[img]https://dl.dropboxusercontent.com/u/7666502/kill_me.jpg[/img]
yes, things are happening
Hm... Should we ever expect to see the source files (smd, vta, qc, etcetera) of these (cool) models and such released? Sorry for asking about something like that.
[URL=http://facepunch.com/showthread.php?t=1250115&p=40211717&viewfull=1#post40211717][IMG]http://i.imgur.com/l0hsdju.png[/IMG][/URL]
:dance:
[URL="http://www.mediafire.com/download/co22k7vzk7v8vjq"]hat bodygroup disabled version if you use Nohats modification[/URL]
You guys started hats? Yay!
awesome update, I'll probably use it
if you guys need any help for models, I would be glad to help :D
Releasing some of the personal skins I made based off of alternate textures from [URL="http://facepunch.com/showthread.php?t=1251249"]NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project[/URL]:
Waterlogged/Team Spirit Engineer
[t]http://i.imgur.com/uRVffL7.png[/t]
Scout Jumpsuits
[t]http://i.imgur.com/R09YdCc.png[/t]
TF2TIP Scout
[t]http://i.imgur.com/dS9almQ.png[/t]
[url=http://www.mediafire.com/download/xc6d7jxx58i7jjw][IMG]http://i.imgur.com/nqmjMGu.png[/IMG][/url]
Can you make the rest of TF2TIP classes? Like Engineer's gloves and hat having correct cream spirit colors. I remember in this pack the classes lacking of that mostly.
[QUOTE=E.C.S;41487825]Can you make the rest of TF2TIP classes? Like Engineer's gloves and hat having correct cream spirit colors. I remember in this pack the classes lacking of that mostly.[/QUOTE]
I'd have to make a seperate hat skin (The hard hat has been off the class UV ever since the hat bodygroups were added) which would require recompiling the model, and only Insaneicide can do that.
[QUOTE=Snowshoe;41487874]I'd have to make a seperate hat skin [B]which would require recompiling the model[/B], and only Insaneicide can do that.[/QUOTE]
Actually, you don't. There's this fun little fact that animated textures can have more than 1 frame.
And there's also this fun little fact that in Team Fortress 2, there's something allowing to check for Red or Blu Team within a material, which one then could use to select frame with.
The proxy is called "[URL="https://developer.valvesoftware.com/wiki/List_Of_Material_Proxies#Team_Fortress_2"]TeamTexture[/URL]". I believe the resultvar should be linked to $frame, and then frame 0 is Red, and frame 1 is Blu.
So, for me, it seems completely possible to make the hat change colour depending on Team, without recompiling the model.
(But I'll ask again, since I wasn't answered before. Should we ever expect to see the source files of these models released?)
[QUOTE=The Zero Team;41491197](But I'll ask again, since I wasn't answered before. Should we ever expect to see the source files of these models released?)[/QUOTE]
SMD files for hats only. Rest is off limits.
And by all means, feel free to make that texture.
[QUOTE=The Zero Team;41491197]Actually, you don't. There's this fun little fact that animated textures can have more than 1 frame.
And there's also this fun little fact that in Team Fortress 2, there's something allowing to check for Red or Blu Team within a material, which one then could use to select frame with.
The proxy is called "[URL="https://developer.valvesoftware.com/wiki/List_Of_Material_Proxies#Team_Fortress_2"]TeamTexture[/URL]". I believe the resultvar should be linked to $frame, and then frame 0 is Red, and frame 1 is Blu.
So, for me, it seems completely possible to make the hat change colour depending on Team, without recompiling the model.
(But I'll ask again, since I wasn't answered before. Should we ever expect to see the source files of these models released?)[/QUOTE]
i didnt answer your original question about this topic because i had no idea what the hell you were talking about, still unsure, but i do understand from my understanding of HL and Quake modding what the frames mean, as for the rest of that, i just dont know what your asking
as for the sources, because the complications and the questions that would need to be answered about the way they are organized, and the way they work, i will not be releasing them to the public, mostly because i hear nothing but negative things towards the valve sources, mostly from people that dont care, or dont understand how to work with them mostly having to do with the qc's
the smd's on the other hand i will gather them together and release them
...Any chance for a simple compile to N64/player/class.mdl, then? That's what I wanted to.
Maybe I'd want to change UV maps to make the everything support "flat" colours, though, and maybe add more skins, and such...
(You see, I'd actually like to use these models in Source FilmMaker for some things... however, these models don't seem to be "hex-friendly", so I can't have them not replace the "original" models. I know I should always use the Hard-Ware Morphs, but still.)
