[QUOTE=MacD11;48647168]The power-up gives full crits. There is no current way to obtain mini-crits in TF2C [I]at the moment[/I].[/QUOTE]
pardon me then my dm color looked a lot like a minicritz boost
[QUOTE=Digivee;48651541]It will of course need major tweaking for the larger classes.
Heavy would probably be the more difficult one to do because of his size.[/QUOTE]Yeah, the minigun will likely need to be re-animated due to the sheer difference in proportions between the Heavy and the Merc. Hell, you might even need to shrink the minigun third person model down a bit for DM mode, as the damn thing is roughly the same size as the Merc...
For everything else, though? This would be for the best.
[url]https://www.dropbox.com/s/7vm7ckcz5irk37i/office_worker_audition.wav?dl=0[/url]
My audition for the Office Worker. I'd use Vocaroo, but it amplifies the recording and breaks the quality.
HEY PETER.
[QUOTE=The Kins;48652118]Yeah, the minigun will likely need to be re-animated due to the sheer difference in proportions between the Heavy and the Merc. Hell, you might even need to shrink the minigun third person model down a bit for DM mode, as the damn thing is roughly the same size as the Merc...
For everything else, though? This would be for the best.[/QUOTE]
remove the ammo drum, probem solved.
How do I make team colored models? I wanna make a team colored bat mod.
[QUOTE=Cpt. Cakes;48654046]How do I make team colored models? I wanna make a team colored bat mod.[/QUOTE]
You have to define skinfamilies as a texture group in your .QC file, and the alternate skin textures need to have similar names to the starting skin texture.
Assuming you know the basic structure of a .QC file, here's an example of how I'd usually do it:
[code]
$cd "D:\mymodelsrc\"
$modelname "mymodel.mdl"
$model "mymodel" "mymodel_reference.smd"
$texturegroup skinfamilies
{
{ "mymodel_facetexture_happy" }
{ "mymodel_facetexture_sad" }
}
[/code]
This model's default texture is mymodel_facetexture_happy.vmt, and the next skin switches that particular material out for mymodel_facetexture_sad.vmt
If you were making a bat model it'd probably be something like this:
[code]
$cd "D:\mymodelsrc\bat\"
$modelname "weapons/bat.mdl"
$model "bat" "bat_reference.smd"
$texturegroup skinfamilies
{
{ "bat_texture_red" }
{ "bat_texture_blu" }
}
[/code]
As for actually implementing the whole team-specific texture thing, I think that's something the game needs to handle (if it doesn't already)
[QUOTE=TheRealRudy;48651481]This is actually pretty perfect. With this system you can recognise what weapon the other players are holding by looking at their silhouette, like with the other 9 classes.
And of course it saves time so it's pretty much win win with this method.[/QUOTE]
I think the anims should be based off of soldier's, since he has a certain stance and his own peculiar run cycle (which imo fits the merc best)
So, say you want to make an anim for the SMG. Use the soldier's shotgun and tweak the arms, etc...
[QUOTE=The Kins;48652118]Yeah, the minigun will likely need to be re-animated due to the sheer difference in proportions between the Heavy and the Merc. Hell, you might even need to shrink the minigun third person model down a bit for DM mode, as the damn thing is roughly the same size as the Merc...
For everything else, though? This would be for the best.[/QUOTE]
Could use the concept-style minigun that was posted ages ago instead, or something closer to the TFC assault cannon. IMO though, if it needs to be smaller, it would be coolest to make it a different kind of minigun that's held in the same way as the Heavy's, just a bit smaller. Something like this minigun that Void Skull made years ago:
[t]http://i55.tinypic.com/15epg9.png[/t]
[sp]also I think there should be a BFG 9000 equivalent for DM, maybe based on the Gravel Pit deathray[/sp]
Another option I will throw out there is that the minigun ammo/case/drum can be attached to the Merc's back and feed to the gun from there. But it can just be shrunk down/changed if it's kept attached to the gun itself.
