I made a bunny hood, i'll upload it tomorrow.
[img]http://s2.webstarts.com/zeldafortress2/uploads/bunnyhood.jpg[/img]
[img]http://s2.webstarts.com/zeldafortress2/uploads/bunnyhood2.jpg[/img]
HO-LY shit post 4444
Hey look, I did more icons! Now you guys can stop bugging me about doing the Poker Night items! :buddy:
[img]http://tf2b.com/img/inquisitor.png[/img][img]http://tf2b.com/img/wikicap.png[/img][img]http://tf2b.com/img/ttg_glasses.png[/img][img]http://tf2b.com/img/ttg_badge.png[/img][img]http://tf2b.com/img/c_ttg_watch.png[/img][img]http://tf2b.com/img/p2_pin.png[/img]
The Enthusiast's Timepiece is temporary; NeoDement, bless his heart, is working on getting the full watch with the completed watchband ripped from Poker Night. This one is just so that it falls in line with the existing watches. (Cloak and Dagger with completed watchband is also coming soon...and also from NeoDement!)
Download here: [url]http://www.fpsbanana.com/guis/23908[/url]
Or enjoy them on TF2B! Go to [url]http://tf2b.com/itemlist.php[/url] and hit Ctrl+F5 to ensure your browser cache loads the new icons.
As my to-do list on the FPSB page denotes, I'm still working on the existing hats and redoing some older icons to bring them in line with the newer quality standards and methods I've been using. Gotta be meticulous and complete about it so I can (re)submit them to Valve!
[QUOTE=Svdl;26491008][img_thumb]http://img543.imageshack.us/img543/5111/chainman.jpg[/img_thumb][/QUOTE]
Svdl that thing looks like it could replace the rocket launcher. Tres fucking AWESOME! Needs blood though, can we get a bloody version? :) And maybe a bayonet :P
Also, to the guy who's doing the back to the future rifle (what is it with you modellers and ridiculous names? :P) maybe shorten the barrel? Also the skin looks too 'pristine' atm, like we were saying to Svdl earlier: TF2 stuff needs to look well used.
ANNNND FINALLY: I've noticed that you guys tend to take on a lot of requests, so I'd like to offer up a few ideas I've had and suck too much at modding to ever do myself:
M79 for grenade launcher. (No one cares about reload anims not being accurate)
A mini lightsaber - think table-knife sized - for the Spy's knife (draw anim HAS to be of the beam coming out). *Preferable if you used Anakin/Darth Vaders saber as reference and simplified it into the TF2 style.
Full auto TF2 stylized Glock with extended mag for Sniper's SMG (bonus if the anims are one handed gangster style)
FAN revamp - take the current model, and make it better. The FAN has always seemed unfinished to me, and the barrels look low poly too. Improvements off the top of my head: smooth the barrels & add more 'character' to the model... I'm all out of ideas for how though. It just needs 'more' :S
[QUOTE=Shugo;26498863]Hey look, I did more icons! Now you guys can stop bugging me about doing the Poker Night items! :buddy:
[img_thumb]http://tf2b.com/img/inquisitor.png[/img_thumb][img_thumb]http://tf2b.com/img/wikicap.png[/img_thumb][img_thumb]http://tf2b.com/img/ttg_glasses.png[/img_thumb][img_thumb]http://tf2b.com/img/ttg_badge.png[/img_thumb][img_thumb]http://tf2b.com/img/c_ttg_watch.png[/img_thumb][img_thumb]http://tf2b.com/img/p2_pin.png[/img_thumb]
The Enthusiast's Timepiece is temporary; NeoDement, bless his heart, is working on getting the full watch with the completed watchband ripped from Poker Night. This one is just so that it falls in line with the existing watches. (Cloak and Dagger with completed watchband is also coming soon...and also from NeoDement!)
Download here: [url]http://www.fpsbanana.com/guis/23908[/url]
Or enjoy them on TF2B! Go to [url]http://tf2b.com/itemlist.php[/url] and hit Ctrl+F5 to ensure your browser cache loads the new icons.
