• TF2 Oldschool (performance pack) Thread V2
    891 replies, posted
[img]https://dl.dropboxusercontent.com/u/31115055/ShareX/2014-04/2014-04-05_21-23-12.jpg[/img] I can pretend that I know how to texture stuff.
Oooh, getting tingly from all the new updates that was presented. Keep up the good work, and pray that Valve doesn't put in a update with 100+ hats again.
[I]Please, kill me...[/I] [img]http://puu.sh/7XOc4.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/7666502/pompadour.png[/img] [img]https://dl.dropboxusercontent.com/u/7666502/wrenhmortran.png[/img] welp, im done with these, among other [sp]scout[/sp] things, of which you will get images of later anyway, its that time of the ... iunno, anyway, here's the vote Dissagree for Heavy Agree for Medic Friendly for Pyro Winner for Sniper Dumb for Soldier Late for Spy
[QUOTE=Insaneicide;44477518][img]https://dl.dropboxusercontent.com/u/7666502/pompadour.png[/img][/QUOTE] texturing this... :suicide: [IMG]http://i.imgur.com/LCAOfpP.png[/IMG][IMG]http://i.imgur.com/EBuM2tg.png[/IMG]
The moment I saw this I had to have it even though my pc is superfast EDIT: This reminds me of quake for some reason, most likely the blood.
I'm quite liking this pack, and I love the progress that's gone to it recently, but is it possible to do the textures on the player models to be 256x256 instead of 128x128? Even by oldschool standards it seems very low quality, most player models that era tended to be mapped out on 256x256 or larger. I feel like this would prevent some of the horrid close-up body-horror and being able to count the pixels miles away. Additionally the paper-thin wires and surfaces on some models look really strange, I don't even remember many games using models that had surfaces looking that thin in any of the games I played, unless is was actually paper. I don't think much will be lost by adding an extra dimension, at least as an optional download.
Anyone fancy remaking tf2 on goldsrc?
[QUOTE=TheRealFierce;44478542]I'm quite liking this pack, and I love the progress that's gone to it recently, but is it possible to do the textures on the player models to be 256x256 instead of 128x128? Even by oldschool standards it seems very low quality, most player models that era tended to be mapped out on 256x256 or larger. I feel like this would prevent some of the horrid close-up body-horror and being able to count the pixels miles away. Additionally the paper-thin wires and surfaces on some models look really strange, I don't even remember many games using models that had surfaces looking that thin in any of the games I played, unless is was actually paper. I don't think much will be lost by adding an extra dimension, at least as an optional download.[/QUOTE] First of all, the player models (albeit modified since then) came from these [URL="http://tommytallian.blogspot.com/p/low-poly-tf2.html"]super old models[/URL] and adapted for in-game use. The tga source files for the textures are 128x128 and that's the end of that. Of course you can scale them up, but it will be at the mercy of a shitty scaling filter in an image editing program. Not worth the effort or time manually making new ones, and not worth the poor results to scale them automatically. Extra pixel dimensions simply aren't necessary (ive actually requested insaneicide to keep most weapon uv images to 64x64 or smaller). There's no lack of important detail in the current texture sizes to warrant going higher. Plus, it's harder to texture in the style required the higher you scale it up. I had to scale down the Tomislav before i could even get my head around texturing it. It's much different from texturing a regular TF2 item. You have to paint fake specular highlights and lightwarp shading into the actual texture itself. It's how spacey achieved the TF2 look in his original models with just a texture alone and nothing else. (no phong, lightwarps, or even vertex lighting) With the models, the reason why flat planes are often used instead of regular "non-flat" geometry is because they're simple to texture and they're simple to UV. Not only that, but they take up less space on the texture which is actually rather important when you are working with small sizes like 64x64. You can also make parts of these flat planes transparent, and draw a shape on the texture instead of actually modeling it. The Scattergun, Knife and many other weapons do this. The only drawback with using translucent textures on flat planes is that it breaks when ubercharged, ignoring any transparency and exposing the flat rectangle. However, as long as it's used sparingly and without being overly huge, it's usually not noticed and/or can be ignored without problems. Sometimes flat planes can be bad and actually modeling it has a better reward, but most of the time it's harmless, like on the majority of the weapons. A separate download just to get rid of the planes would be bothersome to keep synchronized with any future model changes, and would have to be compiled separately possibly with a completely different UV to swap around and texture, adding onto my (and insane's) workload for no good reason. Anyway, all of this is an intentional style choice. It's not supposed to be historically accurate to late 90s era videogames. If it was, the textures would be higher resolution, compressed and filtered, like your average 90s era videogame. I intend for the textures in this project to be consistent with spacey's original lowpoly TF2 style and don't plan on changing that. Of course, we use an actual lightwarp texture now (and phong/rimlight previously too, but I got rid of that), but you simply have to due to all the dynamic lighting in the maps, or opt for plain vertex lighting which I don't feel is right for a TF2 styled pack. I'm not limiting myself to things like hardware limitations or what old 3D games were like, but rather texture limitations that spacey laid down, as I mentioned above. Some weapons in this pack are untextured or were made without the "fake painted specular/lightwarp" style in mind, but I hope to change that once I stop being lazy. TL;DR no. [URL="http://i.imgur.com/ws7NKPz.png"]it's not about looking like directx8 TF2 on the highest r_rootlod and highest mat_picmip[/URL]. there's a reason for everything.
