NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project
2,210 replies, posted
[QUOTE=Everything;39001112]Please oh please I hope the Huntsman fix will be compatible.[/QUOTE]It won't be.
It's easy to fix though so once he releases them I can probably fix them in the same day.
[QUOTE=Teh Kiyoshi;39001161]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.[/QUOTE]
It's an issue with some of the newer rifles. In fact I think the only ones that aren't affected are the stock and the Sleeper. I could've sworn there was a bolt bone but it just isn't used on the AWP/Heatmaker/etc. Might be a fix to look into in the future, either putting an existing bone to use or adding/weighting a new one.
That's the one thing that really, REALLY bugs me about non-stock rifles. Sniper's hand moves to pull the bolt but it just stays there like he's doing stupid-looking pantomime.
[QUOTE=Everything;39001192]It's an issue with some of the newer rifles. In fact I think the only ones that aren't affected are the stock and the Sleeper. I could've sworn there was a bolt bone but it just isn't used on the AWP/Heatmaker/etc. Might be a fix to look into in the future, either putting an existing bone to use or adding/weighting a new one.
That's the one thing that really, REALLY bugs me about non-stock rifles. Sniper's hand moves to pull the bolt but it just stays there like he's doing stupid-looking pantomime.[/QUOTE]
As what I know, only AWP that has the bolt bone (except for default sniper), but that isn't even skinned properly.
Even though, we can just put a new bone to every sniper and make the bolt works, but an update would break it eventually.
[QUOTE=Teh Kiyoshi;39001279]As what I know, only AWP that has the bolt bone (except for default sniper), but that isn't even skinned properly.
Even though, we can just put a new bone to every sniper and make the bolt works, but an update would break it eventually.[/QUOTE]
Still worth a shot. The worst I can imagine is having to put the bone on a new rifle every few months, and texturing the previously unused polys would be simple enough (matching flat color).
[editline]t[/editline]
Wow. Two pagekings in ten minutes.
[QUOTE=Teh Kiyoshi;39001279]As what I know, only AWP that has the bolt bone (except for default sniper), but that isn't even skinned properly.
Even though, we can just put a new bone to every sniper and make the bolt works, but an update would break it eventually.[/QUOTE]
[url]http://sparkwire.thanez.net/tf2/polycount/dart%20gun/[/url] ?
[QUOTE=Trech;39001776][url]http://sparkwire.thanez.net/tf2/polycount/dart%20gun/[/url] ?[/QUOTE]
I want something like that first one for all rifles.
None of these rifles have clips on them, so why not just show Sniper chambering a new round manually? Makes more sense than an invisible 25 round magazine.
[QUOTE=Everything;39001810]I want something like that first one for all rifles.
None of these rifles have clips on them, so why not just show Sniper chambering a new round manually? Makes more sense than an invisible 25 round magazine.[/QUOTE]
Apparently he chambers a new round at the same time he pulls the bolt through some mastery sleight of hand.
Also, someone needs to make his right hand on the fix less pale, because that has been annoying me since forever. I made my own fix for it but it was just me being lazy in PS and covering up all the details with just the skin colour and fingernails.
[QUOTE=NoaJM;39001837]Apparently he chambers a new round at the same time he pulls the bolt through some mastery sleight of hand.
[/QUOTE]
As seen in Meet the Sniper.
[editline]28th December 2012[/editline]
[QUOTE=Game Zombie;39000214]That still wouldn't fix the hand problem.
[t]http://cloud-2.steampowered.com/ugc/1100268447104661470/416CD4DFCDB93A5A54ABC8F5C10E3E1DCFC4DB41/[/t][/QUOTE]
Can you send me a download of this. I can help test it.
[I]I'll pay you.[/I]
[QUOTE=ThamosII;39008615]As seen in Meet the Sniper.
[editline]28th December 2012[/editline]
Can you send me a download of this. I can help test it.
[I]I'll pay you.[/I][/QUOTE]
[QUOTE=Game Zombie;39009910][url=https://dl.dropbox.com/u/31115055/TF2/murphy_Sniper_Hands_Fixes.rar][img]https://dl.dropbox.com/u/31115055/TF2/Sniper_hands.png[/img][/url][/QUOTE]
Alright, so I've been thinking. The Pomson 6000 has a ton of problems. Mostly the sound.
But I wanted to get this idea about the thirdperson animations out here so someone might do this.
I made these up to explain my idea since I can't think of how to explain it otherwise.
[IMG]http://i.imgur.com/gFKyv.png[/IMG]
[IMG]http://i.imgur.com/zHSH7.png[/IMG]
Could this be possible?
Please?
[QUOTE=Trech;39001776][url]http://sparkwire.thanez.net/tf2/polycount/dart%20gun/[/url] ?[/QUOTE]
It was created before Spark and his colleagues submit it to workshop
When Valve had approved their item, they removed the specific bone that controls the bolt.
But I'll give a shot, I can't promise it will work in game tho.
[QUOTE=ThamosII;39024900]Alright, so I've been thinking. The Pomson 6000 has a ton of problems. Mostly the sound.