As my to-do list on the FPSB page denotes, I'm still working on the existing hats and redoing some older icons to bring them in line with the newer quality standards and methods I've been using. Gotta be meticulous and complete about it so I can (re)submit them to Valve![/QUOTE]
Out of curiosity, could you make a set of icons that are compressed (DXT5)? Right now, one icon takes up as much space as a 1024x1024 weapon texture. Alternatively, you could make the small icons use the same texture as the large icons, and put this in the small icons' VMT files:
[code]$basetexturetransform "center .5 .5 scale 4 4 rotate 0 translate 0 0"[/code]
This will make the texture still be sized correctly, and have about a third less cache memory used. When combined with the large icons being compressed, you would get the same amount of memory as using only your small icons. Perhaps call it "The Performance Package"?
[QUOTE=Svdl;26490543]Couldn't wait for us, then? :smile:
If you want to do it yourself, great, go for it and learn new things. But we haven't forgotten it so it'll be ready at some point.
Anyway, less "just a gun" and more "what's the point"
[img_thumb]http://img801.imageshack.us/img801/3868/chaingun.jpg[/img_thumb][/QUOTE]
You should call it, THE CHAIN OF COMMAND!
[QUOTE=Sexy Robot;26490754][img_thumb]http://img408.imageshack.us/img408/1970/omglolz.png[/img_thumb]
Pretty much done with this now.[/QUOTE]
Fix those smoothing errors you have all around it. Handles, ammo belt and ammo box seem to have the biggest errors. The shadows look like smudge on those parts implying that you are using same smoothing group for the whole lot when the model has too sharp edges.
Also the ammo belt in the "critical turn" point has some kind of polygon error you should fix.
Other than that the model looks great.
[QUOTE=Rythyrix;26499245]Out of curiosity, could you make a set of icons that are compressed (DXT5)? Right now, one icon takes up as much space as a 1024x1024 weapon texture. Alternatively, you could make the small icons use the same texture as the large icons, and put this in the small icons' VMT files:
[code]$basetexturetransform "center .5 .5 scale 4 4 rotate 0 translate 0 0"[/code]
This will make the texture still be sized correctly, and have about a third less cache memory used. When combined with the large icons being compressed, you would get the same amount of memory as using only your small icons. Perhaps call it "The Performance Package"?[/QUOTE]
That is brilliant. I'll go test that and see how it works.
The reason I didn't use DXT5 compression is because some of the icons just don't turn out well after being put through the DXT wringer and several people were asking me to stop using it. But now that it's becoming a memory budget problem (and I do agree - I've noticed my game's stutter length upon first loading the icons is longer this way), I may have to switch back to using that and try your awesome method of just using one set of icons.
So lately I've been experimenting with making some unusual particles.
[tab]Thunder Clouds[/tab][media]http://www.youtube.com/watch?v=nOnk-3MBiVQ[/media]
[tab]Little Rocket[/tab][media]http://www.youtube.com/watch?v=rz_YPxdblgA[/media]
They aren't amazingly brilliant, but they are surprisingly fun to make. I would like ideas for making more too!
Also, I know the rocket doesn't look right (it's only facing the correct direction half of the time). I can't figure out how to make it face direction of movement, which might not even be possible. If you are an expert on particle editing I would like a bit of help there.
[QUOTE=Shugo;26499345]That is brilliant. I'll go test that and see how it works.
The reason I didn't use DXT5 compression is because some of the icons just don't turn out well after being put through the DXT wringer and several people were asking me to stop using it. But now that it's becoming a memory budget problem (and I do agree - I've noticed my game's stutter length upon first loading the icons is longer this way), I may have to switch back to using that and try your awesome method of just using one set of icons.[/QUOTE]
While creating a proof of concept with the Demoman's Afro, if you use the single texture route, unless the client has antialiasing on, the edges will appear jagged, which a point in favor of the old system.
[QUOTE=stavros;26499113]Needs blood though, can we get a bloody version? :) And maybe a bayonet :P[/QUOTE]
wat where
[QUOTE=Rythyrix;26499368]While creating a proof of concept with the Demoman's Afro, if you use the single texture route, unless the client has antialiasing on, the edges will appear jagged, which a point in favor of the old system.[/QUOTE]
Yeah, jagged appearance is one of the things the pack aims to fix (namely on the large icons), so that won't do. I think maybe I'll just downgrade them all to DXT5.