That's all I wanted to do: Recompile them. But I'm absolutely fine with that you don't want to give them out. I understand and respect that.
[I]Edit:[/I] I guess I'm confused. I re-read your post, and... Does that mean you will gather the .smd, .vta, and .qc files of at least the 9 Classes, zip them, and put them somewhere, or does it mean you will not do that?
[QUOTE=The Zero Team;41491664]...Any chance for a simple compile to N64/player/class.mdl, then? That's what I wanted to.
Maybe I'd want to change UV maps to make the everything support "flat" colours, though, and maybe add more skins, and such...
(You see, I'd actually like to use these models in Source FilmMaker for some things... however, these models don't seem to be "hex-friendly", so I can't have them not replace the "original" models. I know I should always use the Hard-Ware Morphs, but still.)
That's all I wanted to do: Recompile them. But I'm absolutely fine with that you don't want to give them out. I understand and respect that.
[I]Edit:[/I] I guess I'm confused. I re-read your post, and... Does that mean you will gather the .smd, .vta, and .qc files of at least the 9 Classes, zip them, and put them somewhere, or does it mean you will not do that?[/QUOTE]
i will gather the smd's but as for the rest, no, theres too many complications with releasing those, if you contact me, we can arrange something. [sp][preferably steam][/sp]
Found these bugs
Business Casual
[t]http://cloud-2.steampowered.com/ugc/903254174032964917/390B10F9FCD9720457D7D7AD35039F07D63C9BCF/[/t]
Cut Throat
[t]http://cloud-2.steampowered.com/ugc/903254174032969788/CBCFC1D841D4BB5A1F46A17F3E6F3613C0CA898E/[/t]
Control Point seems WAY too shiny
[t]http://cloud-2.steampowered.com/ugc/903254174032977767/03F0E7544AE50906CFD0DCFC2C3DDA881619E119/[/t]
Foppish
[t]http://cloud-2.steampowered.com/ugc/903254174032981168/88ED8DA118D02C6D47F67D999BD0DB3767AFDADC/[/t]
[QUOTE=DrAkcel;41531345]This is scary as hell.[/QUOTE]
Yep. Why else would it be made? ...Hm. Probably because it looks very good. I like this pack. :3
Sorry to be "that" guy but, is there a way to use this pack in its current state?
If so, where would I put the files downloaded? I've tried putting them in common/team fortress 2/tf
but that didn't work.
[QUOTE=trollbuster;41539599]Sorry to be "that" guy but, is there a way to use this pack in its current state?
If so, where would I put the files downloaded? I've tried putting them in common/team fortress 2/tf
but that didn't work.[/QUOTE]
aaalright, heres what you do, go back one page, paeking #7 has the most recent release which was earlier this week, download, extract, select your version, and drop that vpk into steamapps/common/team fortress 2/tf/custom/
[QUOTE=Insaneicide;40056450][url=https://dl.dropbox.com/u/7666502/lowpoly_femme_pyro.zip][img]https://dl.dropbox.com/u/7666502/Dat_Ass.png[/img][/url][/QUOTE]
For some reason I only get this without the "corset" part
the corset is the halloween zombie costume.
[QUOTE=Hecates;41549170]the corset is the halloween zombie costume.[/QUOTE]
Thanks
[IMG]http://i.imgur.com/DBwrqTu.png[/IMG]
[IMG]http://i.imgur.com/8VpKnM4.png[/IMG]
model by gamezombie texture by me
Wow this pack is cool.
Only if someone made a pack where all the weapons are in the middle (quake style), it would be [B]awesome[/B].
I've always wanted to take these models and make a "TF2 lite" based on Quake 2 or something. It would be like Gang Garrison but in retro 90's shooter style instead of 8-bit. But I'm far too lazy.
[QUOTE=Billy2600;41592259]I've always wanted to take these models and make a "TF2 lite" based on Quake 2 or something. It would be like Gang Garrison but in retro 90's shooter style instead of 8-bit. But I'm far too lazy.[/QUOTE]
So Team Fortress Classic
[QUOTE=LegndNikko;41593949]So Team Fortress Classic[/QUOTE]
There's already a TFC mod of this in fact.
Nice.
blueprints
teleporter
[img]https://dl.dropboxusercontent.com/u/7666502/tele_blueprints.png[/img]
model by neodement and insaneicide
texture by snowshoe
sentry
[img]https://dl.dropboxusercontent.com/u/7666502/sentry_blueprint.png[/img]
model by loyen, spacey, and insaneicide
Texture by Snowshoe
dispenser
[img]https://dl.dropboxusercontent.com/u/7666502/dispenser.png[/img]
blueprint modification by snowshoe
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