NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project
2,210 replies, posted
Hmph, screw the update for Tf2. I'm more excited for the next release of this texture improvement mod <3
[QUOTE=NeoDement;36283000]blaholtzen asked me to redo my non-beta rocket ammo pack fix for the pack.... but I got carried away and made everything shiny:
[img]https://dl.dropbox.com/u/900111/shinyammo.jpg[/img][/QUOTE]
You should leave it. They actually look like metal now, instead of plastic.
[QUOTE=NeoDement;36249326]I thought source was badly coded enough that any mods overriding original content will cause the game to run slightly worse than usual, seems to be the case for me anyway (my PC is strong enough atm that I use your mod but in the past removing mods has dramatically boosted my FPS).[/QUOTE]
Actually, the Source games that have the L4D addon system run pretty well, even with custom skins.
but tf2 isnt on that branch, so my point still stands... and it's not like one custom skin, it's probably something like 10+ custom hats or so.
[QUOTE=NeoDement;36307760]but tf2 isnt on that branch, so my point still stands... and it's not like one custom skin, it's probably something like 10+ custom hats or so.[/QUOTE]
You talked about the Source engine
The thread's about TF2! But yeah, to clarify I meant Orange Box Source and earlier, I'm glad if they've fixed it for L4D.
[img]https://dl.dropbox.com/u/39556064/BlutPhong.jpg[/img]
This poor thing has been waiting for a proper phongmask for ages, up until now it has been using its selfillummask for that
[QUOTE=blaholtzen;36310757][img]https://dl.dropbox.com/u/39556064/BlutPhong.jpg[/img]
This poor thing has been waiting for a proper phongmask for ages, up until now it has been using its selfillummask for that[/QUOTE]
Stop making me want to throw these into the icon pack. >:(
Download the pack along with some pretty mods! I noticed that crit glow is broken on the rocket launcher though.
[QUOTE=blaholtzen;36310757][img]https://dl.dropbox.com/u/39556064/BlutPhong.jpg[/img]
This poor thing has been waiting for a proper phongmask for ages, up until now it has been using its selfillummask for that[/QUOTE]
Everything you touch becomes sexy.
Will you touch me?
[QUOTE=slashsnemesis;36312984]Everything you touch becomes sexy.
Will you touch me?[/QUOTE]
oh baby we can retexture you all night long
[QUOTE=PSI Guy;36312807]Download the pack along with some pretty mods! I noticed that crit glow is broken on the rocket launcher though.[/QUOTE]
oops, imma make sure to fix that
[IMG]http://cloud.steampowered.com/ugc/578958940146923863/DCB47D579DBCDF43CE8E26D5EFC6EED0B9304598/[/IMG]
Alright, I think I've nailed down a decent fire effect. I'll fiddle with it a bit more and try to make a video to show how it moves.
After this, I think I'll look into the explosions and see how I can retool them.
All hail the particle king.
Is it possible to make all fire effects team colored?
Not a red/blue fire color, but maybe an orange/yellow...
[QUOTE=Hecates;36320475]Is it possible to make all fire effects team colored?
Not a red/blue fire color, but maybe an orange/yellow...[/QUOTE]
Personally, I don't think orange/yellow would be as discernible and recognizable as red/blue tinted fire the way it is now.
[QUOTE=Hecates;36320475]Is it possible to make all fire effects team colored?
Not a red/blue fire color, but maybe an orange/yellow...[/QUOTE]
I tried.
It was butt ugly and made me want to kill kittens... Like all those horrendous "lolbluefire" effects that people do.
Who could EVER think that a solid blue flame is a good idea?
However, there are small, team colored flames that do come off of the players every now and then. It's simply a single small blue or red flame sprite, and they're only spawned every other second or so.
I'm pretty sure you guys are committed solely to improving the textures and nothing else, but as I just learned (And somehow missed) after a few years of playing, snipers hands in first person aren't exactly accurate. (Two gloves, no watch.)
Just thought I'd throw that out there in case anyone decides they want to have a go at changing it around, which wouldn't be an easy task I assume.. Then the textures for the new hand and watch could be done by the contributors in here if they have the time.
EDIT:
Would you need to retexture an entire gun in order to make this work?
[QUOTE=Uesrname;36321072]I'm pretty sure you guys are committed solely to improving the textures and nothing else, but as I just learned (And somehow missed) after a few years of playing, snipers hands in first person aren't exactly accurate. (Two gloves, no watch.)
Just thought I'd throw that out there in case anyone decides they want to have a go at changing it around, which wouldn't be an easy task I assume.. Then the textures for the new hand and watch could be done by the contributors in here if they have the time.
EDIT:
Would you need to retexture an entire gun in order to make this work?[/QUOTE]
[url]http://gamebanana.com/tf2/skins/91531[/url]
[QUOTE=Karmal Khan;36321246][url]http://gamebanana.com/tf2/skins/91531[/url][/QUOTE]
yeah, this still work. but huntsman will get reversed arms.