[QUOTE=Shugo;26499492]Yeah, jagged appearance is one of the things the pack aims to fix (namely on the large icons), so that won't do. I think maybe I'll just downgrade them all to DXT5.[/QUOTE]
Actually... (goes to check out how Valve did class icons)
EDIT: Found what I was looking for. I don't know if it will be of any help, but... http://developer.valvesoftware.com/wiki/$distancealpha#Material_creation_.28class_spy_outline.29
Could you use this to make jagged stuff not appear?
I think if someone has anti-aliasing off that they aren't exactly concerned with texture quality...
Edit: Though, yeah, shitty computers need love too I suppose.
[QUOTE=Pilk;26499350][tab]Thunder Clouds[/tab][media]http://www.youtube.com/watch?v=nOnk-3MBiVQ[/media][/QUOTE]
Better than most in-game particles
[QUOTE=Pilk;26499572]I think if someone has anti-aliasing off that they aren't exactly concerned with texture quality...
Edit: Though, yeah, shitty computers need love too I suppose.[/QUOTE]
I don't use anti-aliasing. My graphics card is dying. :saddowns:
[QUOTE=Shugo;26499621]I don't use anti-aliasing. My graphics card is dying. :saddowns:[/QUOTE]
You can use the money Valve eventually gives you to get a new one!
[QUOTE=OutOfExile2;26499588]Better than most in-game particles[/QUOTE]
Yes it is, but it could still do with polishing. Lovely concept, brilliant progress, but unfinished.
My 2 cents is that it needs to be less dense. Also if the lightning lit up the clouds that would earn you major points.
If possible: Make the rocket rotate around, so it looks like the smoke is coming out of the rocket's end. You could probably use a RotationSpinYaw or RotationSpinPitch (probably yaw) operator to achieve this effect.
[QUOTE=stavros;26499693]Yes it is, but it could still do with polishing. Lovely concept, brilliant progress, but unfinished.
My 2 cents is that it needs to be less dense. Also if the lightning lit up the clouds that would earn you major points.[/QUOTE]
Alright I'll make it a little less dense. Not sure how I could achieve lighting up the clouds but I can have a go at it. I want to avoid having more than one child particle though since none of the Valve particles do.
[QUOTE=Rythyrix;26499713]If possible: Make the rocket rotate around, so it looks like the smoke is coming out of the rocket's end. You could probably use a RotationSpinYaw or RotationSpinPitch (probably yaw) operator to achieve this effect.[/QUOTE]
OK I'll experiment with that, thanks.
[QUOTE=stavros;26499113]Also, to the guy who's doing the back to the future rifle (what is it with you modellers and ridiculous names? :P) maybe shorten the barrel? Also the skin looks too 'pristine' atm, like we were saying to Svdl earlier: TF2 stuff needs to look well used.[/QUOTE]
Actually I already had to shorten the barrel drastically. [url=http://img.photobucket.com/albums/v630/Vash2290/BarrelLength.jpg]Doc's rifle in BttF3 is heavily modified and the barrel is extended making the rifle nearly four feet long[/url]. I wanted to keep it somewhat long. I think it's at a good length right now.
But yeah, the texture needs some work. I'm thinking of just going back and redoing it completely. Doc's rifle was mostly pristine with shiny gold and silver parts and whatnot, and I tried to replicate that (even tried giving it some of the golden wrench's environment maps, which looked pretty awesome in the model viewer but terrible in game), but nothing I've done looks quite right. I might just go back and try to give it a really tarnished old West look instead of the pristine look Doc's rifle has. I've already strayed from the original design quite a bit, I guess I could give it its own character. It's only loosely based off of the movie rifle, after all.
Now, I'm just going to ask. What, if anything, would you people want to change about the rifle texture-wise? Or would everyone rather I kept it the way it is?
[img_thumb]https://dl.dropbox.com/u/13972822/Winchester/WRifle1.jpg[/img_thumb][img_thumb]https://dl.dropbox.com/u/13972822/Winchester/WRifle2.jpg[/img_thumb]
Rotate Spin Yaw worked. I can't work out the relationship between [i]Rotate Spin Yaw[/i]'s "yaw_rate_degrees" and [i]Movement Rotate Particle Around Axis[/i] "Rotation Rate" though. They go out of sync after a little while.
