[B]How much time do you spend each week working on TF2 content?[/B] (making anything TF2 related)
[IMG]https://facepunch.com/fp/ratings/tick.png[/IMG] up to 5 hours
[IMG]https://facepunch.com/fp/ratings/wrench.png[/IMG] 5 to 10 hours
[IMG]https://facepunch.com/fp/ratings/zing.png[/IMG] 10 to 20 hours
[IMG]https://facepunch.com/fp/ratings/clock.png[/IMG] more than 20 hours
Gonna just drop this in here, too
[URL="http://smissmas.mods.tf/"]The Nightmare Before Smissmas Showcase website is now LIVE![/URL]
[IMG]https://i.imgur.com/ErzsxtH.png[/IMG]
I won't write too much like I did [URL="https://facepunch.com/showthread.php?t=1585414&p=53007343&viewfull=1#post53007343"]here[/URL] (check it out if you can though, there's some things in there I want peeps to see!), but we hope you all enjoy and sorry for the delay!
Merry Smissmas, everyone! Thank you to those who participated in our event!
This page is Valve-tier of quality. It's really amazing, awesome job you did!
[QUOTE=retrocitrus;53007358]Gonna just drop this in here, too
[URL="http://smissmas.mods.tf/"]The Nightmare Before Smissmas Showcase website is now LIVE![/URL]
[IMG]https://i.imgur.com/ErzsxtH.png[/IMG]
I won't write too much like I did [URL="https://facepunch.com/showthread.php?t=1585414&p=53007343&viewfull=1#post53007343"]here[/URL] (check it out if you can though, there's some things in there I want peeps to see!), but we hope you all enjoy and sorry for the delay!
Merry Smissmas, everyone! Thank you to those who participated in our event![/QUOTE]
bongo taunt shown in final image but not listed in the taunts section :buddy:
The paintovers make me wet.
[QUOTE=Punchy;53007414]bongo taunt shown in final image but not listed in the taunts section :buddy:[/QUOTE]
I wanted to include the bongo taunt in the taunts section so bad, but because of time restraints out of my control (mental health got real bad while working on the webpage, news of a sick family member puts motivation to a halt etc), I had to make compromises. I'm sorry for not delivering in that aspect. I also wanted to showcase two more taunts after the fact even, but it would've eaten too much time to have those be done and a decent webpage realistically. It was so much to do.
I wanted to make this as best as I could, so the next best thing I could do was make it look like the Scout got it as a gift in the Smissmas celebration scene at the bottom. Webpages take awhile to do, apologies!
[QUOTE=TheBorealis;53003058]PL_Shoreleave is out on the steam workshop, holy cow it is so nice looking. Some small issues though.
This was being spammed a lot in the console.
"Cannot figure out which search path sound\planeflyby.wav came from. Absolute path is c:\program files (x86)\steam\steamapps\workshop\content\440\1238849347\pl_shoreleave_rc1.bsp\sound\planeflyby.wav
Failed to load sound "planeflyby.wav", file probably missing from disk/repository"
And the horse statue at the end was missing the textures, just a distorted version of the missing texture.[/QUOTE]
Sound issue is a workshop problem, the regular download on tf2maps works fine.
The horse is a problem with ldr cubemaps, we're looking into it.
As for fps issues, there will be more worked on to improve it. In the meantime, I recommend turning off expensive water if you haven't already. That's the biggest cost on the map currently.
[QUOTE=retrocitrus;53007439]I wanted to include the bongo taunt in the taunts section so bad, but because of time restraints out of my control (mental health got real bad while working on the webpage, news of a sick family member puts motivation to a halt etc), I had to make compromises. I'm sorry for not delivering in that aspect. I also wanted to showcase two more taunts after the fact even, but it would've eaten too much time to have those be done and a decent webpage realistically. It was so much to do.
I wanted to make this as best as I could, so the next best thing I could do was make it look like the Scout got it as a gift in the Smissmas celebration scene at the bottom. Webpages take awhile to do, apologies![/QUOTE]
It wasn't a complaint, I was just pointing out the fact. Nobody cares about whether or not it's actually listed accordingly.
