NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project
2,210 replies, posted
[QUOTE=lol user;32599483]I kind of agree to this, sometimes you have a huge ego[/QUOTE]
Well I think it's all well and good, I bet a fan probably bought it for hi--
[img]http://dl.dropbox.com/u/29790304/ohoyu.png[/img]
OH MY GOODNESS
[QUOTE=Max of S2D;32574789]HD fingers in the middle of gameplay is pretty much a waste of performance... not to mention that the hackery required to edit HWM models requires disabling LODs... so yeah, not gonna happen :v:
they were based off the heavy hands in terms of how things should be edged and everything like that[/QUOTE]
Shouldn't do that much difference if the hd hands only were used for the highest LOD should it?
even if it would require making new LODs, though i'm sure you could get someone else to do that for you if you're lazy.
Friday tie day?
[QUOTE=Agent Fedora;32599898]Well I think it's all well and good, I bet a fan probably bought it for hi--
[img]http://dl.dropbox.com/u/29790304/ohoyu.png[/img]
OH MY GOODNESS[/QUOTE]
[img]http://img.maxofs2d.net/screenshots/2011-1003-19-49-48.png[/img]
[QUOTE=lol user;32599483]I kind of agree to this, sometimes you have a huge ego[/QUOTE]
you're gonna have to tell me what gives you this impression, because the number one thing I never do is bragging
[QUOTE=blaholtzen;32604095]even if it would require making new LODs, though i'm sure you could get someone else to do that for you if you're lazy.[/QUOTE]
no, no, no :p
the QC wizardry used to only replace HWM models' bodies makes it so you [i]can't[/i] use LODs or they will be completely glitched out
how glitched out you ask?
this much
[thumb]http://img.maxofs2d.net/screenshots/2011-1003-19-52-38.png[/thumb]
[QUOTE=Max of S2D;32608467][img]http://img.maxofs2d.net/screenshots/2011-1003-19-49-48.png[/img]
you're gonna have to tell me what gives you this impression, because the number one thing I never do is bragging
no, no, no :p
the QC wizardry used to only replace HWM models' bodies makes it so you [i]can't[/i] use LODs or they will be completely glitched out
how glitched out you ask?
this much
[img]http://img.maxofs2d.net/screenshots/2011-1003-19-52-38.png[/img][/QUOTE]
That's beyond saddening.
[QUOTE=Max of S2D;32608467]
[img]http://img.maxofs2d.net/screenshots/2011-1003-19-52-38.png[/img][/QUOTE]
I'm not going to lie. Part of me wants to see that in game. The other part wants me to shoot myself in the foot.
[QUOTE=Max of S2D;32608467]
[thumb]http://img.maxofs2d.net/screenshots/2011-1003-19-52-38.png[/thumb][/QUOTE]
hmmm, are u using a decompiled model or the one from the valve released sources?
[QUOTE=Max of S2D;32608467]
[thumb]http://img.maxofs2d.net/screenshots/2011-1003-19-52-38.png[/thumb][/QUOTE]
It looks like his intestines just exploded out of his back.
[QUOTE=Max of S2D;32608467]no, no, no :p
the QC wizardry used to only replace HWM models' bodies makes it so you [i]can't[/i] use LODs or they will be completely glitched out
how glitched out you ask?
this much
[thumb]http://img.maxofs2d.net/screenshots/2011-1003-19-52-38.png[/thumb][/QUOTE]
well that's odd, but i doubt it's [b]impossible[/b] to make it work, i mean if gerre's full engineer replacement model, complete with LOD's work then so should any player model replacement. you just aint doing it right.
[QUOTE=blaholtzen;32619516]well that's odd, but i doubt it's [b]impossible[/b] to make it work, i mean if gerre's full engineer replacement model, complete with LOD's work then so should any player model replacement. you just aint doing it right.[/QUOTE]
conagher isn't HWM
[QUOTE=Max of S2D;32608467][thumb]http://img.maxofs2d.net/screenshots/2011-1003-19-52-38.png[/thumb][/QUOTE]
Well now I know where R33MIX gets his inspiration from...
