Hey guys I made a thing. I found [url=http://www.wandeag.com/counter-strike-strategy/css-muscle-memory-guide]this while looking for interesting sprays[/url], and while I liked the basic concept I thought it could be improved on (I also couldn't be bothered to create an account and download the thing and then edit it with the logo to make my own changes.) So I made my own version totally from scratch and added what I think is a practical new feature.
Here's a simple video I threw together to show what it's meant for. The major change is that I decided to make it a fading spray; this way it's more usable for target practice at extreme distances.
[media]http://www.youtube.com/watch?v=wao32UugPJI[/media]
[url=https://dl.dropboxusercontent.com/u/7333627/Files/TF2%20Sprays/targetpracticesprayv1.zip][img]https://dl.dropboxusercontent.com/u/7333627/Files/TF2%20Sprays/TargetPracticePromo.png[/img][/url]
I know this isn't anything as fancy as a model or a new taunt or anything but I wanted to share this with people without going to Gamebanana or something, so I'm sorry if this isn't welcome here. I'll snip my post if this gets dumbed to oblivion so as to not waste your time. In the mean time, feel feel to share or remix this however you want.
Thanks to Wandeag as linked above for the idea, and good ol' [url=http://tf2.gamebanana.com/tuts/9038]Reag/eddy tt[/url] for his fading spray tutorial.
[QUOTE=Petachepas;45233516]Ask someone for a better AO bake from Maya or 3D Max. Blender's AO bakes tend to suck a bit. Would look even better[/QUOTE]
I agree. Blender's AO Bakes are horrible, as they leave marks everywhere
I would like to see a mod that makes the taunt icons look like how the taunt icons were before Bread
Including the ones from the Love & War Update
Hello. Just a quick question: Has anybody made bolt fix for non-stock sniper rifles?
more wip
[IMG]http://puu.sh/9OsNx/1fb40163d9.jpg[/IMG]
[QUOTE=R.M.T.B.;45241207]I would like to see a mod that makes the taunt icons look like how the taunt icons were before Bread
Including the ones from the Love & War Update[/QUOTE]
there might be something you'll probably enjoy on gamebanana, check it out
[url]http://tf2.gamebanana.com/guis/30101[/url]
[QUOTE=Matihood1;45241267]Hello. Just a quick question: Has anybody made bolt fix for non-stock sniper rifles?[/QUOTE]
I was working on it.
[media]http://www.youtube.com/watch?v=c-EmfZknN8M[/media]
I ran into some issues
The original posts really need to be updated, there's a ton of releases missing.
[URL="http://imgur.com/a/glrgD#0"]http://imgur.com/a/glrgD#0[/URL]
all of these are still up for grabs if anyone wants em
[t]http://i.imgur.com/THxYrKR.png[/t]
[t]http://i.imgur.com/8EDbFBD.png[/t]
mods.tf utilities now officially work at 100% capacity.
I've also made it so that all-class and multi-class mods can be used for single-class items! This will be an optional feature that the mod author must enable.
Get hyped, because I an interest registration, showcase and beta will likely be happening this coming weekend!
[QUOTE=R.M.T.B.;45241207]I would like to see a mod that makes the taunt icons look like how the taunt icons were before Bread
Including the ones from the Love & War Update[/QUOTE]
[URL="http://tf2.gamebanana.com/guis/30101"]Here's one.[/URL]
The flip taunt looks more like something out of deviantart though.
Late.
Okay guys, I'm attempting a new model! Its a grenade replacement for Pyro, Soldier, and Demoman (obviously.) Its still in a sorta beta so give some critique! I am thinking about making the tumors paintable!
[t]http://puu.sh/9OxB9/4ec0689d78.jpg[/t]
More views:
[t]http://puu.sh/9OxTM/49f6e6d7ca.jpg[/t]
[t]http://puu.sh/9OxWV/a220691e4c.jpg[/t]
[QUOTE=Pastel;45241743]Okay guys, I'm attempting a new model! Its a grenade replacement for Pyro, Soldier, and Demoman (obviously.) Its still in a sorta beta so give some critique! I am thinking about making the tumors paintable!
[t]http://puu.sh/9OxB9/4ec0689d78.jpg[/t]
[/QUOTE]
is the model handmade or just hexxed from the update
[QUOTE=Pastel;45241743]-breadmonstergrenade-[/QUOTE]
Looks good to me, but do we really need more grenade replacements?
I mean, we currently have [B]ten[/B] of them and about half of them are not even used
[QUOTE=Punchy;45241866]is the model handmade or just hexxed from the update[/QUOTE]
Its hexxed, I'm talking with Wowza about that but you can feel free to explain to me as well. I am going to add some stuff on and possibly edit it.