[T]https://puu.sh/yOpis/f1e3ae3b27.jpg[/T]
Some quick cracks after xmas.
[QUOTE=retrocitrus;53007358]Gonna just drop this in here, too[/QUOTE]
Looks AMAZING! Great job on the assets and everything!
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=1238959606"][T]https://puu.sh/yOroP/0c46a617bc.png[/T][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=1238959606"]Updated it on the workshop, vote whatever you want, I just want it over. :cry: [/URL]
Needed something to do while hung over after christmas
[t]https://puu.sh/yOCSX/5359632d36.png[/t] [t]https://puu.sh/yOCTF/b1ba19edd2.png[/t]
[T]https://puu.sh/yOAMm/a761d0efad.png[/T] [T]https://puu.sh/yOAMJ/5fa128115c.png[/T]
So at nassimo's request i did something. He's is gonna texture all the vehicles and i'm hyped as hell.
After TF2C is released i'll pack all this up into some sort of pack for distribution like the construction prop pack on TF2 maps or something.
I recorded a chord version of the riff from TF2 theme, with the intention of it being a loopable taunt if anyone wants to have a take on it. Weird concept. It's [url=https://drive.google.com/file/d/1W3MounBYiFy3w9nSDKVgC3Y5Q996Gg9f/view]here[/url] if anyone fancies a listen to some looping chords.
The plan was to sound like either an unplugged guitar or an acoustic guitar.
Either way, I recorded it for shits and giggles. I have the ending and beginning sound effects too but they're not as important.
(P.S - I know I hit some extra strings. Moo boo hoo.)
[QUOTE=CWalkthroughs;53008367]I recorded a chord version of the riff from TF2 theme, with the intention of it being a loopable taunt if anyone wants to have a take on it.[/QUOTE]
I thought it was neat how the chord loop synced up with your profile gif
Either way, good job, I think it works. Hopefully someone will make a taunt for it, then we can have Band Fortress 2.
[QUOTE=LonelyRobot;53007601][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=1238959606"][T]https://puu.sh/yOroP/0c46a617bc.png[/T][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=1238959606"]Updated it on the workshop, vote whatever you want, I just want it over. :cry: [/URL][/QUOTE]
You've got my vote!
[t]https://i.imgur.com/vlddu5w.jpg[/t]
Here is a [b]lazy[/b] concept I have for a Michael fedora, with hair and aviators. Was thinking that the glasses with the fedora (white part) would be paintable, and that the white part would be black on blu team. When it comes to the hair, I thought it would just be duct-taped on the bottom of the fedora, since Spy wears a mask. Your feedback is appreciated.
Think it might work better as a concept on Medic, Heavy, or Scout.
[QUOTE=Rajikaru;53008990]Think it might work better as a concept on Medic, Heavy, or Scout.[/QUOTE]
Well I talked about this with another person and they just told me to make it for Spy, give him a wig instead of using the duct-tape and try making the hair look natural, instead of looking like ropes or something. I think that could work no?
Reworking (with help from Frag) on some concept art i did, and posting them here again with the smissmas hype over.
[IMG]https://i.imgur.com/iEAMgVw.png[/IMG]
[B]The Cold-War Coat[/B]
Based of Nikolai Sokolov's coat in MGS3, this is still unclaimed and all.
However, if you have feedback i could fix in it, please tell me so i can learn, mates.
I got a bundle of concepts ready so look at it if you want to. Will post one of the many images or else this place will get crowded fast haha.
[img]https://i.imgur.com/YJ4o4wW.jpg[/img]
Imgur link: [url]https://imgur.com/a/eEGCp[/url]
[IMG]https://i.imgur.com/czVaGMd.png[/IMG]
Heyo, I was wondering if anyone here could give me some tips to get the tf2 look down (at least in the textures). Does this look anywhere near good?
Feedback and tips are appreciated, thx.
