The Official TF2B (Shugo) Icon Thread • "It's here!"
418 replies, posted
Could somebody fix the icons for the Fortified Compound (which wasn't fixed in Marrow's pack) and the new Dalokohs Bar?
just wanna make sure if i'm doing it right
[img]https://photos-1.dropbox.com/s/p4wuz8hx4udcqec/c_rocketlauncher_large.png[/img]
this is on macbook, just testing it
[editline]21st September 2014[/editline]
hlmv's broken, tfmv keep resetting my rotation config, i don't know anymore
I actually thought that had a frying pan attached to the end. :v:
I shouldn't have resized it with GIMP.
[URL="http://www.mediafire.com/download/zeg5lvb6g21162r/SHUGO_Update_#5.zip"]In space, no one can hear you stab a Xenomorph with an arrow.[/URL]
- Added Nostromo Napalmer
- Added Fortified Compound
Edit: Previews!
[t]https://www.mediafire.com/convkey/bd0f/3ycb1bcwfqlbarq6g.jpg[/t][t]https://www.mediafire.com/convkey/da67/bsat6d8ed3nyztc6g.jpg[/t]
-snip-
[QUOTE=Marrow;46039381][URL="http://www.mediafire.com/download/zeg5lvb6g21162r/SHUGO_Update_#5.zip"]In space, no one can hear you stab a Xenomorph with an arrow.[/URL]
- Added Nostromo Napalmer
- Added Fortified Compound
Edit: Previews!
[t]https://www.mediafire.com/convkey/bd0f/3ycb1bcwfqlbarq6g.jpg[/t][t]https://www.mediafire.com/convkey/da67/bsat6d8ed3nyztc6g.jpg[/t][/QUOTE]
Don't know about you but the Napalmer isn't in there, and the Fortified Compound is a bit at a weird angle and slightly lower quality.
[QUOTE=austin0331;46039797]Don't know about you but the Napalmer isn't in there, and the Fortified Compound is a bit at a weird angle and slightly lower quality.[/QUOTE]
The Nostromo Napalmer is in there, it's just in the wrong folder.
It should be in the weapons folder outside of the workshop folder. Not sure why Valve set it up like that, but that's how it is.
Have any other items been completed ever since the last few posts? I might contribute my efforts to keep this project going.
[B]EDIT:[/B] Additionally, the page for the [url=https://tf2b.com/blog/?p=192]Backpack Icon Tutorial[/url] by Shugo is down--any plans of bringing it back somehow? [url=https://web.archive.org/web/20140328021539/http://tf2b.com/blog/?p=192]Fortunately, at least, it is still archived[/url].
[QUOTE=xvuxboix;48283520]Have any other items been completed ever since the last few posts? I might contribute my efforts to keep this project going.[/QUOTE]
I would say no, since the last post was made September last year.
There's way too many items now it's fucked. I'd say it's a lost cause. If anything though the weapons only would be alright, aside from the new skins just weapons would be cool.
[QUOTE=dolphin;48284545]There's way too many items now it's fucked.[/QUOTE]
huh? maybe if you list gun skins and skin qualities, but who's to say you can't just put indicators in the corner of the icon as an overlay for something like that? at least for websites. in-game it doesn't matter too much when youve got colored borders everywhere.
I was working on a unoffical TF2B icons extension pack, but I semi-abondanend it to work on a different, tf2 unrelated, project. Maybe I should start working on the pack again.
However, I could release what I got so far, but don't be dissapointed in the low amount of redone icons (10 so far).
Edit: A preview:
[t]http://i.gyazo.com/c000fe77eb004f7f9f174454cf412830.png[/t]
[QUOTE=TheJoey;48284834]huh? maybe if you list gun skins and skin qualities, but who's to say you can't just put indicators in the corner of the icon as an overlay for something like that? at least for websites. in-game it doesn't matter too much when youve got colored borders everywhere.[/QUOTE]Gun skins don't have icon textures, the game just renders the model.
Maybe there's a way to change what angle the game renders from?