[vid]http://zippy.gfycat.com/SnappyImmenseGalapagosmockingbird.webm[/vid]
Vote time
Wrench = Pyro animations
Rainbow = Soldier run animation with slightly static arms
[QUOTE=Digivee;48654809]
Vote time
Wrench = Pyro animations
Rainbow = Soldier run animation with slightly static arms[/QUOTE]
If we're still going to have the merc's personality be over the top, I like the Soldier one better.
[QUOTE=_charon;48654403]
[sp]also I think there should be a BFG 9000 equivalent for DM, maybe based on the Gravel Pit deathray[/sp][/QUOTE]
Would actually be really interested in this over here.
[QUOTE=Doctor_Lazlo;48652691][url]https://www.dropbox.com/s/7vm7ckcz5irk37i/office_worker_audition.wav?dl=0[/url]
My audition for the Office Worker. I'd use Vocaroo, but it amplifies the recording and breaks the quality.
HEY PETER.[/QUOTE]
Have you tried clyp.it
It's supposed to be like the imgur for sound clips.
[QUOTE=Doctor_Lazlo;48652691][URL]https://www.dropbox.com/s/7vm7ckcz5irk37i/office_worker_audition.wav?dl=0[/URL]
My audition for the Office Worker. I'd use Vocaroo, but it amplifies the recording and breaks the quality.
HEY PETER.[/QUOTE]
[URL="http://vocaroo.com/i/s1BBBi91o350"] [/URL][URL]http://vocaroo.com/i/s1BBBi91o350[/URL]
[URL="http://vocaroo.com/i/s1BBBi91o350"] [/URL]
I challenge you to a patrick-off.
Random thought, just tossing it out there, but did anyone else like playing the Saxton Hale/Juggernaut mode? It was really the only game mode I played before quitting normal TF2. It would be cool to see how it could be implemented with all the insane modders and creators we have here, but I understand not implementing it.
[QUOTE=Sugnod;48657100]Random thought, just tossing it out there, but did anyone else like playing the Saxton Hale/Juggernaut mode? It was really the only game mode I played before quitting normal TF2. It would be cool to see how it could be implemented with all the insane modders and creators we have here, but I understand not implementing it.[/QUOTE]
theyre making that gamemode where the juggernaut character is a really big mutated henchman
[editline]11th September 2015[/editline]
[url]http://tf2classic.com/wiki/Henchman[/url]
[QUOTE=_charon;48654403]
also I think there should be a BFG 9000 equivalent for DM, maybe based on the Gravel Pit deathray[/QUOTE]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=490981773[/url]
Like that?
[QUOTE=Digivee;48654809][vid]http://zippy.gfycat.com/SnappyImmenseGalapagosmockingbird.webm[/vid]
Vote time
Wrench = Pyro animations
Rainbow = Soldier run animation with slightly static arms[/QUOTE]
Well its not really a fair vote, as the torso on the one with the soldier anims needs to be turned so he doesn't go spraying fire to the left the whole time, his bobbing isn't synced in it either.
It's probably going to work better if you use soldiers shotgun running animation for it, his body is posed more similar to the way pyro holds the flamethrower in that one, and since the weight is at his hip rather than over his shoulder he shouldn't swing to the sides as much
Generally it would be best with soldiers leg animations for all animations, might be weird having him tiptoe with one weapon and stomp around with another.
Are servers using the -beta_test version and when playing the game ?
[QUOTE=blaholtzen;48658626]Well its not really a fair vote, as the torso on the one with the soldier anims needs to be turned so he doesn't go spraying fire to the left the whole time, his bobbing isn't synced in it either.
It's probably going to work better if you use soldiers shotgun running animation for it, his body is posed more similar to the way pyro holds the flamethrower in that one, and since the weight is at his hip rather than over his shoulder he shouldn't swing to the sides as much
Generally it would be best with soldiers leg animations for all animations, might be weird having him tiptoe with one weapon and stomp around with another.[/QUOTE]
[vid]https://dl.dropboxusercontent.com/u/19211711/ShareX/2015/09/2015-09-11_06-11-06.mp4[/vid]
Its honestly just easier (and nicer looking) to use the default class animations instead of creating a frankenstien of a run cycle 8 times.