(ps: spec and other maps not yet added also sorry that this isn't in the optimal view configuration, I am going to figure out how to get that done)
[QUOTE=Overlord Lttc;53011926]
Heyo, I was wondering if anyone here could give me some tips to get the tf2 look down (at least in the textures). Does this look anywhere near good?
Feedback and tips are appreciated[/QUOTE]
I’m no expert, but I think using larger brush sizes may work
Also those black lines are a wee bit too saturated
Are multi-class taunts a good idea?
[IMG]https://i.gyazo.com/d541917af2d8ae3bf16502ccc2639e42.png[/IMG]
The Frontline props are beautiful but they could use some major fixing and optimization, this should help a lot with map optimization such as for Shoreleave.
I have been able to reduce the total texture file size from 770MB to 607MB, so a whopping minus 163MB, [I]just[/I] by removing the (blank) alpha channels on textures and or uncompressed textures.
The texture budget could easily be cut down from 770Mb to around 300MB, by properly saving and compressing the VTFs, removing spec maps, scaling down textures by half, there's a bunch of 2k textures on this pack, for TF2 for so many assets its overkill and unnecessary, remember its an engine from 2007 not 2017, these are map props
but currently they have the detail of a character item.
Almost every prop uses Phong, map props should not use phong, this is the main issue with performance in this case, remove phong and spec maps from all the props, save a few important ones such as the payload, if you really need them.
Here's the list of some of the textures that need the Alpha channel removed by converting to the proper format:
[CODE]Original | Optimal | Original | Optimized| VTF Compile path
Format | Format | FileSize | FileSize | [151 files | reduced ≈ 163MB]
__________________________________________________________________________________________________________
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\brick\shalewall001d.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\brick\shalewall001e.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\brick\shalewall001f.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\brick\shalewall002d.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\brick\shalewall002e.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\brick\shalewall002f.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\bunkerfloor001_height-ssbump.vtf
DXT5·····to·DXT1 | 170.9KB >> 85.5KB | materials\concrete\bunkertrim001.vtf
DXT5·····to·DXT1 | 170.9KB >> 85.5KB | materials\concrete\bunkertrim001b.vtf
DXT5·····to·DXT1 | 170.9KB >> 85.5KB | materials\concrete\bunkertrim001c.vtf
DXT5·····to·DXT1 | 170.9KB >> 85.5KB | materials\concrete\bunkertrim001d.vtf
DXT5·····to·DXT1 | 170.9KB >> 85.5KB | materials\concrete\bunkertrim001e.vtf
DXT5·····to·DXT1 | 170.9KB >> 85.5KB | materials\concrete\bunkertrim001f.vtf
DXT5·····to·DXT1 | 170.9KB >> 85.5KB | materials\concrete\bunkertrim001g.vtf
DXT5·····to·DXT1 | 170.9KB >> 85.5KB | materials\concrete\bunkertrim001_height-ssbump.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\bunkerwall001_height-ssbump.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\bunkerwall003_height-ssbump.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\bunkerwall007_height-ssbump.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\fortwall004a.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\fortwall004b.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\fortwall004c.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\fortwall005a.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\fortwall005b.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\fortwall005c.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\fortwall006a.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\fortwall006b.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\concrete\fortwall006c.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\barrier_down.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\barrier_up.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\base.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\cans.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\cans_2.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\cans_3.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\cans_4.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\cans_normal.vtf
DXT5·····to·DXT1 | 2.7MB >> 1.3MB | materials\models\props_frontline\corrugated_bunker.vtf
DXT5·····to·DXT1 | 5.3MB >> 2.7MB | materials\models\props_frontline\jeep_beige.vtf
DXT5·····to·DXT1 | 5.3MB >> 2.7MB | materials\models\props_frontline\jeep_blue.vtf
