• TF2 Emporium XXVII
    5,001 replies, posted
[QUOTE=Daimao;26829286]Future LOD and paint fix progress will now be on my blog: [url=http://daimao.org/blog/]Click here.[/url][/QUOTE] Awesome here's hoping
[QUOTE=devon_wargod;26815313]someone should do dr. fetus's jar and hat as a replacement for some all-class hat[/QUOTE] Dr. Fetus as a Jarate reskin.
[QUOTE=Daimao;26829286]Future LOD and paint fix progress will now be on my blog: [url=http://daimao.org/blog/]Click here.[/url][/QUOTE] You're the best.
[QUOTE=Daimao;26829286]Future LOD and paint fix progress will now be on my blog: [url=http://daimao.org/blog/]Click here.[/url][/QUOTE] Thanks a lot. RSS'd.
[QUOTE=Marik Bentusi;26829475]Thanks a lot. RSS'd.[/QUOTE] what he said
[QUOTE=HummingbrdJames;26826797]Holy shit, not even my wires are that bad. And it's pretty much just a box! :wtc:[/QUOTE] woops hit the wrong button (rating optimistic) but anyways there are weapons inside that haven't been optimized just chucked in
[QUOTE=Daimao;26829286]Future LOD and paint fix progress will now be on my blog: [url=http://daimao.org/blog/]Click here.[/url][/QUOTE] Awesome. While the polycount doesn't affect me, I'm sure it'll help a great many people.
[QUOTE=Daimao;26829286]Future LOD and paint fix progress will now be on my blog: [url=http://daimao.org/blog/]Click here.[/url][/QUOTE] You're so awesome Dai, hopefully I'll actually be able to play tf2 with more than 10 fps!
Hey Royzo, could you please recompile the Krankensage for the Amputator? Hexing it won't work, the filepath is longer than the Ubersaw's.
Here's a fix for all of your Blighted Beak based woes. [url=http://filesmelt.com/dl/blightedbeak_fix.zip][img]http://dl.dropbox.com/u/6993235/promo_birdy.png[/img][/url] Also, what do you guys think about it being paintable? Pie_Tony wants to try and make the beak and lenses paintable, but we're not really sure about it.
Beak and lenses? Sounds fun! Could we see a paint chart - or even a mockup?
[QUOTE=Communist Cake;26830579]Here's a fix for all of your Blighted Beak based woes. [url=http://filesmelt.com/dl/blightedbeak_fix.zip][img_thumb]http://dl.dropbox.com/u/6993235/promo_birdy.png[/img_thumb][/url] Also, what do you guys think about it being paintable? Pie_Tony wants to try and make the beak and lenses paintable, but we're not really sure about it.[/QUOTE] Send it to Valve so they can fix it.
[QUOTE=Zanpa;26830605]Beak and lenses? Sounds fun! Could we see a paint chart - or even a mockup?[/QUOTE] Well if anyone with the knowledge of how them painting works would kindly present the possibilities to us, I'd be most greatful.
[QUOTE=Pie_Tony;26830817]Well if anyone with the knowledge of how them painting works would kindly present the possibilities to us, I'd be most greatful.[/QUOTE] I wonder where you could find such a person.
[QUOTE=Daimao;26831192]I wonder where you could find such a person.[/QUOTE] Stop working on fixes right now, no one like fixes anyway. We want new stuff, and a paintable Beak is new stuff. :v:
Daimao, just a quick question will the panamas band ever be paintable?
[QUOTE=Daimao;26831192]I wonder where you could find such a person.[/QUOTE] I don't know, perhaps Royzo knows anything?
[QUOTE=Mio Akiyama;26830809]Send it to Valve so they can fix it.[/QUOTE] I laughed. Broke my automerge, thanks tony.
Are we able to apply the LODs by ourselves or do we have to wait until Valve accepts them? I hope it's not the latter, I want my optimization update as fast as possible.
[QUOTE=Pie_Tony;26830817]Well if anyone with the knowledge of how them painting works would kindly present the possibilities to us, I'd be most greatful.[/QUOTE] Well, it's pretty simple, actually. The tint comes from the alpha channel of your $basetexture. Everything that's pure white gets 100% of the tint, black gets nothing. So... just make the stuff you don't want colored black in the alpha and leave the rest white, and you'll be pretty damn close. The actual RGB area helps if it's white/gray. You can get a good idea of how your base texture should look on the model by popping open a paintable hat. Once your texture's all set up, you'll have to add the requisite .vmt lines in the proxies and outside them to get it to show up in-game. [QUOTE=Flip pl;26831435]Are we able to apply the LODs by ourselves or do we have to wait until Valve accepts them? I hope it's not the latter, I want my optimization update as fast as possible.[/QUOTE] It should just be like any other model replacement, except you're replacing the model with the original model.... just with LODs.