Change the Ace of Clubs to the Ace of Spades or Diamonds. Personal opinion, of course. Also, please include TGA of source texture, so people (aka me) can create custom skins.
[editline]4th December 2010[/editline]
[QUOTE=Pilk;26499913]Rotate Spin Yaw worked. I can't work out the relationship between [i]Rotate Spin Yaw[/i]'s "yaw_rate_degrees" and [i]Movement Rotate Particle Around Axis[/i] "Rotation Rate" though. They go out of sync after a little while.[/QUOTE]
You can probably go into decimals, unless RSY is an integer...
[editline]4th December 2010[/editline]
[QUOTE=Pilk;26499913]Rotate Spin Yaw worked. I can't work out the relationship between [i]Rotate Spin Yaw[/i]'s "yaw_rate_degrees" and [i]Movement Rotate Particle Around Axis[/i] "Rotation Rate" though. They go out of sync after a little while.[/QUOTE]
You can probably go into decimals, unless RSY is an integer...
[QUOTE=Rythyrix;26499929]Change the Ace of Clubs to the Ace of Spades or Diamonds. Personal opinion, of course. Also, please include TGA of source texture, so people (aka me) can create custom skins.
[editline]4th December 2010[/editline]
You can probably go into decimals, unless RSY is an integer...[/QUOTE]
Clubs is the coolest suit. Spades are smalltime.
[QUOTE=Nzdjh;26499940]Clubs is the coolest suit. Spades are smalltime.[/QUOTE]
[url]http://www.psywarrior.com/DeathCardsAce.html[/url]
[QUOTE=Rythyrix;26499929][editline]4th December 2010[/editline]
You can probably go into decimals, unless RSY is an integer...[/QUOTE]
It is indeed an integer...
[QUOTE=Pilk;26499350]So lately I've been experimenting with making some unusual particles.
[tab]Thunder Clouds[/tab][media]http://www.youtube.com/watch?v=nOnk-3MBiVQ[/media]
[tab]Little Rocket[/tab][media]http://www.youtube.com/watch?v=rz_YPxdblgA[/media]
They aren't amazingly brilliant, but they are surprisingly fun to make. I would like ideas for making more too!
Also, I know the rocket doesn't look right (it's only facing the correct direction half of the time). I can't figure out how to make it face direction of movement, which might not even be possible. If you are an expert on particle editing I would like a bit of help there.[/QUOTE]
Now I want an unusual hard counter with storm clouds!
[QUOTE=Rythyrix;26499945][url]http://www.psywarrior.com/DeathCardsAce.html[/url][/QUOTE]
Exactly. Nobody expects the Clubs. Then it [i]clubs[/i] your head in.
I'll be here all night.
[QUOTE=Pilk;26499913]Rotate Spin Yaw worked. I can't work out the relationship between [i]Rotate Spin Yaw[/i]'s "yaw_rate_degrees" and [i]Movement Rotate Particle Around Axis[/i] "Rotation Rate" though. They go out of sync after a little while.[/QUOTE]
Just have the sprite be animated to look like a rocket spinning, then set its rotation speed around the head to the same speed in which it takes for the sprite to complete the animation.
[QUOTE=bigbadbarron;26499982]Just have the sprite be animated to look like a rocket spinning, then set its rotation speed around the head to the same speed in which it takes for the sprite to complete the animation.[/QUOTE]
Then it would look right from only one angle.
This shit has more polies than the Camera beard does, and it's not even the entire model
[img]http://filesmelt.com/dl/FUCK4.png[/img]
What'd be the best way to create such a mesh? :frown:
[QUOTE=Nzdjh;26499961]Exactly. Nobody expects the Clubs. Then it [i]clubs[/i] your head in.
I'll be here all night.[/QUOTE]
Alternatively... SAXTON HAAALE! [url]http://img528.imageshack.us/img528/397/saxtonhaaale.png[/url]
Best of both worlds, you get your ridiculously manly clubbing people to death, I get my Spades. Happy?
Sorry, you need to Log In to post a reply to this thread.