Guys,anyone who installed this and have no model shown,my fix is to uninstall and reinstall it again but don't do the model part.
[QUOTE=Gamemaster1379;33280262]The author told me that part-way through, he wanted to do something else. He finished up the one he had though for sake of filler.
[editline]14th November 2011[/editline]
You should thank my animator for that, not me. He is the one who animated.
...Regardless, I wasn't going to add a drinking Jarate taunt to this project. That's bland, disgusting, over-considered, and bland.[/QUOTE]
Atleast show us video of this taunt :v:
I'm sure this is a topic nobody was expecting to see be bumped, but, I have some (potentially?) good news?
Recently, my former partner in this project, mr. kit has contacted me about rebooting the project. Given the recent update of Valve claiming they will officially accept animations, and the huge overhaul to the taunts system (more easily allowing for custom props, more taunt variety such as conga taunts and other new types of interactions), etc--a lot of new doors have been opened.
Mr. Kit was the lead animator in the old project, and since then, has been working on improving his work and has gotten ahold of some new equipment as well. Like before, I will be doing most of the engine side work when provided animations on his behalf. However, Mr. Kit is a bit stumped on ideas and would like the community to give their input on what they would like to see for new taunts. Given the engine overhaul, taunts are now a lot more versatile. Before, most taunts were simply player movements or gestures that sometimes could involve using the currently equipped weapon. However, given the new overhaul, we are now able to work with taunts that can:
-Use any custom prop, regardless of whether or not it's a weapon[I] (However, if any player wishes to see a custom prop, we will expect them to be providing the prop themselves. If it is an existing prop, it must be functionable on a player's model and author consent must be given to use said item)[/I]
-Can involve the player actually slowly moving, such as the conga taunt's movement speed. No, the speed cannot be adjusted. It is static. If your idea involves moving faster than this, you're out of luck.
-Can be action based, such as the Square Dance and High Five taunts. However, these taunts will not be preferred as they are difficult to arrange. The animation sets must all be designed such that they all will align in various situations.
-Taunt ideas can now be infinitely looping, such as the case of the Engineer's chair taunt, or the high five taunt's behavior as of the new update.
[B]Note: [/B]Whether or not the old taunt animations will be re-used is up in the air. I have no intentions of overhauling any old animations that are not at the original animator's request.
[b]Note 2:[/b] A public release of the new animations once they are complete is possible. However, there is no guarantee that these animations will be released in a ready-to-go format. Additionally, the Unique Taunt's Mod initial goal was to add new animations without overriding new ones. These animations also had different lengths and used custom VCD files. Because there are not conventional for animation mods (as it is impossible for some servers with sv_pure of any level to validate them), it is highly likely that there will not be a public release, and that these animations will only be submitted to the upcoming animation workshop instead.
If you are interested in suggesting new ideas, please do so in the Youtube video [url=http://youtu.be/4PbmViQzqaw]here[/url]
I am horribly sorry for all these ideas i shot already in the comments.
I hope you don't mind if I post here rather than on youtube.
[QUOTE=Gamemaster1379;45181024]
-Use any custom prop, regardless of whether or not it's a weapon[I] (However, if any player wishes to see a custom prop, we will expect them to be providing the prop themselves. If it is an existing prop, it must be functionable on a player's model and author consent must be given to use said item)[/I]
-Can involve the player actually slowly moving, such as the conga taunt's movement speed. No, the speed cannot be adjusted. It is static. If your idea involves moving faster than this, you're out of luck.
[/QUOTE]
I'm basing my suggestions around these two factors due to them being the most fun part of the taunt changes:
1. Undead march
Allows for great variety among the classes, suits exaggerated posing and suits the slow speed restraint. Anything from the atypical "hands out front" zombie lurch, to the shambling mummy or the wandering witch.
