NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project
2,210 replies, posted
[QUOTE=Max of S2D;31869232]it's not broken if you don't use the TF2 config :p[/QUOTE]
[video=youtube;kx-97uRkzRg]http://www.youtube.com/watch?v=kx-97uRkzRg[/video]
I just thought, after you've finished the classes, will you be going over the weapon and hat textures?
I don't see the changes, I need comparisons.
[QUOTE=cdr248;31872978]I don't see the changes, I need comparisons.[/QUOTE]
The textures are of a higher resolution and are more consistent.
[B][U]Consistency changes include:[/U][/B]
[B]Things like team colors being off
Incorrect Emblems
Extra details like a more complex gauge on the Pyro's tank
and more[/B]
[QUOTE=Megafanx13;31869336]After this project, would you guys be interested in making HD versions of the old-style skins?
-picsnip-[/QUOTE]
there's little point in making more beta replicas imo, beta [b]inspired[/b] skins however, with consistency and colors that still apply to the scheme sounds like a good idea to me
WIP on Sniper
[IMG]http://img4.hostingpics.net/pics/788292Untitled2.png[/IMG]
Remade scout
[img]http://img5.imageshack.us/img5/9131/scouts1.png[/img]
With rewrapped hands that not only loop correctly, but match the view hands
[img]http://img98.imageshack.us/img98/6452/handwraps.png[/img]
(bandage color in view will be tweaked)
Will I get much lower FPS from this ?
[QUOTE=SANIN;31900932]Will I get much lower FPS from this ?[/QUOTE]
No idea, shouldn't effect it too much I think
[code]for /F "tokens=2* delims= " %%A in ('REG QUERY "HKCU\Software\Valve\Steam" /v SteamPath 2^>nul') do set _steamdir=%%B
set _steamdir=%_steamdir:/=\%
for /f "tokens=2,3 delims= " %%a in ('findstr /C:AutoLoginUser "%_steamdir%\config\SteamAppData.vdf"') do set _steamuser=%%~a
copy "%_steamdir%\steamapps\%_steamuser%\team fortress 2\bin\stdshader_dx9.dll" "%_steamdir%\steamapps\%_steamuser%\sourcesdk\bin\orangebox\bin\stdshader_dx9.dll" >nul
echo Done.
pause[/code]
Paste this into a .bat file and put it on your desktop. You gotta run it everytime after you launched Source SDK but the shaders will be displayed correctly. Also be sure you have this stdshader_dx9.dll in your team fortress 2\bin folder. If it isn't there, just launch TF2.
Now you don't have an excuse for shitty model viewer screencaps.
[editline]24th August 2011[/editline]
Also good luck on the beta skins. Especially the Heavy. I also tried to do a retexture for him some months ago using my gloveless heavy mod.
[img]http://www.abload.de/img/isgoodtimetobegiant2om9.png[/img]
Should do a patch for my gloveless heavy mod fixing all bugs and also fixed eyelid flexes.
[QUOTE=murphy7;31913693][code]for /F "tokens=2* delims= " %%A in ('REG QUERY "HKCU\Software\Valve\Steam" /v SteamPath 2^>nul') do set _steamdir=%%B
set _steamdir=%_steamdir:/=\%
for /f "tokens=2,3 delims= " %%a in ('findstr /C:AutoLoginUser "%_steamdir%\config\SteamAppData.vdf"') do set _steamuser=%%~a
copy "%_steamdir%\steamapps\%_steamuser%\team fortress 2\bin\stdshader_dx9.dll" "%_steamdir%\steamapps\%_steamuser%\sourcesdk\bin\orangebox\bin\stdshader_dx9.dll" >nul
echo Done.
pause[/code]
Paste this into a .bat file and put it on your desktop. You gotta run it everytime after you launched Source SDK but the shaders will be displayed correctly. Also be sure you have this stdshader_dx9.dll in your team fortress 2\bin folder. If it isn't there, just launch TF2.
Now you don't have an excuse for shitty model viewer screencaps.
[editline]24th August 2011[/editline]
Also good luck on the beta skins. Especially the Heavy. I also tried to do a retexture for him some months ago using my gloveless heavy mod.
[img]http://www.abload.de/img/isgoodtimetobegiant2om9.png[/img]
Should do a patch for my gloveless heavy mod fixing all bugs and also fixed eyelid flexes.[/QUOTE]
Tnx a lot for the shaders tip :D
[QUOTE=murphy7;31913693][code]for /F "tokens=2* delims= " %%A in ('REG QUERY "HKCU\Software\Valve\Steam" /v SteamPath 2^>nul') do set _steamdir=%%B
set _steamdir=%_steamdir:/=\%
for /f "tokens=2,3 delims= " %%a in ('findstr /C:AutoLoginUser "%_steamdir%\config\SteamAppData.vdf"') do set _steamuser=%%~a
copy "%_steamdir%\steamapps\%_steamuser%\team fortress 2\bin\stdshader_dx9.dll" "%_steamdir%\steamapps\%_steamuser%\sourcesdk\bin\orangebox\bin\stdshader_dx9.dll" >nul
echo Done.
pause[/code]
Paste this into a .bat file and put it on your desktop. You gotta run it everytime after you launched Source SDK but the shaders will be displayed correctly. Also be sure you have this stdshader_dx9.dll in your team fortress 2\bin folder. If it isn't there, just launch TF2.