That makes sense, I guess. With the oldschool pack I was expecting more along the lines permanently glued on sinister faces and trying to break the boundaries but set back by the limitations back in the day. The flat planes still irk me a bit, but it's nothing too big to worry, you probably have a lot on your back then there already is.
[QUOTE=TheRealFierce;44479685]That makes sense, I guess. With the oldschool pack I was expecting more along the lines permanently glued on sinister faces and trying to break the boundaries but set back by the limitations back in the day. [/QUOTE] i kinda wanna make a point on this essentially thats what im doing with my models and what spacey did with the player models and the vanilla weapons, if you look at the quake models, and how those were uv mapped, it was done extremely innifiecient using X,Y,Z axis uv mapping and a non-power 2 huge texture size which could easily be broken down, and mapped to a square very easily [img]https://dl.dropboxusercontent.com/u/7666502/quake_example.png[/img] [img]https://www.quaddicted.com/_media/quake/qate-playerrl.mdl.png[/img] this technique of per axis uv mapping was also applied to the original HL models but each part that was uv mapped on the x,y,z axees was given a seperate texture meaning 4 different textures for something like the calf which was what made it look good by comparison to the quake uv mapping but made it extremely innificient we are taking new uv mapping techniques and applying them to lowpoly models such as mirroring, box mapping, and using pixel density based on the resolution of the final product to make a better texture as for the flat planes, id just look at games like tomb raider for the PS [img]http://1.bp.blogspot.com/_jvb_zWfEPsg/S_-DXmddisI/AAAAAAAAAjo/aFRrbeJej-k/s1600/Winston.jpg[/img] what could be made as an entire model is just a flat plane with alpha, while all im using the planes as are smaller details, or trigger guards which dont nessicarily need to be modeled but look better with them than without, it also saves uv space, and time
[QUOTE=Insaneicide;44481306]i kinda wanna make a point on this essentially thats what im doing with my models and what spacey did with the player models and the vanilla weapons, if you look at the quake models, and how those were uv mapped, it was done extremely innifiecient using X,Y,Z axis uv mapping and a non-power 2 huge texture size which could easily be broken down, and mapped to a square very easily [img]https://dl.dropboxusercontent.com/u/7666502/quake_example.png[/img] [img]https://www.quaddicted.com/_media/quake/qate-playerrl.mdl.png[/img] this technique of per axis uv mapping was also applied to the original HL models but each part that was uv mapped on the x,y,z axees was given a seperate texture meaning 4 different textures for something like the calf which was what made it look good by comparison to the quake uv mapping but made it extremely innificient we are taking new uv mapping techniques and applying them to lowpoly models such as mirroring, box mapping, and using pixel density based on the resolution of the final product to make a better texture as for the flat planes, id just look at games like tomb raider for the PS [img]http://1.bp.blogspot.com/_jvb_zWfEPsg/S_-DXmddisI/AAAAAAAAAjo/aFRrbeJej-k/s1600/Winston.jpg[/img] what could be made as an entire model is just a flat plane with alpha, while all im using the planes as are smaller details, or trigger guards which dont nessicarily need to be modeled but look better with them than without, it also saves uv space, and time[/QUOTE] That's helpful as fuck man! I keep hoping for the Quake marine get modelled for Soldier
i wish this was actually integrated into tf2 as an option to toggle, i'd love to play in low graphic versions for fun but don't really want to constantly add/remove the mod [editline]8th April 2014[/editline] also awesome work etc
I'm really digging the textures of the weapons.
