NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project
2,210 replies, posted
Is there gonna be a HUD to go along with this? Just the class portraits next to the health logo, the ones we have now are in dire need of new textures. I know there's HUD's out there that have an upgraded version of the classes, but I want one that matches the textures from this pack.
[QUOTE=Exparagus;37687482]Is there gonna be a HUD to go along with this? Just the class portraits next to the health logo, the ones we have now are in dire need of new textures. I know there's HUD's out there that have an upgraded version of the classes, but I want one that matches the textures from this pack.[/QUOTE]
Umm, i can try to do it with SFM.
So anywho, are we ever going to be getting the first person textures for those sexy Rocket Launcher and Minigun retextures or are we just going to be stuck with only the world textures forever?
Has there ever been a fix for the high five animations on the HWM models? Like the jarate?
[QUOTE=Snowshoe;37753691]Has there ever been a fix for the high five animations on the HWM models? Like the jarate?[/QUOTE]
that would include having to rebuild scenes.images every time an update goes out that modify it
Alright, so I'm stuck trying to come up with something for the pyroland fire, so I think I'm going to try to work on turning the buff banner effects into something that doesn't kill your FPS every time you look down.
Oh, also apparently there are also unused systems for upgrading and repairing a building. They're in the PCF and everything, they just don't actually create any effects yet. And ideas on what I could turn those into?
[QUOTE=MaxOfS2D;37764320]that would include having to rebuild scenes.images every time an update goes out that modify it[/QUOTE]
Can you explain this? I know nothing about how taunts work in TF2
[QUOTE=NeoDement;37775061]Can you explain this? I know nothing about how taunts work in TF2[/QUOTE]
almost every time a character does something that involves expressions and voice files, it goes through a VCD (choreography scene file)
there are, like, thousands of VCDs (mostly due to the sheer number of voice wavs), so they're all compiled into a single binary file because it's better for perf
someone would have to rebuild that file every time valve touches the VCDs
I'm not even sure if we can fix it manually since most of the files are auto-named / generated by Valve, with just 4 numbers (and we wouldn't know the hi5 numbers), I might be wrong though
coughrekindlecough
I felt like doing some normalmapping so I started remaking medics normal, here's the sleeve so far:
[img]https://dl.dropbox.com/u/39556064/NewMedicNormal1.jpg[/img]
Still some refining to be done, aiming to have it match the shape of the model as well as look good and make sense both when bent and when straight.
And in case you didn't know medics old/current normal is straight from the beta medic model so it's a little off.
[QUOTE=blaholtzen;37968560]I felt like doing some normalmapping so I started remaking medics normal, here's the sleeve so far:
[img]https://dl.dropbox.com/u/39556064/NewMedicNormal1.jpg[/img]
Still some refining to be done, aiming to have it match the shape of the model as well as look good and make sense both when bent and when straight.
And in case you didn't know medics old/current normal is straight from the beta medic model so it's a little off.[/QUOTE]
Awesome! Did you use zbrush?
[QUOTE=MaxOfS2D;37972745]Awesome! Did you use zbrush?[/QUOTE]
photoshop
[QUOTE=blaholtzen;37968560]I felt like doing some normalmapping so I started remaking medics normal, here's the sleeve so far:
[img]https://dl.dropbox.com/u/39556064/NewMedicNormal1.jpg[/img]
Still some refining to be done, aiming to have it match the shape of the model as well as look good and make sense both when bent and when straight.
And in case you didn't know medics old/current normal is straight from the beta medic model so it's a little off.[/QUOTE]
looks really smooth, but at the same time a bit too strong.
may i see a comparison? maybe i'm wrong/blind
Anybody else getting this? No Bugs on the Essentials though..
[IMG]http://cloud-2.steampowered.com/ugc/939257693884762057/6E9F3BF3ECA23F136EAE6F3C07DC6DC5582FE530/[/IMG][IMG]http://cloud.steampowered.com/ugc/939257693884771862/9D1A4A2CBE0C3BE891764A6A928B903A10250AE3/[/IMG]
That isn't really related to this Skinpack since it doesn't change any models
It changes some models (mostly the ammopacks), but indeed it doesn't change the player models.
[QUOTE=Raijin;37980058]looks really smooth, but at the same time a bit too strong.
may i see a comparison? maybe i'm wrong/blind[/QUOTE]
I redid those but forgot to post here, tried to put more focus on the area where the arm bends and have less horizontal folds
[img]https://dl.dropbox.com/u/39556064/NewMedicNormal2.jpg[/img]
Also did demomans sleeves
[img]https://dl.dropbox.com/u/39556064/NewDemoSleeves.jpg[/img]
[QUOTE=MaxOfS2D;37972745]Awesome! Did you use zbrush?[/QUOTE]
The way i do them is by painting a height map in PS and the use Crazy bump to turn it into a normal
Works very well I'd say
Am I the only one who's had their scout's eyes disappearing from time to time?
[QUOTE=Dr. Ethan Asia;38063637]Am I the only one who's had their scout's eyes disappearing from time to time?[/QUOTE]
Am I the only one who has trouble rating these posts because disagree could be interpreted as "I don't have this problem" or "I do have this problem"?
hopefully we will have release 4 by the end of the year :smile:
[QUOTE=Dr. Ethan Asia;38063637]Am I the only one who's had their scout's eyes disappearing from time to time?[/QUOTE]
I do have this problem.
[QUOTE=Dr. Ethan Asia;38063637]Am I the only one who's had their scout's eyes disappearing from time to time?[/QUOTE]
It can't be our fault, sine we didn't touch the eyes textures. The Scout is fine for me.
[QUOTE=3221drdew;38122354]hopefully we will have release 4 by the end of the year :smile:[/QUOTE]
Ofc. We'll see if the Halloween update broke something from the pack first and then we'll made one.
Well, time to make some new zombie skins...
[QUOTE=NassimO PotatO;38207528]Well, time to make some new zombie skins...[/QUOTE]
WOOHOO!
[QUOTE=NassimO PotatO;38207528]Well, time to make some new zombie skins...[/QUOTE]
Awesome, because since I've been using this for months and have gotten used to it I can now see the difference again with the vanilla looking Zombie Skins and the TF2TIP classes.
I've been into Dota 2 lately, I remember during MvM you guys said Prerelease 3 would be up.
How long has that been, now?
[QUOTE=Mr_Awesome;38222207]I've been into Dota 2 lately, I remember during MvM you guys said Prerelease 3 would be up.
How long has that been, now?[/QUOTE]
It's been out, it's just that someone forgot to update the download button :v: :
[url]http://tf2tip.maxofs2d.net/[/url]
I started up TF2 for the first time in a while, two days ago
I was just thinking "wow, did TF2, like, improve its graphics vastly since I played?"
Then I remembered, I downloaded this pack
You rock guys <3
Are you guys going to do the zombie versions of the characters? If so I would like to ask for a version where none of the foot bones are showing. Bones in general creep me out but especially foot bones. I think the only classes that have them are the Scout and Sniper, but I could be wrong.
(Also with the scout, could you make the leg flesh high enough so that all footwear doesn't look really terrible?)
Alright, I've been working on some of the more minor effects and I got something I liked for the rocket jump trails.
[video=youtube;63Nm3I5OA_k]http://www.youtube.com/watch?v=63Nm3I5OA_k&hd=1[/video]
What do you think?
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