Chaofanatic, can u make some shots of the team color particles of the new fire effect?
[QUOTE=Kaymon;36320574]Personally, I don't think orange/yellow would be as discernible and recognizable as red/blue tinted fire the way it is now.[/QUOTE]
[URL="http://gamebanana.com/sprites/2502"]I disagree.[/URL]
[QUOTE=NassimO PotatO;36321419][URL="http://gamebanana.com/sprites/2502"]I disagree.[/URL][/QUOTE]
Yes, this. I use this all the time and it really does help while not looking dumb.
[QUOTE=NassimO PotatO;36321419][URL="http://gamebanana.com/sprites/2502"]I disagree.[/URL][/QUOTE]
I use those. I was just abbout to mention it. ^^
btw, I got my hands over the blood impacts texture again. I resized it a hundred times and think I got the perfect size for the bullet holes.
even though, I could not get rid of some splashing and positioning errors that I don't think I have seen it on the original blood textures. it may end up making me trashing up all my work.
here some shots.
[IMG]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/bloodfinalnot.jpg[/IMG]
although it looks good as a single shot (head shot pics only, sry) the erro can be seen with evidence on the medic's coat at the last pic, some on the demo's arm and many on the soldier's jacket.
if someone knows how to fix it, I would be really appreciated to get some help with.
if u don't want this in game, well, just say so and I'll trash it.
[QUOTE=Hecates;36321572]I use those. I was just abbout to mention it. ^^
btw, I got my hands over the blood impacts texture again. I resized it a hundred times and think I got the perfect size for the bullet holes.
even though, I could not get rid of some splashing and positioning errors that I don't think I have seen it on the original blood textures. it may end up making me trashing up all my work.
here some shots.
[IMG]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/bloodfinalnot.jpg[/IMG]
although it looks good as a single shot (head shot pics only, sry) the erro can be seen with evidence on the medic's coat at the last pic, some on the demo's arm and many on the soldier's jacket.
if someone knows how to fix it, I would be really appreciated to get some help with.
if u don't want this in game, well, just say so and I'll trash it.[/QUOTE]
For some reason it seems less like a bullet wound and more like an mp3 jack, like I could plug in my head-phones and listen to some music.
[QUOTE=Hecates;36321572]I use those. I was just abbout to mention it. ^^
btw, I got my hands over the blood impacts texture again. I resized it a hundred times and think I got the perfect size for the bullet holes.
even though, I could not get rid of some splashing and positioning errors that I don't think I have seen it on the original blood textures. it may end up making me trashing up all my work.
here some shots.
[IMG]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/bloodfinalnot.jpg[/IMG]
although it looks good as a single shot (head shot pics only, sry) the erro can be seen with evidence on the medic's coat at the last pic, some on the demo's arm and many on the soldier's jacket.
if someone knows how to fix it, I would be really appreciated to get some help with.
if u don't want this in game, well, just say so and I'll trash it.[/QUOTE]
That seems a bit... Unsettling...
It's just kind of creepy... It's like they're zombies or something.
[QUOTE=Chaofanatic;36321725]That seems a bit... Unsettling...
It's just kind of creepy... It's like they're zombies or something.[/QUOTE]
I do have created it first to be used in a zombie skin for a certain [url=http://facepunch.com/threads/1074840/2]zombie model project[/url]...
[QUOTE=Hecates;36321781]I do have created it first to be used in a zombie skin for a certain [url=http://facepunch.com/threads/1074840/2]zombie model project[/url]...[/QUOTE]
so what happen to this model project.....it looks really dead
Anyway... Keep them as regular blood splatters. Those bullet holes are just unnerving to look at.
[QUOTE=Chaofanatic;36326281]Anyway... Keep them as regular blood splatters. Those bullet holes are just unnerving to look at.[/QUOTE]
also a lot of weapons dont use bullets
[QUOTE=Hecates;36321572]I use those. I was just abbout to mention it. ^^
btw, I got my hands over the blood impacts texture again. I resized it a hundred times and think I got the perfect size for the bullet holes.
even though, I could not get rid of some splashing and positioning errors that I don't think I have seen it on the original blood textures. it may end up making me trashing up all my work.
here some shots.
[IMG]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/bloodfinalnot.jpg[/IMG]
although it looks good as a single shot (head shot pics only, sry) the erro can be seen with evidence on the medic's coat at the last pic, some on the demo's arm and many on the soldier's jacket.
if someone knows how to fix it, I would be really appreciated to get some help with.
if u don't want this in game, well, just say so and I'll trash it.[/QUOTE]
To fix the thing where it just repeats itself over and over like on the medic's jacket, I think you have to open up each texture in VTFEdit and check the boxes that say "Clamp S" and "Clamp T".
That's just a guess, though. I think I remember trying it on some blood textures I made that did the same thing except it was all over the wall, and I think it worked.
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