[QUOTE=Cufflux;49893047]If you want him to fit soldier's frame, you could at least change his hunched posture.[/QUOTE]
I'm trying to keep away from the soldiers silhouette. I'm trying to make him more distinguishing from all the other classes stances.
[QUOTE=Druidlyclean;49893055]I'm trying to keep away from the soldiers silhouette. I'm trying to make him more distinguishing from all the other classes stances.[/QUOTE]
Sorry, didn't edit to what I actually meant in time.
[QUOTE=blaholtzen;49891383]I like where the death merc poses are heading but i think each stance could stand to be more dynamic, the other mercs' poses look more like they're all ready to go at any second, which makes sense considering how you run most of the time in the game.
[img]http://blog.nomadicagency.com/wp-content/uploads/2011/01/valve_tf2_characters.jpg[/img]
so far the knife pose is the best looking i think
for thigs like the rocket launcher you should consider the implied weight of the weapons when posing as well, the reason the soldier is so hunched over is to clearly show how heavy his weapon is, this should probably also relate to their relative move speeds, and maybe the merc can do it with better posture, but it looks to be really light atm[/QUOTE]
[t]http://i.imgur.com/lkugWTL.jpg[/t]
I tried giving a more heavier pose for him, and added two other poses, I've made the rest of the weapon animation mock ups for DM, but they were all posed before blaholtzen's post.
For the Scattergun, I wanted to go a different approach with how he should hold it, but that can easily change; I felt that the Scattergun is a bit lighter than most weapons, so he would hold it with one hand, but as said before I don't mind changing it
I gave him fists animations just in case the crowbars is able to be thrown, the stance is pretty bare-bones atm
For the Tommy gun, I gave some weight to his animation; the knife animation is the exact same, I was only using it for reference.
In the knife pose, move his left arm so that it's sideways; when you defend with your arm you hold it with the outside (the less vulnerable side) of your arm facing your enemy.
[editline]8th March 2016[/editline]
Also the Scattergun has a lot of kick, make him hold it closer to his center of mass.
[QUOTE=Ott;49896417]In the knife pose, move his left arm so that it's sideways; when you defend with your arm you hold it with the outside (the less vulnerable side) of your arm facing your enemy.
[editline]8th March 2016[/editline]
Also the Scattergun has a lot of kick, make him hold it closer to his center of mass.[/QUOTE]
[t]http://i.imgur.com/BMnbOgf.jpg[/t]
How's that? I feel as if I made the knife pose as you asked, but I'm not so sure about the Scattergun pose; if its not the way you think it should be, then please give me a reference to go off of.
Also fixed up the fists, so they're more of a fighting stance, rather than hes trying to guard his chest from bullets.
[QUOTE=Digivee;49897152]i feel like the scatter should stay a two handed weapon. Right now it kinda feels like he's metal detecting with how hes holding it :pudge:[/QUOTE]
[t]http://i.imgur.com/NCk5vl9.jpg[/t]
I really don't mind fixing things, I just wanted to try something different for some poses. I'll try to adjust the rest of the poses this week and have them finished for someone to go off of for when the time comes to give him animations.
i feel like the scatter should stay a two handed weapon. Right now it kinda feels like he's metal detecting with how hes holding it :pudge:
[editline]8th March 2016[/editline]
Also why give him a fist animation? Doesn't he spawn with the crowbar by default?
[QUOTE=Digivee;49897152]
Also why give him a fist animation? Doesn't he spawn with the crowbar by default?[/QUOTE]
On the document, there was an idea of being able to throw the Crowbar at other players, so when you throw the crowbar, you equip your fists. I only made the pose just in case that's implemented.
I like the one-handed scattergun idea - a Terminator-esque flip-cock reload would be cool to see.
Maybe a dual-wield scattergun idea could be tried...they'd have to be somewhat weak on their own, though.
[t]http://i.imgur.com/AZjLKY2.jpg[/t]
I decide to upload the work that I have so far ,you can download it, inspect it, use it , and if you can give some feedback:
[url]https://drive.google.com/file/d/0B21EHCrKc7zwYnctMzJrSUdIbm8/view?usp=sharing[/url]
I just got the logic for this custom CTF gamemode done and I was wondering if anyone would be interested in playing a map like this before I started mapping the layout.