But I wanted to get this idea about the thirdperson animations out here so someone might do this.
I made these up to explain my idea since I can't think of how to explain it otherwise.
[IMG]http://i.imgur.com/gFKyv.png[/IMG]
[IMG]http://i.imgur.com/zHSH7.png[/IMG]
Could this be possible?
Please?[/QUOTE]
Pomson uses the same animation as other shotgun models.
Unless tweaking the model, changing the origin will conflict with other shotguns.
[QUOTE=Teh Kiyoshi;39025367]It was created before Spark and his colleagues submit it to workshop
When Valve had approved their item, they removed the specific bone that controls the bolt.
But I'll give a shot, I can't promise it will work in game tho.
Pomson uses the same animation as other shotgun models.
Unless tweaking the model, changing the origin will conflict with other shotguns.[/QUOTE]
But, all he's moving the grip on the shotgun, nothing else. How would that affect other shotguns?
[QUOTE=Dr. Doughnut;39025509]But, all he's moving the grip on the shotgun, nothing else. How would that affect other shotguns?[/QUOTE]
Sorry, I didn't read it thoroughly
That's if the hand that being moved.
If the grip that being moved, then it would not affect the animation.
Holy shit, the Sniper view hands are finally fixed? You have no idea how long I've waited for that. Thank you so much.
I can offer up a VMT and texture for the Sniper's right hand using that fix that makes it more consistent with this pack if people want it.
[QUOTE=Dr. Doughnut;39025509]But, all he's moving the grip on the shotgun, nothing else. How would that affect other shotguns?[/QUOTE]
Yeah, it's been annoying me for ages. Anyone up for it?
Hell, if someone told me how to do it I would. I just don't know how to open the model in a modeling program, or which program to use.
[QUOTE=Omolong;39030684]I can offer up a VMT and texture for the Sniper's right hand using that fix that makes it more consistent with this pack if people want it.[/QUOTE]
You really shouldn't have pointed that out, because otherwise I probably wouldn't have noticed.
But now I have to have it.
And now that I've released it, here:
[QUOTE=Omolong;39055215]Alright, finally got around to releasing this thing:
[URL="https://dl.dropbox.com/u/24970273/TF2/FixedSniperHandsMkOmo.rar"][IMG]https://dl.dropbox.com/u/24970273/TF2/FixedSniperHandsMkOmo.png[/IMG][/URL][/QUOTE]
This could be a potentially already answered question but have you guys ever thought about making an aviator-less Sniper to accommodate the glasses' misc and the Liquidator's Lid (since there will never ever be a glasses bodygroup)?
So did we/are we ever gonna get viewmodel textures of the Rocket Launcher and Minigun retextures that were done for this project?
[QUOTE=NoaJM;39078411]This could be a potentially already answered question but have you guys ever thought about making an aviator-less Sniper to accommodate the glasses' misc and the Liquidator's Lid (since there will never ever be a glasses bodygroup)?[/QUOTE]
This always confused me. The glasses are a bone (since you can move them in SFM), so why can't they just set its position to Z -999999 or something so they're essentially nonexistent when wearing stuff with glasses? That's how people do it in SFM, anyway. Need glasses-free Sniper? Move the glasses out of view.
It's a really hacky way to do it, but I'm sure it's at least a [i]possible [/i] way.
[QUOTE=Everything;39084697]This always confused me. The glasses are a bone (since you can move them in SFM), so why can't they just set its position to Z -999999 or something so they're essentially nonexistent when wearing stuff with glasses? That's how people do it in SFM, anyway. Need glasses-free Sniper? Move the glasses out of view.
It's a really hacky way to do it, but I'm sure it's at least a [i]possible [/i] way.[/QUOTE]
But, when the sniper ragdolls, and his ragdoll does a flip, wouldn't the glasses fly around too?
because they'd have to recreate every animation with the glasses moved and code it so items can change animation sets
its funny when people who dont understand things make suggestions
like how somebody was asking me why dont valve just use nodraw on the glasses?
Thats a just a texture mod though, which means i can't use the higher quality textures with that one
[QUOTE=NeoDement;39093484]its funny when people who dont understand things make suggestions
like how somebody was asking me why dont valve just use nodraw on the glasses?[/QUOTE]
that actually might be a possible solution with a system similar to the zombie skins
[QUOTE=Venezuelan;39094537]that actually might be a possible solution with a system similar to the zombie skins[/QUOTE]
Then wouldn't there need to be twice as many skins, so all the current sniper skins could have glasses free variants?
[QUOTE=Dr. Doughnut;39094578]Then wouldn't there need to be twice as many skins, so all the current sniper skins could have glasses free variants?[/QUOTE]
yup
but valve is convinced bodygroups are awful so any solution that could convince them to fix such a blatant problem is a good one
[QUOTE=Ermac20;39094199]Thats a just a texture mod though, which means i can't use the higher quality textures with that one[/QUOTE]
I could put together a mod that keeps the removed glasses but adds the high quality textures
pretty simple to do, actually
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