[QUOTE=The Kins;48289443]Gun skins don't have icon textures, the game just renders the model.
Maybe there's a way to change what angle the game renders from?[/QUOTE]
It seems to just be an attachment in the model for the camera.
[QUOTE=Game Zombie;48289503]It seems to just be an attachment in the model for the camera.[/QUOTE]
Then instead of the spinning animation for the weapon model a still animation where the weapon points downward to the left as a shugo icon would? :mindblown:
Is there still a guide to making Shugo icons somewhere around? I'd love to help out if I can
(along with a list of everything that needs to be shugoified, as far as I recall it's a long list)
[QUOTE=Croc Shock;48290420]Is there still a guide to making Shugo icons somewhere around? I'd love to help out if I can
(along with a list of everything that needs to be shugoified, as far as I recall it's a long list)[/QUOTE]
[url=https://web.archive.org/web/20111231045722/http://tf2b.com/blog/?p=192]Internet Archive[/url]
Switching the immobile high quality icons for a high-quality model render isn't a bad idea, actually. But, of course, Shugo icons would be still essential for any kind of web browser icons since it's pointless to get a 3D plugin just for a model. Anyone know how to turn all the icons into 3D?
[QUOTE=Plaffy46;48290888]Switching the immobile high quality icons for a high-quality model render isn't a bad idea, actually. But, of course, Shugo icons would be still essential for any kind of web browser icons since it's pointless to get a 3D plugin just for a model. Anyone know how to turn all the icons into 3D?[/QUOTE]IIRC you can do this but it doesn't look right for some stuff, like stuff that's just attached to another model like the Kritzkrieg.
[QUOTE=The Kins;48291508]IIRC you can do this but it doesn't look right for some stuff, like stuff that's just attached to another model like the Kritzkrieg.[/QUOTE]
mind telling how?
Hi! We're not quite dead!
I suppose I should give a bit of an explanation as to why I haven't updated in a while. I came really, really close to finally being completely updated last October--my todo list of icons missing from the pack was dwindling down to under 50! Then Scream Fortress 2014 fucked it all up and I lost motivation to work on it. Ceiling Man's also become very very busy with real life, so he's basically quit the project as far as I can tell.
Now, around a month ago, I got a new external drive because my old one was getting a bit beat up and I needed a bit more space. I was storing the updated TF2B icons source TGAs on my old external drive...and, in a fit of stupidity, forgot to move them over before sending my old drive to disposal. Meaning I lost 3 years of work--the last copy of the complete pack I had in the collaborative Dropbox CM and I had was from the Triad Pack update back in 2012.
So I've spent the last week completely redoing the pack from scratch. It's gonna take a while to be back up to release readiness, but it's also given me the opportunity to redo a lot of icons I've been wanting to redo for a while and standardize icon sizes.
Here's a picture of the redone backpack\items\player\all_class folder to prove I'm not lying:
[t]https://dl.dropboxusercontent.com/u/8974580/tf/icon_update_jul2015.png[/t]
Well, I didn't knew about this thread's existence. I was talking with a friend of mine for doing the rest of the icons (because they're outdated after the Robotic Boogaloo update) and tried contacting with some of the people on TF2B. I talked with the creator, which them said that Ragnar was one of the icon creators.
Well, it was me who added you. There's no problem with the reject, there was no way to know I wanted to do these icons anyway. I wanted to talk about making the TF2B Icons (Not how, just the consistent rot/trans and lightrot, along with the gray texture [I use A_Guardian's pack]).
I know how to use HLMV pretty well, adjusting the [I]rot[/I], [I]trans[/I] and [I]lightrot[/I] on the [I]regedit[/I] too. I've made several backpack icons on some of my new mods, some examples are here:
[url]http://files.gamebanana.com/img/ss/skins/55cfb9f3de22a.jpg[/url]
[url]http://files.gamebanana.com/img/ss/skins/55bf8b23afcd2.jpg[/url]
(The Lone Star without hat uses the A_Guardian's texture pack).