I have a horrid laptop with 1gb of ram and a 'graphics card', if you wish to call it that, and I gave this pack a shot, along with at least 40 console commands and flat map textures. Sadly it averaged 15fps when I wasn't shooting or viewing open areas, and it would fail to connect to any server as it was too slow. Good 10 to 40 minute join time and then booted just as I see the MOTD. The kicker is that laptop is located at my mum's house, where the internet is so good I'm getting servers with 5 to 20 ping.
welp, when i decided to tally the votes pyro and sniper were tied, so i asked neo for a tiebreaker since they are both my favorite classes, and neo went with pyro, and thus the degreaser was born, and gamezombie had just finished his phlog model aswell, so luckily for you guyses you get a double treat :p [img]https://dl.dropboxusercontent.com/u/7666502/Phlogreaser.png[/img]
[QUOTE=Insaneicide;44494067]welp, when i decided to tally the votes pyro and sniper were tied, so i asked neo for a tiebreaker since they are both my favorite classes, and neo went with pyro, and thus the degreaser was born, and gamezombie had just finished his phlog model aswell, so luckily for you guyses you get a double treat :p [img]https://dl.dropboxusercontent.com/u/7666502/Phlogreaser.png[/img][/QUOTE] Oh god yes! Any chance we can have an updated pack with the new additions soon?
[QUOTE=HelmoChipChop;44494266]Oh god yes! Any chance we can have an updated pack with the new additions soon?[/QUOTE] you get it when i turn 21 ;P
[QUOTE=Insaneicide;44494459]you get it when i turn 21 ;P[/QUOTE] Aw, okay. :J
in the meantime here are some more models [img]https://dl.dropboxusercontent.com/u/7666502/meles.jpg[/img]
one last thing left [img]https://dl.dropboxusercontent.com/u/7666502/pyro_top.png[/img] [img]https://dl.dropboxusercontent.com/u/7666502/pyro_mid_left.png[/img][url=https://dl.dropboxusercontent.com/u/7666502/oldschool_femmepyro.zip][img]https://dl.dropboxusercontent.com/u/7666502/pyro_mid_center.png[/img][/url][img]https://dl.dropboxusercontent.com/u/7666502/pyro_mid_right.png[/img] [img]https://dl.dropboxusercontent.com/u/7666502/pyro_bottom.png[/img]
[QUOTE=Insaneicide;44516099]one last thing left [img]https://dl.dropboxusercontent.com/u/7666502/pyro_top.png[/img] [img]https://dl.dropboxusercontent.com/u/7666502/pyro_mid_left.png[/img][url=https://dl.dropboxusercontent.com/u/7666502/oldschool_femmepyro.zip][img]https://dl.dropboxusercontent.com/u/7666502/pyro_mid_center.png[/img][/url][img]https://dl.dropboxusercontent.com/u/7666502/pyro_mid_right.png[/img] [img]https://dl.dropboxusercontent.com/u/7666502/pyro_bottom.png[/img][/QUOTE] Nice legs
is that a lollipop or a pizza on a stick?
[QUOTE=Jhonnykiller;44521323]is that a lollipop or a pizza on a stick?[/QUOTE] i think so, i mean, thats what the texture is named [img]https://dl.dropboxusercontent.com/u/7666502/iunnowtfbbq.jpg[/img]
[QUOTE=Insaneicide;44516099]one last thing left [img]https://dl.dropboxusercontent.com/u/7666502/pyro_top.png[/img] [img]https://dl.dropboxusercontent.com/u/7666502/pyro_mid_left.png[/img][url=https://dl.dropboxusercontent.com/u/7666502/oldschool_femmepyro.zip][img]https://dl.dropboxusercontent.com/u/7666502/pyro_mid_center.png[/img][/url][img]https://dl.dropboxusercontent.com/u/7666502/pyro_mid_right.png[/img] [img]https://dl.dropboxusercontent.com/u/7666502/pyro_bottom.png[/img][/QUOTE] Was wondering what the hell did you do to the image, but then the url preview. Oooh.
[QUOTE=SlickBlade;44522244]Was wondering what the hell did you do to the image, but then the url preview. Oooh.[/QUOTE] yeah, im workin with a 1080x1990 screen, and figured a 1000 width image with links and stuff would be okay apperently i was wrong DX
[img]https://dl.dropboxusercontent.com/u/7666502/rain_blow_me.png[/img] 4 down 5 to go Dissagree for Heavy Agree for Medic Winner for Sniper Dumb for Soldier Late for Spy
Just to point something out, the entire Engineer's head on the player model seems to have double faces. While the helmet has this also, but that is to cover both sides, the head seems like it was left so on accident.
Idk if you guys are aware but Teufort Boots are glitching with Engi [t]http://puu.sh/8adAk.jpg[/t][t] http://puu.sh/8adAR.jpg[/t]
[QUOTE=KayoDuck;44555564]Idk if you guys are aware but Teufort Boots are glitching with Engi [t]http://puu.sh/8adAk.jpg[/t][t] http://puu.sh/8adAR.jpg[/t][/QUOTE] snip
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