DXT5·····to·DXT1 | 5.3MB >> 2.7MB | materials\models\props_frontline\jeep_green.vtf
DXT5·····to·DXT1 | 5.3MB >> 2.7MB | materials\models\props_frontline\jeep_red.vtf
DXT5·····to·DXT1 | 85.6KB >> 42.9KB | materials\models\props_frontline\light_bunker_off.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\mine_rockbase.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\Motorbike.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\Motorbike_blu.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\Motorbike_grn.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\Motorbike_tan.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\rubble_smallrocks.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\storefront_balcony.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\storefront_balcony_skin_2.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\storefront_balcony_skin_3.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\storefront_balcony_skin_4.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\storefront_window.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\storefront_window_skin_2.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\storefront_window_skin_3.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\storefront_window_skin_4.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\tree_01_trunk.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\tree_damaged_001.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\tree_damaged_001_normal.vtf
DXT5·····to·DXT1 | 341.6KB >> 170.9KB | materials\models\props_frontline\tugboat_illum.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\nature\blendgroundtodeadgrass001_tooltexture.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\nature\blendgroundtoriverbed001_tooltexture.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\tile\slateroof002.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\tile\slateroof003.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\tile\slateroof004.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\tile\slateroof005.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\concrete\concretefloor007b_height-ssbump_noenv.vtf
BGRA8888·to·DXT5 | 341.5KB >> 85.6KB | materials\concrete\forttile001.vtf
BGRA8888·to·DXT5 | 341.5KB >> 85.6KB | materials\concrete\forttile001_height-ssbump.vtf
BGRA8888·to·DXT5 | 341.5KB >> 85.6KB | materials\concrete\forttile002.vtf
BGRA8888·to·DXT5 | 341.5KB >> 85.6KB | materials\concrete\forttile003.vtf
BGRA8888·to·DXT5 | 341.5KB >> 85.6KB | materials\concrete\forttile004.vtf
BGRA8888·to·DXT5 | 341.5KB >> 85.6KB | materials\concrete\forttile005.vtf
BGRA8888·to·DXT5 | 341.5KB >> 85.6KB | materials\concrete\forttile006.vtf
BGRA8888·to·DXT5 | 341.5KB >> 85.6KB | materials\concrete\forttile007.vtf
BGRA8888·to·DXT5 | 341.5KB >> 85.6KB | materials\concrete\forttile008.vtf
BGRA8888·to·DXT5 | 341.5KB >> 85.6KB | materials\concrete\forttrim001_height-ssbump.vtf
BGRA8888·to·DXT5 | 682.8KB >> 170.9KB | materials\concrete\forttrim004_height-ssbump.vtf
BGRA8888·to·DXT5 | 10.7MB >> 2.7MB | materials\concrete\fortwall001_height-ssbump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\concrete\rubblefloor001_height-ssbump.vtf
BGRA8888·to·DXT5 | 341.5KB >> 85.6KB | materials\concrete\rubbletrim001_height-ssbump.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\detail\detailsprites_fall.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\medieval\brickbeam001a_height-ssbump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\medieval\brickbeam001b_height-ssbump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\medieval\brickbeam001c_height-ssbump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\medieval\brickbeam002a_height-ssbump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\medieval\brickbeam002b_height-ssbump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\medieval\brickbeam002c_height-ssbump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\medieval\stonewall001b_height-ssbump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\medieval\stonewall001c_height-ssbump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\medieval\stonewall001d_height-ssbump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\metal\bunkermetal001_height-ssbump.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\models\props_frontline\light_spotlight2.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\models\props_frontline\light_spotlight3.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\models\props_frontline\light_spotlight4.vtf
BGRA8888·to·DXT5 | 341.6KB >> 85.6KB | materials\models\props_frontline\oil_spill_1_bump.vtf
