• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
While the work is nice it ignored all proportions of the shown concept.
[QUOTE=Frying Dutchman;48035366]While the work is nice it ignored all proportions of the shown concept.[/QUOTE] Does it really matter? it looks pretty in-engine
[QUOTE=Frying Dutchman;48035366]While the work is nice it ignored all proportions of the shown concept.[/QUOTE] I sort of agree, but I think it's just because of the "TF2-ification" process for want of a better word. The speaker grill on the original concept for example seems a little busy or detailed on the concept for an in-game model. Otherwise it seems pretty much the same as the concept to me if you ignore those minor changes.
[QUOTE=Frying Dutchman;48035366]While the work is nice it ignored all proportions of the shown concept.[/QUOTE] I thought the details on the concept were too dense and small for TF2. Maybe they could be smaller if the radio itself was bigger, though I wasn't sure what size Onefourth wanted it for the video.
[QUOTE=DrMedicVG;48008673]Which opening do you guys prefer? vote late for old vote artistic for new [video=youtube;ba283mS8Glk]https://www.youtube.com/watch?v=ba283mS8Glk[/video][/QUOTE] The new one is obviously better, but this old one was just something me and Mac were having fun with in the earlier days and thought of different quotes every update but was shortly abandon, plus it was made in Sony Vegas so yeah... I've also been experimenting here and there... EDIT: The new one seems to be going to look like something Half-Life 2: Update did, but TF2-itised.
[QUOTE=DrMedicVG;48008673]Which opening do you guys prefer? vote late for old vote artistic for new [video=youtube;ba283mS8Glk]https://www.youtube.com/watch?v=ba283mS8Glk[/video][/QUOTE] I vote new but don't make it shake when the logo appears since the shake makes it look like it was made by an excited 15 year old boy in my opinion
-snip, didn't read-
--------------------------- Engine Error --------------------------- Could not load library client. Try restarting. If that doesn't work, verify the cache. --------------------------- OK --------------------------- when i load it up
didnt do the beta thing ty [editline]25th June 2015[/editline] ok now i just crash when i go to the class select screen wtf
[video=youtube;H-K-vM6u_B0]https://www.youtube.com/watch?v=H-K-vM6u_B0[/video] I had fun with Mr. Modez's intro, it's nothing special i just needed something to do with my boredom.
im fine with modez intro and music as long as the shaking is removed
all of the shaking was removed shortly after he posted it in the dev chat
[QUOTE=~Kiwi~v2;48051205]valve b awkwardly fades into tf2c music[/QUOTE] Think of it as a climax, and don't take it another way. :quagmire:
Alright then, while trying to get TF2C working on my macbook I have come across an issue, technically two, but they tie together. Yes it's all on the same drive, Yes I have Source SDK Base 2013 set to Upcoming and have updated it accordingly, Yes I have tried reinstalling, Yes I have installed TF2C before on my desktop computer, it worked fine. Yes I ran the Source SDK Base 2013 prior to TF2C's installation. Yes I have used and enjoyed Source mods on my MacBook before, IE:Lambda Wars (Pre steam release.) However on my MacBook it's not going all fine and dandy. TF2C appears in my library, boots up, and I get the wrong .bik file on start up. Instead of the Valve logo, and TF2C dev team list and that good stuff I only get the Valve logo and the Source legal mumbo jumbo. After that it flashes the main menu for a split second, exits fullscreen, and gives me: [IMG]http://puu.sh/iD6If/3fab28fc0a.png[/IMG]. Attempting to start TF2C again afterwards gives me: [IMG]http://puu.sh/iD6BD/3b81027c8a.png[/IMG] Steam proceeds to instantly "redownload/patch" my Source Base adding two brand new kilobytes. Yay. Booting up TF2C again starts the cycle of library clients and unpatched SDK bases once more. I have no idea what's up.
But isnt the problem with linux purely our fault Like, what does volvo has to do with anything here?
I tried screwing around with the gameinfo.txt to no avail. Hopefully we get to the root of this in the near future.
So, has anything new happened that we haven't seen as of yet?
[QUOTE=Druidlyclean;48059634]So, has anything new happened that we haven't seen as of yet?[/QUOTE] Well, there was another Gametime. You should've been there, everybody had their tits out. (Actually, I was a victim to the shared content error so I missed that D:) Thus far, it's a process of picking up the pieces left behind from the 404 collapse. I don't stay consistent on FP, but it's probably a long and arduous process. Hopefully we'll see enough major changes soon to warrant a nice release before fall.
[QUOTE=Druidlyclean;48059634]So, has anything new happened that we haven't seen as of yet?[/QUOTE] working on the new class selection menu [t]http://i.imgur.com/nCsdjMI.jpg[/t]
[QUOTE=OneFourth;48061227]working on the new class selection menu [t]http://i.imgur.com/nCsdjMI.jpg[/t][/QUOTE] That pencil looks...off. Overstylized and plasticy, I guess. Also the transition from wood to lead is too perfect.
[QUOTE=OneFourth;48061227]working on the new class selection menu [t]http://i.imgur.com/nCsdjMI.jpg[/t][/QUOTE] Just curious, may we see the other classes portraits? Cause that's a damn good looking Scout render there.