[img]http://fc05.deviantart.net/fs41/f/2009/004/5/d/Metal_Slug_Zombie_Walk_by_AlanzimROX.gif[/img][img]http://img4.wikia.nocookie.net/__cb20081202215628/metalslug/images/3/36/Zombiegirl.gif[/img][img]http://img2.wikia.nocookie.net/__cb20081202215915/metalslug/images/4/4b/Zombiedoctor.gif[/img]
2. Hippy Protest (Slowly meandering picket line)
Just a silly little protest taunt that other players could join in on. Together they could slowly walk about protesting holding picket signs.
[t]http://i.imgur.com/kLJ9Rek.png[/t]
Pair the Protest taunt with the ability to customize your picket sign ala the [url=http://wiki.teamfortress.com/wiki/Conscientious_Objector]Conscientious Objector[/url] and you have a taunt that almost literally prints money.
[QUOTE=Damoman;45181294]I hope you don't mind if I post here rather than on youtube.
I'm basing my suggestions around these two factors due to them being the most fun part of the taunt changes:
1. Undead march
Allows for great variety among the classes, suits exaggerated posing and suits the slow speed restraint. Anything from the atypical "hands out front" zombie lurch, to the shambling mummy or the wandering witch.
[IMG]http://fc05.deviantart.net/fs41/f/2009/004/5/d/Metal_Slug_Zombie_Walk_by_AlanzimROX.gif[/IMG][IMG]http://img4.wikia.nocookie.net/__cb20081202215628/metalslug/images/3/36/Zombiegirl.gif[/IMG][IMG]http://img2.wikia.nocookie.net/__cb20081202215915/metalslug/images/4/4b/Zombiedoctor.gif[/IMG]
2. Hippy Protest (Slowly meandering picket line)
Just a silly little protest taunt that other players could join in on. Together they could slowly walk about protesting holding picket signs.
[t]http://i.imgur.com/kLJ9Rek.png[/t][/QUOTE]
Posting here is fine. My animator may not check here as often, so I'll have to nag him to remind him to look here.
The undead taunt is actually going to be underway, more than likely in hopes to make it for Halloween.
Speaking of taunts is it possible to make taunts and other animation for TF2 in SFM?
[QUOTE=VernoGuy;45186370]Speaking of taunts is it possible to make taunts and other animation for TF2 in SFM?[/QUOTE]
yes. SFM has an option to export the .dmx of the players as taunts
[QUOTE=Punchy;45186406]yes. SFM has an option to export the .dmx of the players as taunts[/QUOTE]
I never actually understood how to animate in SFM. I made a lot of posters, but animation is meh.
[QUOTE=Namieo;45185991]Pair the Protest taunt with the ability to customize your picket sign ala the [url=http://wiki.teamfortress.com/wiki/Conscientious_Objector]Conscientious Objector[/url] and you have a taunt that almost literally prints money.[/QUOTE]
That's genius. Give people a Conscientious Objector and a decal tool when they buy one at the store, and you hold up the sign you have equipped when you taunt. People joining the taunt have the same sign as you. Then just have some default "Down with RED!" or "Down with BLU!" when you use it without a sign.
the funny thing about that zombie taunt is that i'll encourage people to shoot you even more <2
I've always wanted to make my own taunt. I know how to animate but getting it into the game is another thing.
[QUOTE=Hogie bear;45186828]I've always wanted to make my own taunt. I know how to animate but getting it into the game is another thing.[/QUOTE]
I wrote an in-depth guide of "animator's guide to unique animations in engine." The guide is dated as it pre-dates steampipe, but the majority of the content is still relevant.
[editline]30th June 2014[/editline]
[QUOTE=VernoGuy;45186370]Speaking of taunts is it possible to make taunts and other animation for TF2 in SFM?[/QUOTE]
I thought SFM was capable of exporting DMX files, but wasn't certain. Punchy confirmed this, so I will assume that it is the case. Given that logic, a DMX could be used as the base file for my animator's guide for unique animations, thus making it possible.
Also, bad news for all. As it would seem, Valve has once again shot the modding community in the foot and taken away some vital files. This will definitely set the project back a ways, and definitely stop any public release of in-game animation replacements as things stand.
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