[IMG]http://puu.sh/9Ozud/91b254b1bf.jpg[/IMG]
any opinion on this tube? I wanted to go american flag, but i figured that would mess with team recognition.
agree for american flag, disagree for stripes on red, stars on blu.
[QUOTE=Pyraax;45241888]Looks good to me, but do we really need more grenade replacements?[/QUOTE]
Think about it, there is about 4 grenade replacements and exactly how many headbands are in TF2 again? :p
[editline]28th June 2014[/editline]
[QUOTE=Pyraax;45241888]Looks good to me, but do we really need more grenade replacements?
I mean, we currently have [B]ten[/B] of them and about half of them are not even used[/QUOTE]
Some are Halloween only and others are used almost noone uses them as you said. But this might be one people will LIKE instead of just neglecting you know?
claimed by rain
[IMG]http://i.imgur.com/waWbaA6.png[/IMG]
Another batch of space-slash-hologram junk for the Spah finished:
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=277840075][img]http://i.imgur.com/67ADBfJ.jpg[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=277840075][img]http://i.imgur.com/zyyJYoP.jpg[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=277848526][img]http://i.imgur.com/GrWBRuM.jpg[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=277848526][img]http://i.imgur.com/9LOVQU5.jpg[/img][/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=277840075[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=277848526[/url]
I think I'm going to do just ONE more hologram piece for the Engy, then I'm going to go back to some more traditional type projects.
[QUOTE=Pastel;45241743]Okay guys, I'm attempting a new model! Its a grenade replacement for Pyro, Soldier, and Demoman (obviously.) Its still in a sorta beta so give some critique! I am thinking about making the tumors paintable!
[t]http://puu.sh/9OxB9/4ec0689d78.jpg[/t]
More views:
[t]http://puu.sh/9OxTM/49f6e6d7ca.jpg[/t]
[t]http://puu.sh/9OxWV/a220691e4c.jpg[/t][/QUOTE]
I wouldnt upload this to the workshop. I feel like its frowned upon to literally take a model from ingame and upload it as your own.
[QUOTE=InfectedPotato;45242051]I wouldnt upload this to the workshop. I feel like its frowned upon to literally take a model from ingame and upload it as your own.[/QUOTE]
I forgot to say I am NEW to modeling and I cant ,you know, make bread all too well (or anything for that matter). I'm going to edit it and add more stuff to it and as said it is in beta (this is one if not my first proper sorta model.) Thank you for your advice.
[QUOTE=BonJons;45240136]My criticism would be to add a little more detail, I've got an example of one and how i did it, please excuse the models looking lifeless and the edges a bit sharp as it is an example.
-critisism (thank you by the way)-
[/QUOTE]
Thanks for the criticism.
The following I am about to state is in no way at any point meant to come off as nasty, just as a way of explaining why i did as i did.
The process I am about to describe is merely from observations from other taunts and styles that i adapted from them.
For reference any image within these; class, item or motion effect will be referred to as an object. I will be referencing my taunt is for comparison purposes too.
Detail:
The level of detail should be in proportion to how close the object is to the "camera" I guess you could say.
The detail is the way the icons give depth. They don't have ao, they don't contain a 3d image like they used to, they contain very basic color objects. The more detailed the object, the closer it is to the "camera"
Taunt icons such as the conga, have far away object. Seeing as they do, the detail on the objects is small, very vague and somewhat off the money but at the same time you can definitely tell its a heavy demo and medic (even though the medics face looks non existent) this is exactly the reason valve told us about silhouette shapes, with little to no detail, you can clearly identify what is in the icon. (seriously, cannot get over how derpy the conga faces look, its funny to me at least)
far away
[IMG]http://wiki.teamfortress.com/w/images/e/e0/Backpack_Conga.png?t=20140619181409[/IMG]
medium distance
[IMG]http://wiki.teamfortress.com/w/images/a/af/Backpack_Battin%27_A_Thousand.png?t=20140620063050[/IMG]
Close up
[IMG]http://wiki.teamfortress.com/w/images/6/6e/Backpack_Schadenfreude.png?t=20140611230524[/IMG]
Image slicings:
Trying to make single vector paths works best here. Each object looks to be a base color with detail as stated above but another thing to take notice of is that unless an object is cutting right through the whole thing, it should try to be a single path.
different objects look like they should contrast as much as possible. Scouts bag and strap? if the scout is based on the orange, make everything you can see with the bag cream.
Another major thing to notice is that some details are just left out, such as the part of the pyro's belt that should be there in the baloonicorn taunt, its not there.. but you can definitely tell there is meant to be a belt there but its not required to do a whole object just to represent this. I think you should let the other already made objects do the work for you if you can.
just some example to further this point.