BGRA8888·to·DXT5 | 341.6KB >> 85.6KB | materials\models\props_frontline\oil_spill_2_bump.vtf
BGRA8888·to·DXT5 | 341.6KB >> 85.6KB | materials\models\props_frontline\oil_spill_3_bump.vtf
BGRA8888·to·DXT5 | 341.6KB >> 85.6KB | materials\models\props_frontline\oil_spill_4_bump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\nature\dirtground001_height-ssbump_env.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\nature\grass_fall_01.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\nature\riverbedground001.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\nature\wetmudground001a_height-ssbump.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\nature\wetmudground001_height-ssbump.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\battlefieldgrasspatch001.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\battlefieldgrasspatch002.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\beachgrasspatch001.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\beachgrasspatch002.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\grass_patch_fall_01.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\grass_patch_fall_02.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\overlays\grass_patch_fall_03.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\overlays\leaves_fall_less.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\overlays\leaves_fall_pile.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\wetmudfootprints001.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\wetmudfootprints002.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\wetmudfootprints003.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\wetmudfootprints004.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\wetmudfootprints005.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\wetmudfootprints006.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\overlays\wetmudfootprints007.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\props\sandbags001_height-ssbump.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\props\sandbags002_height-ssbump.vtf
BGRA8888·to·DXT5 | 1.3MB >> 341.6KB | materials\signs\sign_propaganda001.vtf
BGRA8888·to·DXT5 | 5.3MB >> 1.3MB | materials\wood\trenchwall001_ssbump.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.2KB | materials\skybox\sky_coastal_01bk.vtf
BGRA8888·to·BGR888 | 1.5KB >> 1.2KB | materials\skybox\sky_coastal_01dn.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.2KB | materials\skybox\sky_coastal_01ft.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.2KB | materials\skybox\sky_coastal_01lf.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.2KB | materials\skybox\sky_coastal_01rt.vtf
BGRA8888·to·BGR888 | 1.3MB >> 1MB | materials\skybox\sky_coastal_01up.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.1KB | materials\skybox\sky_coastal_ex.vtf
BGRA8888·to·BGR888 | 2.7MB >> 2MB | materials\skybox\sky_earlymorning_02bk.vtf
BGRA8888·to·BGR888 | 21.5KB >> 16.2KB | materials\skybox\sky_earlymorning_02dn.vtf
BGRA8888·to·BGR888 | 2.7MB >> 2MB | materials\skybox\sky_earlymorning_02ft.vtf
BGRA8888·to·BGR888 | 2.7MB >> 2MB | materials\skybox\sky_earlymorning_02lf.vtf
BGRA8888·to·BGR888 | 2.7MB >> 2MB | materials\skybox\sky_earlymorning_02rt.vtf
BGRA8888·to·BGR888 | 5.3MB >> 4MB | materials\skybox\sky_earlymorning_02up.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.1KB | materials\skybox\sky_earlymorning_ex.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.2KB | materials\skybox\sky_triage_01bk.vtf
BGRA8888·to·BGR888 | 1.5KB >> 1.2KB | materials\skybox\sky_triage_01dn.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.2KB | materials\skybox\sky_triage_01ft.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.2KB | materials\skybox\sky_triage_01lf.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.2KB | materials\skybox\sky_triage_01rt.vtf
BGRA8888·to·BGR888 | 1.3MB >> 1MB | materials\skybox\sky_triage_01up.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.1KB | materials\skybox\sky_triage_ex.vtf
BGRA8888·to·BGR888 | 2.7MB >> 2MB | materials\skybox\sky_twilight_01bk.vtf
BGRA8888·to·BGR888 | 1.5KB >> 1.2KB | materials\skybox\sky_twilight_01dn.vtf
BGRA8888·to·BGR888 | 2.7MB >> 2MB | materials\skybox\sky_twilight_01ft.vtf
BGRA8888·to·BGR888 | 2.7MB >> 2MB | materials\skybox\sky_twilight_01lf.vtf
BGRA8888·to·BGR888 | 2.7MB >> 2MB | materials\skybox\sky_twilight_01rt.vtf
BGRA8888·to·BGR888 | 5.3MB >> 4MB | materials\skybox\sky_twilight_01up.vtf
BGRA8888·to·BGR888 | 682.8KB >> 512.1KB | materials\skybox\sky_twilight_ex.vtf[/CODE]
This was done and generated with a custom tool that scans the VTF's alpha channel and checks if every alpha pixel is white (255).