Now you don't have an excuse for shitty model viewer screencaps.
[editline]24th August 2011[/editline]
Also good luck on the beta skins. Especially the Heavy. I also tried to do a retexture for him some months ago using my gloveless heavy mod.
[img]http://www.abload.de/img/isgoodtimetobegiant2om9.png[/img]
Should do a patch for my gloveless heavy mod fixing all bugs and also fixed eyelid flexes.[/QUOTE]
murphy, you are amazing
Though unlike the other beta remakes i've seen, if you're going to have this heavy for red make a variant of it for blue rather then using the later version, that always bothered me about those
also i wouldn't mind stealing some of those details, like the laces and pockets on the pants, it might be a nice (optional) addition to the otherwise under detailed heavy
Heavy WIP
[IMG]http://img4.hostingpics.net/pics/117626Untitled1.png[/IMG]
[IMG]http://img4.hostingpics.net/pics/298658Untitled2.png[/IMG]
[QUOTE=NassimO PotatO;31934233]Heavy WIP
[IMG]http://img4.hostingpics.net/pics/117626Untitled1.png[/IMG]
[IMG]http://img4.hostingpics.net/pics/298658Untitled2.png[/IMG][/QUOTE]
Either someone else or myself needs to replace the bandolier with the one from the titlecard. They're proportionally longer, and they look as if they're a bit higher in tri count.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/6c/HeavyVidSplash.png/800px-HeavyVidSplash.png[/IMG]
[QUOTE=Mariner;31938302]Either someone else or myself needs to replace the bandolier with the one from the titlecard. They're proportionally longer, and they look as if they're a bit higher in tri count.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/6c/HeavyVidSplash.png/800px-HeavyVidSplash.png[/IMG][/QUOTE]
Ahem, this is TEXTURE improvement, not model improvement.
[QUOTE=Mariner;31938302]Either someone else or myself needs to replace the bandolier with the one from the titlecard. They're proportionally longer, and they look as if they're a bit higher in tri count.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/6c/HeavyVidSplash.png/800px-HeavyVidSplash.png[/IMG][/QUOTE]
looks like they're drawn if you ask me
[QUOTE=Max of S2D;31940116]looks like they're drawn if you ask me[/QUOTE]
They are touched up, from the looks of it, but the truth is that the Heavy is LONG overdue for a bandolier update.
I mean there's a difference between a low-poly bullet and the crayon prisms the Heavy's been using. Like I said, the titlecard bullets are much closer to the kind the Heavy [i]should[/i] be using, and also the one he held up at the end of his interview.
[QUOTE=Mariner;31938302]Either someone else or myself needs to replace the bandolier with the one from the titlecard. They're proportionally longer, and they look as if they're a bit higher in tri count.
[IMG]http://wiki.teamfortress.com/w/images/thumb/6/6c/HeavyVidSplash.png/800px-HeavyVidSplash.png[/IMG][/QUOTE]
It's just a title-card. They're just longer to make it look better in the card.
these are looking awesome!
Also, murphy has joined the team ! He gonna help us with the normals map.
There is an example :
[img]http://img4.hostingpics.net/pics/575291Untitled1.png[/img]
I like it, it looks much smoother, but are you still bumpmaping the emblems?
If you want to I guess I could do some texturing for this, mainly weaponry if you're going to do that.
that is, if you give me the AOs.
[QUOTE=NassimO PotatO;31951226]Also, murphy has joined the team ! He gonna help us with the normals map.
There is an example :
[img]http://img4.hostingpics.net/pics/575291Untitled1.png[/img][/QUOTE]
Can't see any differences, really.
Well, go get some glasses.
Heavy WIP pass 2
[img]http://img268.imageshack.us/img268/2434/heaviesred.png[/img]
[img]http://img847.imageshack.us/img847/9452/heaviesblu.png[/img]
What's the file size on the normal maps?
I bet it's pretty huge.
[QUOTE=johnlmonkey;31951410]I like it, it looks much smoother, but are you still bumpmaping the emblems?[/QUOTE]
I figured, on pyro and heavy, the emblems are most likely printed on but on medic and soldier's jackets it's more likely to be sewn on.
Not sure about engie, demo and sniper though, but i guess sewn on is more logical on them so i'll normal map those and see how it looks
[editline]26th August 2011[/editline]
[QUOTE=Mad Chatter;31952448]What's the file size on the normal maps?
I bet it's pretty huge.[/QUOTE]
it's the same size as the basetextures
[QUOTE=NoNameForEvil;31940519]to be fair the Heavy is huge, the bandolier would have to be long in the first place to fit all the way around him[/QUOTE]
We're talking about the bullet length, not the length of the bandolier.
[QUOTE=NassimO PotatO;31952403]Well, go get some glasses.[/QUOTE]
No seriously, can't see. Point the changes if you could, good sir.
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