[QUOTE=Insaneicide;32617678]hmmm, are u using a decompiled model or the one from the valve released sources?[/QUOTE]
why dissagree and call it dumb when i am trying to see:
1: if you are using a decompiled hwm model that was recompiled that it can cause that error and more
2: if you are using the valve sources, theres some code you might need to help replace the models, such as in the definebones.qci there is some code that i have added that could proove usefull and with this you CAN use the outdated valve released sources AND a decompiled model for the LOD's (all for smd adjustment unless someone has access to the .dmx files included therein)
so please understand that i only asked what i did so i could help you, every compile i have made since valve released their sources has been from their source files, it keeps things nice and tidy and not a mess like it used to be from when i used to decompile every model, and has thus allowed me to further my compiling expierience.
[QUOTE=Insaneicide;32620140]1: if you are using a decompiled hwm model that was recompiled that it can cause that error and more[/QUOTE]
do you really think i'd decompile HWM models (or any TF2 model to begin with) when "never decompile models" is stapled all over my website
[QUOTE=Insaneicide;32620140]2: if you are using the valve sources, theres some code you might need to help replace the models, such as in the definebones.qci there is some code that i have added that could proove usefull and with this you CAN use the outdated valve released sources AND a decompiled model for the LOD's (all for smd adjustment unless someone has access to the .dmx files included therein)[/QUOTE]
it's not even a matter of sources, it's that the .QC wizardry used to hack in HWM models' bodies makes it so that — long story short — studiomdl completely messes up its interpretation of the LODs, which is why they are disabled.
i don't know if you knew, but you don't actually have to weightmap / do the flex morphs on the lower LODs, studiomdl does that automatically (no matter what, no way to force it off). well, it messes up big time on there :U
[QUOTE=Insaneicide;32620140]so please understand that i only asked what i did so i could help you, every compile i have made since valve released their sources has been from their source files, it keeps things nice and tidy and not a mess like it used to be from when i used to decompile every model, and has thus allowed me to further my compiling expierience.[/QUOTE]
uh yeah, me too, i have some common sense you know
[QUOTE=Max of S2D;32620259]do you really think i'd decompile HWM models (or any TF2 model to begin with) when "never decompile models" is stapled all over my website[/QUOTE]
sorry, well, thats good, then i can help address the problem (sorry i didnt know that you even had a site ^^")
[QUOTE=Max of S2D;32620259]it's not even a matter of sources, it's that the .QC wizardry used to hack in HWM models' bodies makes it so that — long story short — studiomdl completely messes up its interpretation of the LODs, which is why they are disabled.
i don't know if you knew, but you don't actually have to weightmap / do the flex morphs on the lower LODs, studiomdl does that automatically (no matter what, no way to force it off). well, it messes up big time on there :U[/QUOTE]
well, i have some wizardry of my own, if i can take a crack at it and come up with something that works, i can hand over my work right to ya :D (yes i do know that the LOD's weights are automatic discovered that on accident TBH ^^")
[QUOTE=Max of S2D;32620259]uh yeah, me too, i have some common sense you know[/QUOTE]
well, of course, just tryin to make sure, most of the guys i have talked to have had no sense to try EVERYTHING before giving up, when if they tried to think it usually could have been fixed days before contacting me. sorry for the confusion there :D
EDIT
well, i have compiled the medic_high model for it to be decompiled (1 for the vta file included within because i cant decompile the default hwm model and 2 so i can extract the LOD's in smd form) so far there is no rigging errors , but then again i compiled with the dmx files and not the experimental smd files that i will be making as soon as i decompile (i will be using the smd included in the smd folder, i just need to change the head texture to the one in the hwm folder seeing as the current compile doesnt use that.)