[url]http://i.imgur.com/r2JZqxE.png[/url]
I want to know if I can work with something for the project (If you want me to do a class, or a type of item [Shirt items, hat items, etc]). I just need to know the consistency behind it (what textures to use, what rot/trans/lightrot). On the Teutonic Toque mod above, I used the same rot and trans from Hundkopf's paint table, which was:
[CODE]
Rot: (28.393925 -41.925488 -23.125006)
Trans (80.000000 -2.000000 62.000000) [/CODE]
(Default lightrot)
I use GIMP to make the VTFs. What I can do is sending the files (already with proper size) and without background, but still not .vtf (the process I do for the backpack icons are somewhat different than the TF2B pack's, I don't know if that has any significant change).
Thanks.
[B]Edit:[/B] Do I also need to get the T.I.P. textures? I've downloaded them already.
[B]Edit 2:[/B] Apparently the website from above shows the ROT, but not the Trans value.
[QUOTE=Ragnar Homsar;48325418]Hi! We're not quite dead!
I suppose I should give a bit of an explanation as to why I haven't updated in a while. I came really, really close to finally being completely updated last October--my todo list of icons missing from the pack was dwindling down to under 50! Then Scream Fortress 2014 fucked it all up and I lost motivation to work on it. Ceiling Man's also become very very busy with real life, so he's basically quit the project as far as I can tell.
Now, around a month ago, I got a new external drive because my old one was getting a bit beat up and I needed a bit more space. I was storing the updated TF2B icons source TGAs on my old external drive...and, in a fit of stupidity, forgot to move them over before sending my old drive to disposal. Meaning I lost 3 years of work--the last copy of the complete pack I had in the collaborative Dropbox CM and I had was from the Triad Pack update back in 2012.
So I've spent the last week completely redoing the pack from scratch. It's gonna take a while to be back up to release readiness, but it's also given me the opportunity to redo a lot of icons I've been wanting to redo for a while and standardize icon sizes.
Here's a picture of the redone backpack\items\player\all_class folder to prove I'm not lying:
[t]https://dl.dropboxusercontent.com/u/8974580/tf/icon_update_jul2015.png[/t][/QUOTE]
Please, we need to inform Valve about this. If the team were to send them all the existing images, you gave them the specifications for future ones, do you think they would be willing to continue doing it? [t]http://www.facepunch.com/fp/ratings/rainbow.png[/t] I understand it's really far fetched but the game just looks so much better with these icons, instead of shit being all over the place as they currently are.
[QUOTE=gabrielwoj;48474937]Well, I didn't knew about this thread's existence. I was talking with a friend of mine for doing the rest of the icons (because they're outdated after the Robotic Boogaloo update) and tried contacting with some of the people on TF2B. I talked with the creator, which them said that Ragnar was one of the icon creators.
Well, it was me who added you. There's no problem with the reject, there was no way to know I wanted to do these icons anyway. I wanted to talk about making the TF2B Icons (Not how, just the consistent rot/trans and lightrot, along with the gray texture [I use A_Guardian's pack]).
I know how to use HLMV pretty well, adjusting the [I]rot[/I], [I]trans[/I] and [I]lightrot[/I] on the [I]regedit[/I] too. I've made several backpack icons on some of my new mods, some examples are here:
[URL]http://files.gamebanana.com/img/ss/skins/55cfb9f3de22a.jpg[/URL]
[URL]http://files.gamebanana.com/img/ss/skins/55bf8b23afcd2.jpg[/URL]
(The Lone Star without hat uses the A_Guardian's texture pack).
[URL]http://i.imgur.com/r2JZqxE.png[/URL]
I want to know if I can work with something for the project (If you want me to do a class, or a type of item [Shirt items, hat items, etc]). I just need to know the consistency behind it (what textures to use, what rot/trans/lightrot). On the Teutonic Toque mod above, I used the same rot and trans from Hundkopf's paint table, which was:
[CODE]
Rot: (28.393925 -41.925488 -23.125006)
Trans (80.000000 -2.000000 62.000000) [/CODE]
(Default lightrot)
I use GIMP to make the VTFs. What I can do is sending the files (already with proper size) and without background, but still not .vtf (the process I do for the backpack icons are somewhat different than the TF2B pack's, I don't know if that has any significant change).