[t]http://i.imgur.com/0Zd8Q2G.png[/t]
This would be the general layout of the map: A central "control point" with a neutral flag on it, and a "control point" on each team's side, with a neutral capture zone also at the center of the map.
[t]http://i.imgur.com/lHObZvk.png[/t]
[t]http://i.imgur.com/ckTCFi0.png[/t]
Capping the center point would enable a flag at the enemy team's point, as well as making the center point only cappable by the enemy team.
[t]http://i.imgur.com/mGdGre9.png[/t]
Capping all three points wins you the game!
This was designed to be reminiscent of the old TFC maps that involved multiple flags. This should also make CTF more strategic, as you can't just turtle in one place the entire round. It can be expanded to 5 control points instead of 3, as well as possibly a 4-team version (although the center flag would have to be above/below the cap zone to make the layout symmetrical.)
I've been out of the loop lately. Have there been any updates?
Holy shit, "1 new post" on team fortress 2 classic v3!? Is version 3.0.0 final- oh it's just some guy asking when the next update will be... [sp]guys im half awake and typing on a phone please don't murder me.[/sp]
It's been pretty dead around here, and honestly it's sorta off putting. I'd post more of my stuff, but it's best not to beat a dead horse.
Honestly, if I knew how to program stuff for Source and have enough free time, I would be going insane on TF2C right now.
[QUOTE=Trittyburd;49913448]Honestly, if I knew how to program stuff for Source and have enough free time, I would be going insane on TF2C right now.[/QUOTE]
I have more than enough spare time to do stuff, but really, all I can do is work on maps, make posters, and give suggestions on how animations look/etc.
Hello, guys, I'm bringing some new feedback, lets start with this
[t]https://wiki.teamfortress.com/w/images/thumb/6/62/Nailgun.png/250px-Nailgun.png?t=20130424143548[/t]
This gun needs an urgent rebalance or re-work. Playing any map against this gun is a really frustrating experience.
Edit:
Also, the RPG reload speed is really high, people is spamming the RPG at same as the nailgun.
Speaking of fixing weapons, I think you guys have a chance to fix viewmodel accuracy & issues the classes have from live TF2.
All right, so, some third person animations need or should be accurate to first person, with a main example being the Sapper. It's held with two hand in third person, but not first person. Spy also doesn't use his Invis. watch in third person, so the watch should just be attached to his playermodel and hand model.
This one is most obvious, but Demo holds his Sticky Bomb launcher with 2 hands in TP, but one in FP. The Sticky Bomb Launcher world model is also reverse from the view model.
Scout's Scattergun could use a more accurate reload, with cocking after each shot and loading more shells when ammo is gone.
Sniper's Sniper rifle needs a minor update. The bottom of the gun should have a clip for the 25 bullets and the reload should be a pull back, rather than a up/down movement.
Additionally, classes with gloves seem to have certain twisting issues. Pyro, Medic and Engineer seem to suffer the most from this. Scout also has no elbows. His arms are built like Counter-Strike arms and I feel some of his animations would look better with elbows, despite needing to reanimate some of his animations.
So a guy in my sub box just uploaded this [url]https://www.youtube.com/watch?v=UKC-FtIGZqo[/url]
Sounds pretty good, but:
[QUOTE=Gsilverleaf;49914938]Scout's Scattergun could use a more accurate reload, with cocking after each shot and loading more shells when ammo is gone.
Sniper's Sniper rifle needs a minor update. The bottom of the gun should have a clip for the 25 bullets and the reload should be a pull back, rather than a up/down movement.[/QUOTE]
Well, as far as changing things so they make sense, you'd have to have a new animation for Medic replacing the needles in his syringe gun. You'd also need to make an animation for demo putting stickybombs in his sticky launcher. You'd also have to connect pyro's flamethrower to his oxygen tank, too.
Not sure if these are really called for, though.
[editline]dank[/editline]
[QUOTE=cha0s;49915200]So a guy in my sub box just uploaded this [url]https://www.youtube.com/watch?v=UKC-FtIGZqo[/url][/QUOTE]
That's OneFourth.
