• NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project
    2,210 replies, posted
[url]http://usernotfound.broseph.org/phongless/gallery.html[/url] lolwut might want to put an "under construction" sign there or something?
[QUOTE=NeoDement;38931804][url]http://usernotfound.broseph.org/phongless/gallery.html[/url] lolwut might want to put an "under construction" sign there or something?[/QUOTE] That page is "finished"....somewhat. I just need to take ingame screenshots, so I'm going to make a map with statuesque player models and such, so the comparison shots look identical. The only reason you can see the BEFORE/AFTER text over top of each other is because I used test images with transparent backgrounds. But other than that, the page works and displays fine on FireFox, not sure if it looks "awkward" or anything on any other browsers EDIT: Oh and I gotta remove that stupid shadow effect at the bottom of the Before/After comparison widget. EDIT 2: Try refreshing, I've replaced the images with better images that have backgrounds, instead of transparency. Now the BEFORE/AFTER text doesn't appear at the same time. I'll of course be modifying the text to read "WITH PHONG" and "WITHOUT PHONG".
Can someone fix it? [t]http://puu.sh/1EnPL[/t] Look the Engie back with Primary.
[QUOTE=Siegatz;38945206]Can someone fix it? [t]http://puu.sh/1EnPL[/t] Look the Engie back with Primary.[/QUOTE] He's just hunched, I see nothing wrong
[QUOTE=wari65;38957043]He's just hunched, I see nothing wrong[/QUOTE] He means the texture getting all squished and pushed in on the top image, but looking normal on the bottom. Look near the left arm.
Pre Release 4 is near my friend. Meanwhile, [IMG]http://www.jepix.fr/images/dsc1445copier.jpg[/IMG] [I]Merry Christmas[/I]
Try to not mess up something this time. We don't want another 3 different pack moving around :v: Meanwhile, are you going to add Nappy's fixed Ambassador? If yes how about modifying the texture of the weapon to be more team-colored? (Like the bullets and trigger using Cream Spirit colors). I did that myself because it was bugging me, but I bet a "NassimO & Blaholtzen" version will look better.
[QUOTE=The Lone Spy;38965313]Try to not mess up something this time. We don't want another 3 different pack moving around :v: Meanwhile, are you going to add Nappy's fixed Ambassador? If yes how about modifying the texture of the weapon to be more team-colored? (Like the bullets and trigger using Cream Spirit colors). I did that myself because it was bugging me, but I bet a "NassimO & Blaholtzen" version will look better.[/QUOTE] I planned to add murphy's fixed Ambassador ans Syringe Gun.
[QUOTE=NassimO PotatO;38965256]Pre Release 4 is near my friend. Meanwhile, [I]Merry Christmas[/I][/QUOTE] What will be in the new prerelease?
[QUOTE=The Lone Spy;38965313]Try to not mess up something this time. We don't want another 3 different pack moving around :v: Meanwhile, are you going to add Nappy's fixed Ambassador? If yes how about modifying the texture of the weapon to be more team-colored? (Like the bullets and trigger using Cream Spirit colors). I did that myself because it was bugging me, but I bet a "NassimO & Blaholtzen" version will look better.[/QUOTE] Honestly I'd rather the bullets and trigger stay the same; they're gold, not yellow. Maybe make them shinier, but that's it. Just because something is a bit yellowish doesn't mean it needs to be cream spirit'd.
[QUOTE=Shugo;38971498]Honestly I'd rather the bullets and trigger stay the same; they're gold, not yellow. Maybe make them shinier, but that's it. Just because something is a bit yellowish doesn't mean it needs to be cream spirit'd.[/QUOTE] Maybe it's just my obsession for try to put everything with team-colors then :v:
Are the various VMT fixes I suggested ages ago finally going to be included with Prerelease 4? I still haven't gone back through to re-fix the VMT files (because I lost my copies of the fixed versions), but if I do, I'll upload them here. They're mainly some re-additions of things like $commweapon, $tempvar, etc that for one reason or another, were removed from the VMT files for things like the Disguise Kit, Rocket Launcher, etc.
I want that fixed Cut-Throat. I want it a lot.
Maybe somebody add Verkister's [url=http://gamebanana.com/tf2/skins/121907]Sniperfix[/url] to the Playermodel (and remove the watch).
[QUOTE=Trech;38991519]Maybe somebody add Verkister's [url=http://gamebanana.com/tf2/skins/121907]Sniperfix[/url] to the Playermodel (and remove the watch).[/QUOTE] Why? There's already a fix that [url=http://tf2.gamebanana.com/skins/91531]removes the glove and adds a watch to the viewmodel.[/url] I'd prefer using that because it's a more sensible and visually interesting fix than making the worldmodel match the viewmodel.
[QUOTE=Everything;38993127]Why? There's already a fix that [url=http://tf2.gamebanana.com/skins/91531]removes the glove and adds a watch to the viewmodel.[/url] I'd prefer using that because it's a more sensible and visually interesting fix than making the worldmodel match the viewmodel.[/QUOTE] I'd use it if it didn't cock up with the Huntsman.
[QUOTE=ThamosII;38994105]I'd use it if it didn't cock up with the Huntsman.[/QUOTE] That's more Valve's fault for deciding to appease people who don't know how to hold a bow and arrow. I still want an option to flip the Huntsman back where it was.