Thanks.
[B]Edit:[/B] Do I also need to get the T.I.P. textures? I've downloaded them already.
[B]Edit 2:[/B] Apparently the website from above shows the ROT, but not the Trans value.[/QUOTE]
Ah crap, sorry about the reject. Didn't realize you were interested in helping.
I appreciate the offer for help, but I'm reasonably confident in my ability to handle the icons on my own for now--having only one person makes managing a repository of icons much easier because then it's not on Dropbox, and allows me to consolidate PSD files as well.
For the record, in the 3 weeks or so since I started v3, my todo.txt file has gone down from well over 1700 icons or so down to 800! Hopefully I can get most of the really annoying items to make icons of (aka full body items) done before I move back to college for the new school year.
If you want to continue making your own icons though, here's the handy rot values reference file I use:
[url]https://dl.dropboxusercontent.com/u/8974580/Rot%20Values%20Reference.txt[/url]
[QUOTE=austin0331;48475487]Please, we need to inform Valve about this. If the team were to send them all the existing images, you gave them the specifications for future ones, do you think they would be willing to continue doing it? [t]http://www.facepunch.com/fp/ratings/rainbow.png[/t] I understand it's really far fetched but the game just looks so much better with these icons, instead of shit being all over the place as they currently are.[/QUOTE]
A long time ago, well before I got involved with the project, Shugo (the original guy behind this icon style) actually emailed Valve and asked them if they'd be interested in using the icons. Valve turned him down.
[QUOTE=Ragnar Homsar;48483075]Ah crap, sorry about the reject. Didn't realize you were interested in helping.
I appreciate the offer for help, but I'm reasonably confident in my ability to handle the icons on my own for now--having only one person makes managing a repository of icons much easier because then it's not on Dropbox, and allows me to consolidate PSD files as well.
For the record, in the 3 weeks or so since I started v3, my todo.txt file has gone down from well over 1700 icons or so down to 800! Hopefully I can get most of the really annoying items to make icons of (aka full body items) done before I move back to college for the new school year.
If you want to continue making your own icons though, here's the handy rot values reference file I use:
[url]https://dl.dropboxusercontent.com/u/8974580/Rot%20Values%20Reference.txt[/url][/QUOTE]
It's not a problem, and alright it then. If you need any help, just ask. And be careful, there are some items that doesn't load up properly in HLMV, since they have Helperbones (Examples: Gaelic Garb, Snow Sleeves, Fowl Fists, Heavy Room Warmer, etc.).
[URL="https://wiki.teamfortress.com/wiki/Template:Painted_variants/Tutorial/Rotations"]Here[/URL] you can download those fixed models (courtesy of Omolong) [The packs contain files that makes several parts of the player invisible, just grab the files related to the item].
I appreciate the values, but there isn't any value for [B]trans[/B]lation on the list? I tried testing with c_shotgun and it didn't turned out so well.
[QUOTE=gabrielwoj;48503082]
I appreciate the values, but there isn't any value for [B]trans[/B]lation on the list? I tried testing with c_shotgun and it didn't turned out so well.[/QUOTE]
There's no consistent translation values for any model, especially because of models that are improperly rigged. Just shift-drag them and zoom in at 15 FOV until they're as big as they can get without clipping out of the HLMV viewport.
[QUOTE=Ragnar Homsar;48512555]There's no consistent translation values for any model, especially because of models that are improperly rigged. Just shift-drag them and zoom in at 15 FOV until they're as big as they can get without clipping out of the HLMV viewport.[/QUOTE]
Alright, thanks. I'll be using this for the Decorated Weapons images for the Wiki for now, possibly for other stuff in the future.
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