[QUOTE=Gsilverleaf;49914938]Sniper's Sniper rifle needs a minor update. [b]The bottom of the gun should have a clip for the 25 bullets[/b] and the reload should be a pull back, rather than a up/down movement.[/QUOTE]
Doesn't the rifle lack this because the Sniper is using one of those hunting rifles without mags, which require a bullet to be inserted after each shot? In his MTT video you can see him put in another bullet right after ejecting the spent casing.
[video]https://youtu.be/9NZDwZbyDus[/video]
At 1:15
[QUOTE=Gamaz;49915563]Doesn't the rifle lack this because the Sniper is using one of those hunting rifles without mags, which require a bullet to be inserted after each shot? In his MTT video you can see him put in another bullet right after ejecting the spent casing.
[video]https://youtu.be/9NZDwZbyDus[/video]
At 1:15[/QUOTE]
Yeah, but the animation is kind of difficult to pull off, due to the fact the animation for the reload is so damn fast. They'd need to edit the animation length, which I don't think they're willing to do.
[editline]11th March 2016[/editline]
[QUOTE=Cufflux;49915527]You'd also need to make an animation for demo putting stickybombs in his sticky launcher.
The Sticky Launcher bombs are probably a lot smaller in the drum, than they are in the world. I believe when Soldier reloads a rocket, the rocket he loads is actually a lot smaller than the world version. I'm not sure.
[QUOTE=Gsilverleaf;49915594]Yeah, but the animation is kind of difficult to pull off, due to the fact the animation for the reload is so damn fast. They'd need to edit the animation length, which I don't think they're willing to do.
The Sticky Launcher bombs are probably a lot smaller in the drum, than they are in the world. I believe when Soldier reloads a rocket, the rocket he loads is actually a lot smaller than the world version. I'm not sure.[/QUOTE]
Yes, but it's a round sticky thing going in a drum. Doesn't make much sense.
What I'm trying to say is: These weapons weren't designed to make complete sense. We shouldn't change up a lot of recognizable things just for the sake of it making 100% sense.
Edit: Close that quote, replying to your post fucked up the formatting.
I'd like it if the animations aimed more to the center. They look a bit fugly when you offset them to a center scale.
[QUOTE=Gsilverleaf;49915594]Yeah, but the animation is kind of difficult to pull off, due to the fact the animation for the reload is so damn fast. They'd need to edit the animation length, which I don't think they're willing to do.[/QUOTE]
I doubt the animation length would have to be changed, as long as the animation is done right.
Anyway IMO there's no reason for most of these changes because of what Cufflux said and also because I'm sure most of these third person/first person discrepancies are gameplay-related changes to minimize viewmodel obstruction (ex: sticky launcher being held with two hands would cover up more space from the screen, same for the spy sapper).
I know that giving weapon animations is important, but right now we have something really REALLY unbalanced, and thats the Nailgun. I see people using this and is ridiculous OP. The RPG that is getting spammed and the tranquilizer gun...
[QUOTE=Gsilverleaf;49914938] Spy also doesn't use his Invis. watch in third person, so the watch should just be attached to his playermodel and hand model.[/QUOTE]
The issue of having it on the outside model is that if this were main TF2, the Ringer would be made useless as they can see him putting it up.
[T]http://i.imgur.com/zWSyr5n.png[/T]
Trying some new things for level aesthetics. Hopefully this becomes a level that is easy to spot from the crowd.
[editline]11th March 2016[/editline]
Does the dev team actually plan on doing anything about the rampant hackers running around this game?
I know you might be able to escape them on community servers, but what about the official servers that receive no admin support? It seems wrong that nobody on the dev team cares enough to atleast try and do something about it, and makes it hard to enjoy the game without going to one of these community servers, which already have their own problems.
I'm no programmer, but wouldn't there be a way to render these hacks useless. I don't think that any of the hackers currently using said hacks give nearly enough of a shit to develop hacks for this game specifically, and only care to play it so they can use said hacks.
Haven't been here in months, did you guys ever get that steam expoit thing sorted?
You guys sure are talking a lot about reanimation, have you ever thought of hiring [B]Paysus[/B]?, He's great at animation.
[QUOTE=G=4//\/\3!2;49919091]You guys sure are talking a lot about reanimation, have you ever thought of hiring [B]Paysus[/B]?, He's great at animation.[/QUOTE]
Paysus Doesn't want to work on tf2c.
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