• NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project
    2,210 replies, posted
YAY :downs:
Congrats, you've beaten Valve at the Game of Tri.
And there was much rejoicing :D
These work with SFM or should we not mess with those?
[QUOTE=NassimO PotatO;37270464]We can count to 3 ![/QUOTE] Who are you and what have you done with PotatO!
[img]http://filesmelt.com/dl/SexySpy.png[/img] That sexy Spy's suit.
Well then, this is quite awesome.
Did a quick check: [img_thumb]http://filesmelt.com/dl/TIP3-1.jpg[/img_thumb] Looks like the wrong gloves were added in the files. Also: [img_thumb]http://filesmelt.com/dl/TIP3-2.jpg[/img_thumb] Is this happening to anyone else? Missing texture only on blue Spy.
[QUOTE=The Lone Spy;37266655]Did a quick check to Robot Spy and... [IMG]http://filesmelt.com/dl/WhyValve.png[/IMG] Well, there is a new lightwarp for the robots, but looks like they forgot to put it on the head of the Spy. The textures of the body is 256x256 (tiny) while the head is 512x512. It doesn't have a ubercharge texture (maybe because they aren't ubercharged). Maybe another thing here or there. The point is: Looks like Valve gave more work to do to this project.[/QUOTE] Normal robots use their human counterparts' uber textures, which are poorly aligned because they're unnecessary. Only boss robots and medics have dedicated uber textures, and they are flat with no detail. Texures are probably small because of the large number of bots onscreen at one time (sometimes up to 30-40).
[QUOTE=Sie-Sveinhund;37309959]Normal robots use their human counterparts' uber textures, which are poorly aligned because they're unnecessary. Only boss robots and medics have dedicated uber textures, and they are flat with no detail.[/QUOTE] Yeah I realized that, I was mentioning the lack of proper ubercharged textures when I said that. I just didn't described it well.
[QUOTE=The Lone Spy;37309305]Did a quick check: [img_thumb]http://filesmelt.com/dl/TIP3-1.jpg[/img_thumb] Looks like the wrong gloves were added in the files. Also: [img_thumb]http://filesmelt.com/dl/TIP3-2.jpg[/img_thumb] Is this happening to anyone else? Missing texture only on blue Spy.[/QUOTE] Woops, my bad. [URL="http://www.mediafire.com/?c0e9zacw0cbcaqu"]Here, have a fix.[/URL]
Quick question, is it possible for someone to create a blue team texture for the Rocket Jumper? If need be, I can supply a model to include into this for it. Well, I can try and change any models to have team colours that you might need. Which reminds me, the world model for the disguise case seems to be broken, as it doesn't load in HLMV for me, and I don't think I could get it to work in GMod either. I can supply a fixed version of that too.
Well, there are some models that can arguably be said to need to be team coloured, like the Rocket Jumper, Sticky Jumper, and Scorch Shot. I've already done team coloured models for the Rocket Jumper and the Scorch Shot, and released them a while ago (they should be in one of the Emporiums). The only reason I didn't do the Sticky Jumper was because people had already made mods for that. I also don't know if they do currently have someone to do team coloured models for them, so I'm just offering my services in that department.
I redid the website with fancier comparisons. [url]http://tf2tip.maxofs2d.net/[/url] I also uploaded a mirror of prerelease #3 over there which stripped all the stuff that was shipped by accident (this includes several community mods such as the fempyro. looks like nassimo didn't double-check before uploading, haha)
I think you may have accidentally included a folder called "Weapon" in the models folder, Max. It only includes the models for the disguise case, and those are already included in the appropriate folders in the "Weapons" folder.
[QUOTE=Omolong;37311534]I think you may have accidentally included a folder called "Weapon" in the models folder, Max. It only includes the models for the disguise case, and those are already included in the appropriate folders in the "Weapons" folder.[/QUOTE] oh, whoops. Fixed that, thanks.
There is one thing i dont like about the texturing, you seem to have taking away way too much specular light from the characters
[QUOTE=Lazore;37311949]There is one thing i dont like about the texturing, you seem to have taking away way too much specular light from the characters[/QUOTE] I personally like that. The light was kind of blaring in the first place.
[QUOTE=Lazore;37311949]There is one thing i dont like about the texturing, you seem to have taking away way too much specular light from the characters[/QUOTE] I prefer the clothes now. The Scout's pants look plastic in Valve's original materials.
The Pyro's texture has gone back to those plain black gloves.
[QUOTE=Dr. Ethan Asia;37312535]The Pyro's texture has gone back to those plain black gloves.[/QUOTE] Download the fix.
Holy phongnipples phongman [img]http://cloud.steampowered.com/ugc/938126721210925942/55668ABB4FFC51D8B99F9C8F2CC4467EBC1B5045/[/img] Also what's up with there only being world models for the rocket launcher and minigun and not v_models?
What's with the dispensers? [URL="http://i.imgur.com/2dr21.jpg"]http://i.imgur.com/2dr21.jpg[/URL]
[QUOTE=Snowshoe;37315036]What's with the dispensers? [URL="http://i.imgur.com/2dr21.jpg"]http://i.imgur.com/2dr21.jpg[/URL][/QUOTE] Broken since Pyromania.
[QUOTE=DatWut?;37315061]Broken since Pyromania.[/QUOTE] I thought it broke in the triad update
[QUOTE=HazzaHardie;37315301]I thought it broke in the triad update[/QUOTE] I think you are right.
I think you already answered this a while back, but could you release a version with compressed (besides the normals) textures for people with bad computers? Asides from the tint that blaholtzen (pretty sure on this) figured out how to fix, the difference between the compressed and uncompressed textures is almost entirely unnoticeable ingame and in the case of the pyro's texture would cut the size by six. Good work on the prerelease, by the way.
-snip-
[QUOTE=Namieo;37317041]I think you already answered this a while back, but could you release a version with compressed (besides the normals) textures for people with bad computers? Asides from the tint that blaholtzen (pretty sure on this) figured out how to fix, the difference between the compressed and uncompressed textures is almost entirely unnoticeable ingame and in the case of the pyro's texture would cut the size by six. Good work on the prerelease, by the way.[/QUOTE] I believe almost all of the diffuses are currently compressed
Most of them are, though not all; everyone's (non-uber) heads except the Sniper are uncompressed as well as: The Demoman's and Pyro's body textures, the Soldier's sleeve and hand textures (which I feel is a waste considering you don't really see enough of the viewmodel hands to warrent leaving them uncompressed) and the Sniper's gibs (which are at 2048x1024 resolution too, why?) Also, wouldn't Shugo's fixed ubercharge textures mod work just as fine as the included ubercharge textures? It'd help save memory seeing as it only uses the VMTs instead of extra diffuses.
Sorry, you need to Log In to post a reply to this thread.