[IMG]http://wiki.teamfortress.com/w/images/a/af/Backpack_Battin%27_A_Thousand.png?t=20140620063050[/IMG][IMG]http://wiki.teamfortress.com/w/images/3/38/Backpack_Party_Trick.png?t=20140620064510[/IMG]
Motion and actions:
Actions in taunts seem to be nothing like kill icons. The action represents whats happening but the inner part of the action wraps around the object but it never touches it still. if doing a bang action, it seems that the points of the bang vary. such as going in deep but sometimes being shallow (the dips are either curved or pointed so that doesn't seem to matter) while also at all times giving off defined, smooth points. killicons almost never hug the object and almost never have any curves in them. Motion is just represented by wispy lines, not too many, not too little. you want the motion lines to have the amount that would best represent the speed of the action. The flip taunt has a fair amount to indicate that the flip will be a fast one (but i think it needs one or 2 more just to really show the speed, the amount of lines give me the idea he will land on his head or just miss landing on his feet or something)
killicons examples for reference
[IMG]http://wiki.teamfortress.com/w/images/5/51/Killicon_force-a-nature.png?t=20110425094435[/IMG][IMG]http://wiki.teamfortress.com/w/images/7/7d/Killicon_beggar%27s_bazooka.png?t=20120630005716[/IMG][IMG]http://wiki.teamfortress.com/w/images/8/81/Killicon_cleaner%27s_carbine.png?t=20120628173443[/IMG]
examples:
[IMG]http://wiki.teamfortress.com/w/images/b/b8/Backpack_Skullcracker.png?t=20140619181351[/IMG][IMG]http://wiki.teamfortress.com/w/images/f/f7/Backpack_High_Five%21.png?t=20140611210056[/IMG][IMG]http://wiki.teamfortress.com/w/images/0/07/Backpack_Rock%2C_Paper%2C_Scissors.png?t=20140620063735[/IMG]
All 3 have bang actions which hug but don't touch their source, have defined points and have variations in their point depth
[IMG]http://wiki.teamfortress.com/w/images/a/a6/Backpack_Flippin%27_Awesome.png?t=20140619181357[/IMG]
there are lines to define motion, they curve fine, its just i get the feeling the poor medic will land on his head. He should either be close to the heavy at this angle or be completely upside down at the point he currently is. (sorry valve, mean no insult =P )
Anyway, i may have made this sound partially like a tutorial. It's not meant to be but i wanted to convey my observations so that others may better understand why i did the design choices that i did.
Thanks =)
-snip-
Ok, one more try at the taunt icon.
[IMG]http://i.imgur.com/oADXWRU.png[/IMG]
Here's the old one for comparison:
[IMG]http://i.imgur.com/W71P6j5.png[/IMG]
Next step for me would make it look more pixelated. I'm not really a fan of pixelated lines, but that seems to be the style Valve is using for them, so why not? Does anyone know how can I make the lines more noisy? I use PS CS4, if that matters.
Also, anything else I should change?
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=277833997][img]https://dl.dropboxusercontent.com/u/1737448/TF2%20upload/steamworkshop_webupload_previewfile_277833997_preview.jpg[/img][/url]
The Sneaky Peeper! Leaves even less to the imagination and fits snuggly over the top of his original head.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=277833997[/url]
[QUOTE=Omninerd;45242238]Ok, one more try at the taunt icon.
[IMG]http://i.imgur.com/oADXWRU.png[/IMG]
Here's the old one for comparison:
[IMG]http://i.imgur.com/W71P6j5.png[/IMG]
Next step for me would make it look more pixelated. I'm not really a fan of pixelated lines, but that seems to be the style Valve is using for them, so why not? Does anyone know how can I make the lines more noisy? I use PS CS4, if that matters.
Also, anything else I should change?[/QUOTE]
looks awesome. i know thats how Archimedes looks and all, but he looks so weird simplistic O.o
Are there any more bread weapons that people have made? Or bread hats that we can download?
[QUOTE=Pastel;45242078]I forgot to say I am NEW to modeling and I cant ,you know, make bread all too well (or anything for that matter). I'm going to edit it and add more stuff to it and as said it is in beta (this is one if not my first proper sorta model.) Thank you for your advice.[/QUOTE]
Refusing to try and do things the right way doesn't change the fact that trying to sell valve's own work back to them is a bad idea. Adding stuff on isn't going to help. You should want to start from scratch.
Attempted a shirt type thing:
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=277934479"][IMG]http://cloud-3.steampowered.com/ugc/597040929769965414/506E9F77A076D0B7FA741E319141D39C91B2621D/268x268.resizedimage[/IMG][/URL]
How do I change the style of a cosmetic item in TFMV? If you can
Sorry, you need to Log In to post a reply to this thread.