[QUOTE=OneFourth;48061227]working on the new class selection menu [t]http://i.imgur.com/nCsdjMI.jpg[/t][/QUOTE] Looks good, but blueprint paper doesn't really fit class selection (at least to me). I would just go with white paper and instead of having one long sheet, go with two separate sheets; one for the class selector and one for the class info. Or (this may not work, I'm not sure how TF2 menus work) what if the class selection menu is a [URL="http://thumb9.shutterstock.com/display_pic_with_logo/97684/97684,1231015721,2/stock-photo-office-folder-with-numbered-tabs-isolated-on-white-22718362.jpg"]tabbed folder[/URL] with each tab representing a class. Players click on the tabs to bring up a Mercs "file".
[QUOTE=OneFourth;48061227]working on the new class selection menu [t]http://i.imgur.com/nCsdjMI.jpg[/t][/QUOTE] As said before, you should use this in your composition: [t]http://images.akamai.steamusercontent.com/ugc/38616953754346252/4927D5027806E6A11BE55862B7249C05984240CF/[/t] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=403102467[/url]
[QUOTE=FranckyFox2468;48061392]Just curious, may we see the other classes portraits? Cause that's a damn good looking Scout render there.[/QUOTE] i just pulled it off google images, itll be different in final edit: update [t]http://i.imgur.com/D4fcgv7.png[/t]
[IMG]http://i.imgur.com/bGUcWf2.png[/IMG][IMG]http://i.imgur.com/EiZHXaG.png[/IMG][IMG]http://i.imgur.com/e4mElkz.png[/IMG] [IMG]http://i.imgur.com/qqdv5xo.png[/IMG][IMG]http://i.imgur.com/SXDDmnY.png[/IMG][IMG]http://i.imgur.com/wO5jqQq.png[/IMG] Soon (tm)
[QUOTE=Snowshoe;48066387][IMG]http://i.imgur.com/bGUcWf2.png[/IMG][IMG]http://i.imgur.com/EiZHXaG.png[/IMG][IMG]http://i.imgur.com/e4mElkz.png[/IMG] [IMG]http://i.imgur.com/qqdv5xo.png[/IMG][IMG]http://i.imgur.com/SXDDmnY.png[/IMG][IMG]http://i.imgur.com/wO5jqQq.png[/IMG] Soon (tm)[/QUOTE] Finally. This peeved me off so much (and still does) that they still use the beta portraits.
[QUOTE=Snowshoe;48066387][IMG]http://i.imgur.com/bGUcWf2.png[/IMG][IMG]http://i.imgur.com/EiZHXaG.png[/IMG][IMG]http://i.imgur.com/e4mElkz.png[/IMG] [IMG]http://i.imgur.com/qqdv5xo.png[/IMG][IMG]http://i.imgur.com/SXDDmnY.png[/IMG][IMG]http://i.imgur.com/wO5jqQq.png[/IMG] Soon (tm)[/QUOTE] can i help out on that?
[QUOTE=Snowshoe;48066387][IMG]http://i.imgur.com/bGUcWf2.png[/IMG][IMG]http://i.imgur.com/EiZHXaG.png[/IMG][IMG]http://i.imgur.com/e4mElkz.png[/IMG] [IMG]http://i.imgur.com/qqdv5xo.png[/IMG][IMG]http://i.imgur.com/SXDDmnY.png[/IMG][IMG]http://i.imgur.com/wO5jqQq.png[/IMG] Soon (tm)[/QUOTE] Is it a bumpmap that's used in the second pic with the transparent refraction going on? If so you should look into making that work better, it just looks wierd now. The most straightforward aproach i can think of take some shots of the mercs in the exact same pose and angle with a flat gray skin or something and the lighting from straight ahead, above/below and left/right in order to edit those into a more proper bumpmap, by simply putting those shots in the correct channel
[QUOTE=blaholtzen;48066540]Is it a bumpmap that's used in the second pic with the transparent refraction going on? If so you should look into making that work better, it just looks wierd now. The most straightforward aproach i can think of take some shots of the mercs in the exact same pose and angle with a flat gray skin or something and the lighting from straight ahead, above/below and left/right in order to edit those into a more proper bumpmap, by simply putting those shots in the correct channel[/QUOTE] I'm not sure if this would work at all, but you might want to make sure that you give the mercs a half-lambert shader before you shine lights on the model since the RGB channels for normal maps don't look the same way as lights shinning on a grey model with a regular lambert shader. Regular lambert shaders will have a completely dark side where it's shaded with the middle being black rather than grey, and that wouldn't work with a normal map since the channels look more like they have a half-lambert shader applied. [img]http://www.malcolm341.com/misc/wraplight.jpg[/img] [img]http://wiki.polycount.com/w/images/5/54/Tangentspace_rgb.jpg[/img]
Coming Soon Medic Shotgun Re-Animation Checklist: Draw√ Fire√ Reload(Start X, Loop X, End X) No Video Yet But I'm Willing To Give Previews On Request
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