There's more, but I haven't coded a tool for other cases, but its possible to track down manually.
[B][U]Texture files with unused alpha channels:[/U][/B]
[CODE]Original | Optimal | Original | Optimized| VTF Compile path
Format | Format | FileSize | FileSize | [17 files | reduced ≈ 6.67MB]
__________________________________________________________________________________________________________
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\hangingsign_curve1.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\hangingsign_curve2.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\hangingsign_curve3.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\hangingsign_curve4.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\hangingsign_nocurve1.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\hangingsign_nocurve2.vtf
DXT5·····to·DXT1 | 1.3MB >> 682.9KB | materials\models\props_frontline\hangingsign_nocurve3.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\trenchwall_1.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\trenchwall_2.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\trenchwall_64_hole_tall.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\trenchwall_64_tall.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\trenchwall_128_tall.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\trenchwall_256_door.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\trenchwall_256_tall.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\trenchwall_door_large_tall.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\trenchwall_door_narrow_tall.vtf
DXT5·····to·DXT1 | 682.8KB >> 341.5KB | materials\models\props_frontline\trenchwall_door_tall.vtf
[/CODE]
You get the idea... there's more but I am not going to list them all.
[B]Here's some other tips for other things:[/B]
[U][B]Models:[/B][/U]
-Get rid of LOD0 and LOD1 for most props and use LOD2 as LOD0 instead, most props are over detailed and over budget, map props are not character props and should aim for a budget between 1k to 3k triangles particularly if they are modular or instanced props, if its a unique prop that is only instanced once or twice on the map, then higher budgets are ok.
-Simplify the physics collision meshes for half of the props.
[U][B]Materials:[/B][/U]
-NO Phong, NO Rimlight, NO proxies, most of Valve's props for maps do not use Phong, just a simple shader as this one:
[CODE]"VertexlitGeneric"
{
"$baseTexture" "models\props_forest\chimney06"
}[/CODE]
-If phong is really necessary, keep it for unique props such as the payload or other key props that have only one or few instances in the map
-$detail, $bumpmap, $selfillumn are ok if necesary.
[U][B]Materials that need fixing![/B][/U]
There's a bunch of materials that don't have a closing curly bracket at the end of the file and are throwing errors on the console.
Not sure how this even got past quality control, if there was any.
Example of a broken VMT:
[CODE]"VertexlitGeneric"
{
"$baseTexture" "models\props_frontline\cupjugs"
"$phongtint" "[.9 .8 .7]"
"$phong" "1"
"$phongexponent" "15"
//"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongboost" "0.1"
"$phongfresnelranges" "[1.5 3 1]"
"$basemapalphaphongmask" "1"[/CODE]
[B]Fix:[/B]
[CODE]"VertexlitGeneric"
{
"$baseTexture" "models\props_frontline\cupjugs"
"$phongtint" "[.9 .8 .7]"
"$phong" "1"
"$phongexponent" "15"
//"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongboost" "0.1"
"$phongfresnelranges" "[1.5 3 1]"
"$basemapalphaphongmask" "1"
}[/CODE]
[B][U]
List of VMTs missing end curly bracket:[/U][/B]
[CODE]materials/models/props_frontline/cupjugs.vmt
materials/models/props_frontline/mine_naval.vmt
materials/models/props_frontline/torpedo.vmt
materials/models/props_frontline/torpedo_green.vmt
materials/models/props_frontline/torpedo_blue.vmt
materials/models/props_frontline/torpedo_red.vmt
materials/models/props_frontline/torpedo_grey.vmt
materials/models/props_frontline/torpedo_beige.vmt
materials/models/props_frontline/cans.vmt
materials/models/props_frontline/cans_2.vmt
materials/models/props_frontline/cans_3.vmt
materials/models/props_frontline/cans_4.vmt
materials/models/props_frontline/war_spotlight.vmt
materials/models/props_frontline/light_spotlight.vmt
materials/models/props_frontline/war_spotlightoff.vmt
materials/models/props_frontline/light_spotlightoff.vmt
materials/models/props_frontline/resupply_locker_military.vmt
materials/models/props_frontline/zeppelin.vmt
materials/models/props_frontline/zeppelin_blue.vmt
materials/models/props_frontline/zeppelin_neutral.vmt
materials/models/props_frontline/mine_naval_destroyed.vmt
[/CODE]
[U][B]Materials for map props do not need proxies.[/B][/U]
Last I checked, props do not cloak like a spy nor are set on fire? unless specifically wanted, don't include proxies on your VMT for a map prop if you have no clue
what its meant for.