[QUOTE=Flip pl;26831435]Are we able to apply the LODs by ourselves or do we have to wait until Valve accepts them? I hope it's not the latter, I want my optimization update as fast as possible.[/QUOTE] well you could replace the current model with the lower LOD that Daimao will make, that way you'll have shitty viewmodel but at least some good fps boost :) (but yeah it'll be doable to use it as a mod even if valve dont implement it since you can add the LOD commands in the qc file)
[QUOTE=Mico27;26831556]well you could replace the current model with the lower LOD that Daimao will make, that way you'll have shitty viewmodel but at least some good fps boost :) [b](but yeah it'll be doable to use it as a mod even if valve dont implement it since you can add the LOD commands in the qc file)[/b][/QUOTE] Great! That's what I wanted to hear. But making a new .qc file means you have to make a seperate model, right? That means we will have to fill the tf2 folder with lots of already existing models with modified qc files and thus the game launch time will be greatly extended, is that correct?
[QUOTE=Flip pl;26831808]Great! That's what I wanted to hear. But making a new .qc file means you have to make a seperate model, right? That means we will have to fill the tf2 folder with lots of already existing models with modified qc files and thus the game launch time will be greatly extended, is that correct?[/QUOTE] well once compiled the qc with the lods you'll still have just one compiled model... with different models in it... inb4[img]http://img253.imageshack.us/img253/8227/73888888.png[/img]
[QUOTE=Marik Bentusi;26829475]Thanks a lot. RSS'd.[/QUOTE] I was subscribed to his blog with RSS before his LoD post. :smugdog:
I've been getting a [i]lot[/i] of people lately asking why I'm taking so long on loadout icons, why I'm going back and "remaking" nearly every single one, what the difference is, etc. etc. Well! I will now show you. [[img]http://static.facepunch.com/fp/ratings/information.png[/img]]Basically what happened was, I came to the realization very late in the last total redo I was doing of the pack that the reason the weapons and hats look sort of warped is because I was zooming in really close on the default FOV. Let me tell you something if you haven't learned it already: [i]Don't trust Valve to make any decisions, not even with default settings in a simple developer tool.[/i] The default FOV is [i]terrible[/i] and causes models to warp and fisheye when you zoom in, and I have to zoom in in order to take high-resolution shots of the models so that I can size them down and achieve proper anti-aliasing with transparency. By lowering the FOV significantly, the models appear straightened out and proportionate, which is what I want for such small icons in the first place. Here is one of the best examples (Open them fullsize in new tabs and click between them to see the difference; Ignore the lighting differences): [img_thumb]http://img696.imageshack.us/img696/3695/wgrenadelauncherlarge.png[/img_thumb][img_thumb]http://tf2b.com/img/large/w_grenadelauncher_large.png[/img_thumb] Left is old FOV, right is new FOV. Now do you see why I want to change it so badly? :v: The old one [i]sucks[/i] and I feel [i]stupid[/i] for having redone these icons literally three times now and not changing that. Had I realized to change the FOV during the last revision, I would be done by now.[/[img]http://static.facepunch.com/fp/ratings/information.png[/img]] [b]tl;dr:[/b] Click the pretty thumbnails. [QUOTE=Daimao;26829286]Future LOD and paint fix progress will now be on my blog: [url=http://daimao.org/blog/]Click here.[/url][/QUOTE] Sssssubscribed. You are doing God's work, my friend. I have no doubt you'll beat Valve to their own version (since Robin said they were working on it) and that you'll probably do better than them anyway. Why they haven't hired you yet is a mystery to me.
[QUOTE=Shugo;26832353] [b]tl;dr:[/b] Click the pretty thumbnails.[/QUOTE] So that is why I always found that your icons looked bad and prefered the default ones! :v:
[QUOTE=Shugo;26832353] Sssssubscribed. You are doing God's work, my friend. I have no doubt you'll beat Valve to their own version [b](since Robin said they were working on it)[/b] and that you'll probably do better than them anyway. Why they haven't hired you yet is a mystery to me.[/QUOTE] <----
Since when does Valve make their updates ?
[QUOTE=PiXeN;26833419]Since when does Valve make their updates ?[/QUOTE] The last update I've seen that added a signifcant amount of Valve-made content is the Scream Fortress event. [editline]20th December 2010[/editline] [QUOTE=Zaratustra;26829450]Dr. Fetus as a Jarate reskin.[/QUOTE] yes
[QUOTE=PiXeN;26833419]Since when does Valve make their updates ?[/QUOTE] Umm, Scream Fortress (Halloween 2010) contained, like, only two community items.
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