If the team has plans on giving him proper animations, additionally, I wont bother with these. I've been rather disconnected with the dev team since the first thread.
cannot quote but I agree with blahltozen. Put this way it's an unfair vote
I guess I'll leave animating to the actual dev team
Pyro's upper chest with soldier's [B]shotgun[/B] (and not rocket launcher's, which is what you've used) would probably fit best IMO
[QUOTE=blaholtzen;48658626]
Generally it would be best with soldiers leg animations for all animations, [B]might be weird having him tiptoe with one weapon and stomp around with another.[/B][/QUOTE]
exactly!
I would love to take all this criticism into account and improve it, but the problem is that I am a very incompetent animator.
I kinda just hoped to bring what little experience I have to the team, and to produce something that doesn't look terrible compared to the reference posed weapon animations thats being used now.
[QUOTE=_charon;48654403]
[sp]also I think there should be a BFG 9000 equivalent for DM, maybe based on the Gravel Pit deathray[/sp][/QUOTE]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=5594[/url] Like this gun by SVDL?
[t]http://i.imgur.com/druHl.jpg[/t]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=348752][img]http://images.akamai.steamusercontent.com/ugc/541798870712587613/FEF7EADED1340F9C61AF097CC0CBCFD4DE08FE44/[/img][/url]
add this tf2c
Yeah, I still find Deathmatch's selection of weapons so far to be a bit lacking in variety. Adding a lore friendly energy weapon or two would definitely spice things up.
Also related: the Rocket Launcher should just be swapped out with the RPG.
[QUOTE=Dr. Kyuros;48662452]Also related: the Rocket Launcher should just be swapped out with the RPG.[/QUOTE]
pls no
Having the RPG seperate is cool and makes the look fit the stats a lot better. I don't know why people think it's overpowered, having a single rocket is a huge downside. If you need a bigger downside, just give it longer reload time.
[editline]11th September 2015[/editline]
[QUOTE=Snowshoe;48662377][url=https://steamcommunity.com/sharedfiles/filedetails/?id=348752][img]http://images.akamai.steamusercontent.com/ugc/541798870712587613/FEF7EADED1340F9C61AF097CC0CBCFD4DE08FE44/[/img][/url]
add this tf2c[/QUOTE]
Speaking of cool stuff Bang's made, TF2C is a perfect excuse to do something with [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=19233"]these[/URL] [URL="https://steamcommunity.com/sharedfiles/filedetails/?id=109919233"]beauties[/URL]. I want to say the Rayzar could be something like the Amplifier plugin, which adds an unupgradeable dispenser replacement that gives nearby teammates minicrits, but I've never seen that on a non-VSH server and have no idea how well balanced it is.
[QUOTE=TheRealRudy;48662529]The only thing I find so wierd looking is that both weapons look so similair since the RPG is litterly the rocket launcher with a slightly different skin and rocket model attached to it.
I was thinking, how about combining the Rocket Launcher and RPG and that you can toggle between the two weapons with secondary fire. Aka switching would make the soldier play an animation applying the RPG rocket to the launcher and the stats of the RPG go in effect, switching again makes the soldier remove the Rocket and filling the Rocket Launcher with missiles, and the stats of the Rocket Launcher go in effect, and so on etc.[/QUOTE]
That would have the considerable problem of being good in almost any situation. The RPG has a different colour scheme already, they're different enough imo.
Any thoughts on an Oddball mode for Deathmatch?
For those unfamiliar with it, Oddball is a game mode that originated with Marathon and was later tweaked/reused in Halo. It's a sort of a mobile KOTH where a "ball" spawns in the map. Each player or team has a counter and the objective is to hold the ball until your counter runs out. If I recall, it's 2 minutes, but of course that can always be adjusted.
When the player holds the ball, the ball replaces their weapon. I think in Halo it was adjusted so that the ball can be used as a strong melee attack to help with the fact that you are so vulnerable without your ranged weaponry.
The Oddball was a skull, worth mentioning. Probably fitting for the Merc's personality.
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