[B]Aka remove this:[/B]
[CODE] // Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
"CommunityWeapon"
{
"resultVar" "$commweapon"
}
"Multiply"
{
"srcVar1" "$commweapon"
"srcVar2" "$commadd_phongexponent"
"resultVar" "$tempvar"
}
"Add"
{
"srcVar1" "$tempvar"
"srcVar2" "$basephongexponent"
"resultVar" "$phongexponent"
}
"Multiply"
{
"srcVar1" "$commweapon"
"srcVar2" "$commadd_phongboost"
"resultVar" "$tempvar"
}
"Add"
{
"srcVar1" "$tempvar"
"srcVar2" "$basephongboost"
"resultVar" "$phongboost"
}
}[/CODE]
There's more stuff, but if you fix just this, should already be enough work and make a difference for performance :)
i like my props 4k
[QUOTE=BANG!;53015430][IMG]https://i.gyazo.com/d541917af2d8ae3bf16502ccc2639e42.png[/IMG]
The Frontline props are beautiful but they could use some major fixing and optimization, this should help a lot with map optimization such as for Shoreleave.[/QUOTE]
despite the fact that you clearly know what you're talking about and how helpful all of this is, I can only imagine the frontline organizers wont listen to a lick of it because you're Bang and they just don't like you.
Definitely helpful info though, I'll be keeping this in mind if I end up making any map props in the future!
Well, I actually contacted Neodement beforehand, from previous experiences though, telling people over chat isn't enough, a post seemed a better way to present the information and keep it in one place.
I also couldn't reach out to other people who worked on the assets, its not clear who did what exactly and I feel like the community as whole could benefit from this information rather than keeping it private.
In the past some people considered I was being pedantic about these optimization things, I get it, this technical stuff [I]is[/I] pedantic but it really has an impact especially on massive assets pack if you are not careful.
I am sure people will take it into consideration for future projects, fixing it now would be a lot of work and backpedaling, although its possible.
There's a [URL="https://facepunch.com/showthread.php?t=1367160&p=44104959&viewfull=1#post44104959"]few posts[/URL] I made a few years ago for the TF2 Vehicle contest, about asset compiling for TF2 which is still very valid, minus the Phong/Rimlight which I had in the examples there because it was mostly for vehicles (shiny objects), but really try not to use Phong in general.
[QUOTE=ikes;53015434]despite the fact that you clearly know what you're talking about and how helpful all of this is, I can only imagine the frontline organizers wont listen to a lick of it because you're Bang and they just don't like you.[/QUOTE]
Why would that be? What did Bangy do?
[QUOTE=ikes;53015434]despite the fact that you clearly know what you're talking about and how helpful all of this is, I can only imagine the frontline organizers wont listen to a lick of it because you're Bang and they just don't like you.
Definitely helpful info though, I'll be keeping this in mind if I end up making any map props in the future![/QUOTE]
Actually, this information is very useful.
We're not just going to outright ignore useful information because of the issues with Bang that members of the team have.
This is valuable feedback and we welcome it.
I don't appreciate you stirring things up.
[QUOTE='[Square];53015679']Actually, this information is very useful.
We're not just going to outright ignore useful information because of the issues with Bang that members of the team have.
This is valuable feedback and we welcome it.
I don't appreciate you stirring things up.[/QUOTE]
Even though you are right that helpful advice shouldn't be ignored, I still think that it's just as important for contributors to have a healthy relationship with each other (not that I would know anything about that).
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