just tried to decompile the model, in the qc it makes it cant get past frame 114, after theat it freezes the decompilers and crashes. going to look further, but im not sure weather or not i can remotely fix this, it appears that the hwm models have more than 96 frames (the allowed amount) condensed into the 40-50+ frames by the back and forth sliders cause theres alot of confusing stuff here. in the vta file after time 167 it goes and starts at frame 0 again, that frame goes from 1 to 13666 (meaning that it IS the zero frame and counts EVERY verticie it also has the end of the vta after 167 and no end after the second frame 10) and every frame after that point goes like this [ time 1 // BlowNostrilL ] and these go on for ten frames and go on for about an average of 8000 verticies whereas almost all of the first frames (from 0 to 167 the first time around) have an average of 70-80 depending on the flex. that about makes sense for the hwm models right? and if so, then i would only need to figure out how to use the first 167 (so the compiled model can use the flexes properly) and after frame 114 i have no clue what they do, so this is gonna be one helluva trick if i can pull a working hwm compile out of my ass :p
I'm confused about all the HWM talk (tbh i'm confused about most of the model related talk as well) the models in-game doesn't (regularly) use them, so why are they relevant to the in-game replacments?
If nothing else couldn't one just hack the hd hands onto the regular models and do the same as with any other model replacment?
Or does that fuck everything up and force you to re-rig everything and stuff?
[QUOTE=blaholtzen;32620674]
Or does that fuck everything up and force you to re-rig everything and stuff?[/QUOTE]
well, no (and i really need daimao's daicompiler, where is it when u need it....) its a matter of the model being fully fuctional, the LOD's dont work, and i know a way to fix them, but this causes the facial animations to go away, which personally i see as a problem, if i could just find a way to decompile the hwm model with the facial animations only, that way i could recompile it with the default LOD's and the new bodygroup (which isnt included in the released sources considering they are a year old)
[QUOTE=blaholtzen;32620674]
If nothing else couldn't one just hack the hd hands onto the regular models and do the same as with any other model replacment?[/QUOTE]
yes and no, personally i would LOVE to see them on the hwm models, and it is VERY easy to get the hands on the default models, but as for the hwm its going to pose as a problem
[QUOTE=blaholtzen;32620674]If nothing else couldn't one just hack the hd hands onto the regular models and do the same as with any other model replacment?[/QUOTE]
that would be possible, yes
but honestly, I don't think it's worth maintaining 9 custom player models (working from outdated sources to begin with) just for HD fingers. the new textures, along with bumpmaps, work nicely already
[QUOTE=Max of S2D;32620860]that would be possible, yes
but honestly, I don't think it's worth maintaining 9 custom player models (working from outdated sources to begin with) just for HD fingers. the new textures, along with bumpmaps, work nicely already[/QUOTE]
I think part of the frustration is that Valve has those extra details on their player models (presumably because their models are less optimized copies of the high-poly normalmap meshes.), and hasn't either released them separately or added them into the game.
I'd wager they opted to use those models to signify & distinguish Valve-made movies from fan-made or forged media. It's an easy insurance of authenticity, and it's much less obtrusive than a watermark.
[QUOTE=Mariner;32621790]
I'd wager they opted to use those models to signify & distinguish Valve-made movies from fan-made or forged media. It's an easy insurance of authenticity, and it's much less obtrusive than a watermark.[/QUOTE]ummm
[QUOTE=NeoDement;32621868]ummm[/QUOTE]
Yes?
[QUOTE=Insaneicide;32620400]well, i have compiled the medic_high model for it to be decompiled (1 for the vta file included within because i cant decompile the default hwm model and 2 so i can extract the LOD's in smd form) so far there is no rigging errors , but then again i compiled with the dmx files and not the experimental smd files that i will be making as soon as i decompile (i will be using the smd included in the smd folder, i just need to change the head texture to the one in the hwm folder seeing as the current compile doesnt use that.)
