bugs. I seriously love fixes and I wish it had more contributors.
Well, as long as there are no fixes this thread will die often...
There's a new Kritkrieg reskin which makes it look prettier [url=http://www.mediafire.com/?o5oyp9hfko80nzc][img]http://img717.imageshack.us/img717/8657/promokritz.png[/img][/url]
[QUOTE=AlfieGroove;23961219]There's a new Kritkrieg reskin which makes it look prettier [url=http://www.mediafire.com/?o5oyp9hfko80nzc][img]http://img717.imageshack.us/img717/8657/promokritz.png[/img][/url][/QUOTE] The only problem with this is that it also affects the regular medi gun
[QUOTE=NeoDement;23672560]You're being dumb on these two points, especially the first one.[/QUOTE] Why. I don't like the jiggling toque because it goes down most of the time and I like it swooping. And the uber with bumpmaps just looks bad. Without wrinkles the characters look much fuller and more shielded.
I bet Robin has my texture pack now, I'm sure in the updates it will say "Used a texture pack from someone named Fox to fix maps having textures that conflict with HL2 textures". This will break the community maps however, unless they update the textures with the Replace... tool and select textures and such So what do you people prefer? Demo drinking from a paintrain OR demo using the taunt that was actually meant for scrumpy? If you choose the unused taunt it's OK if Valve has to make a new taunt animation for Sollie, the unused taunt animation for demo is "taunt04". Will however make the soldier do the shotgun taunt but can be fixed so he'll use the older version of his shotgun taunt which is juggling
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