[QUOTE=Everything;38993127]I'd prefer using that because it's a more sensible and visually interesting fix than making the worldmodel match the viewmodel.[/QUOTE] It's flipped on the huntsman, while on the other hand compiling player models is a pain in the ass. Everyone loses! [editline]y[/editline] i'm late rate me late everyone
[QUOTE=Everything;38993127]Why? There's already a fix that [url=http://tf2.gamebanana.com/skins/91531]removes the glove and adds a watch to the viewmodel.[/url] I'd prefer using that because it's a more sensible and visually interesting fix than making the worldmodel match the viewmodel.[/QUOTE] Oh I forgot this fix totally :S Shame on me! [QUOTE=ThamosII;38994105]I'd use it if it didn't cock up with the Huntsman.[/QUOTE] Would it possible to fix this Bug with new animations?
[QUOTE=Trech;38994301]Would it possible to fix this Bug with new animations?[/QUOTE] Absolutely. If I remember right, [url=http://tf2.gamebanana.com/members/840006]Kiyoshi[/url] was working on Sniper animations before MvM hit and broke them. Wonder where that project stands now.
[QUOTE=ThamosII;38994105]I'd use it if it didn't cock up with the Huntsman.[/QUOTE] I'm currently working on fixing that. [QUOTE=Everything;38994454]Absolutely. If I remember right, [url=http://tf2.gamebanana.com/members/840006]Kiyoshi[/url] was working on Sniper animations before MvM hit and broke them. Wonder where that project stands now.[/QUOTE] Pyromania broke them and that wouldn't fix it since the model is mirrored in game.
Would it be unreasonable to think that later on, some fine folks could sweep through and fix many of the viewmodel inconsistencies, and include said fixes in TIP? No massive animation overhauls, just things that put the view and world models in sync, like two-handed Bison, two-handed Sticky Launcher, two-handed Pistol, etc. [QUOTE=Game Zombie;38995767]Pyromania broke them and that wouldn't fix it since the model is mirrored in game.[/QUOTE] You could always design the animation set so the Huntsman's on the right side by default, so the game flips it to the left. I'm assuming regardless of its position, the game is just hardcoded to mirror it.
[QUOTE=Everything;38996620]You could always design the animation set so the Huntsman's on the right side by default, so the game flips it to the left. I'm assuming regardless of its position, the game is just hardcoded to mirror it.[/QUOTE] That still wouldn't fix the hand problem. [t]http://cloud-2.steampowered.com/ugc/1100268447104661470/416CD4DFCDB93A5A54ABC8F5C10E3E1DCFC4DB41/[/t]
[img]http://i.imgur.com/YZEH7.png[/img]
It's kind of hard to show consistency with just one screenshot so I'm the idiot here. [t]http://cloud.steampowered.com/ugc/1100268447104662724/78F26A7833984A541B87BC00CC7331DA102E0E78/[/t] Just waiting for a response from who I'm assuming is the Murphy that made this. [QUOTE=Everything;39000494]How'd you do that though? Recompiled the Huntsman?[/QUOTE] [t]https://dl.dropbox.com/u/31115055/TF2/Images/sniper_arms.png[/t] You get 3 guesses.
Oh my god that's genius. You put two pairs of hands in the c_hands model, and just switch to the mirrored one for the Huntsman. Why the heck didn't I think of that?
[QUOTE=Everything;38994454]Absolutely. If I remember right, [url=http://tf2.gamebanana.com/members/840006]Kiyoshi[/url] was working on Sniper animations before MvM hit and broke them. Wonder where that project stands now.[/QUOTE] It's already been fixed. (thanks to game zombie for reminding me to update the qc file) I just need time to re-create the animations
[QUOTE=Teh Kiyoshi;39001040]It's already been fixed. (thanks to game zombie for reminding me to update the qc file) I just need time to re-create the animations[/QUOTE] Well that's good to hear. Your preview looked really promising. Any chance certain rifles could have their boltpull animations fixed this second go-around (AWP, etc)? After Sniper, I think all you'd have to do would be Scout and Engineer, and that would be all my favorite classes covered. Please oh please I hope the Huntsman fix will be compatible.
[QUOTE=Game Zombie;39000463]It's kind of hard to show consistency with just one screenshot so I'm the idiot here. [t]http://cloud.steampowered.com/ugc/1100268447104662724/78F26A7833984A541B87BC00CC7331DA102E0E78/[/t] Just waiting for a response from who I'm assuming is the Murphy that made this. [t]https://dl.dropbox.com/u/31115055/TF2/Images/sniper_arms.png[/t] You get 3 guesses.[/QUOTE] I was just about to suggest someone to do that goddamn I'm a genius
[QUOTE=Everything;39001112]Well that's good to hear. Your preview looked really promising. Any chance certain rifles could have their boltpull animations fixed this second go-around (AWP, etc)? After Sniper, I think all you'd have to do would be Scout and Engineer, and that would be all my favorite classes covered.[/QUOTE] What you mean by fixing the botpull animation? If you mean to make the boltpull works like in real world, well that can't be done, since there is no actually bone for the botpull.
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