just tried to decompile the model, in the qc it makes it cant get past frame 114, after theat it freezes the decompilers and crashes. going to look further, but im not sure weather or not i can remotely fix this, it appears that the hwm models have more than 96 frames (the allowed amount) condensed into the 40-50+ frames by the back and forth sliders cause theres alot of confusing stuff here. in the vta file after time 167 it goes and starts at frame 0 again, that frame goes from 1 to 13666 (meaning that it IS the zero frame and counts EVERY verticie it also has the end of the vta after 167 and no end after the second frame 10) and every frame after that point goes like this [ time 1 // BlowNostrilL ] and these go on for ten frames and go on for about an average of 8000 verticies whereas almost all of the first frames (from 0 to 167 the first time around) have an average of 70-80 depending on the flex. that about makes sense for the hwm models right? and if so, then i would only need to figure out how to use the first 167 (so the compiled model can use the flexes properly) and after frame 114 i have no clue what they do, so this is gonna be one helluva trick if i can pull a working hwm compile out of my ass :p[/QUOTE]
i don't wanna say, but all the facial morphs & rules in the official sources are stored [b]in[/b] the DMXes
all of them have a lot of morph shapes of which the flex controller equations are also stored in the DMX. daimao is nearing completion on his I/O tools for that, so wait n see
[QUOTE=Max of S2D;32623228]Daimao is nearing completion on his I/O tools for that, so wait n see[/QUOTE]
Wow. That'll be revolutionary. Hopefully he is also going to be releasing his decompiler. It's awesome.
[QUOTE=Max of S2D;32623228]i don't wanna say, but all the facial morphs & rules in the official sources are stored [b]in[/b] the DMXes[/QUOTE]
yeah, i kinda figured since there isnt any vta or any information in the qc beyond the dummy eyelid flex (and the up down/left right) my only issue is the acces to them, since i only have maya 2011 and they dont offer any tools for it, i cant just go in and edit the meshes in there, i have to find ways around it, such as decompiling then using the smd provided in the sources then making the decompiled LOD's work with the skeleton provided in the smd given in the sources, one helluva way to do it, time consuming and effective... so long as it isnt the scout....
[QUOTE=Max of S2D;32623228]
all of them have a lot of morph shapes of which the flex controller equations are also stored in the DMX. daimao is nearing completion on his I/O tools for that, so wait n see[/QUOTE]
hmmm, this intrigues me, and makes me want to find a way to get daimao to get his ass in gear to get this finished (but i know all my attempts will be futile as he has a life aswell)
On another note: about how far along do you think you guys are?
[QUOTE=Razi The Red;32626547]On another note: about how far along do you think you guys are?[/QUOTE]
We finished all class psd, now it's time for details, normals & general verification.
[QUOTE=catface;32518220]Somehow I only just found this! It looks really amazing and I hope you guys stick with the project. Such an improvement on the default, I really like the new colours. Keep up the great work!
[editline]28th September 2011[/editline]
Oh and what font was used in the OP banner? Sorry if thats a dumb question, I'm not very good at recognising fonts.[/QUOTE]
Tnx :3
For the font, i used Gotham for the regular text and Biggen for the "&"
[QUOTE=Razi The Red;32626547]On another note: about how far along do you think you guys are?[/QUOTE]
Not sure, depends on how you see it, we basically restarted a while ago so a lot of the progress made before that was nullified, but what's left is relatively easy to do but it takes time.
so basically I have no idea
[editline]4th October 2011[/editline]
[QUOTE=NassimO PotatO;32627575]We finished all class psd, now it's time for details, normals & general verification.[/QUOTE]
oh, right. it's good one of us is keeping track
[QUOTE=Pocket Medic;32618623]It looks like his intestines just exploded out of his back.[/QUOTE]
It looks like his back exploded out of his back.
Today I worked on pyro, mostly tweaked stuff that isn't supposed to be different to look the same (color- and detail-wise)
Here's them currently:
[img]http://img703.imageshack.us/img703/6909/pyross.jpg[/img]
Soldier, now also in blue:
[img]http://img255.imageshack.us/img255/5044/soldiers.jpg[/img]
looks nice
Kinda hard to see for me, but did you fix the smudge of BLU Soldier's arms? I hope so.
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