• TF2 Oldschool (performance pack) Thread V2
    891 replies, posted
[QUOTE=KayoDuck;44555564]Idk if you guys are aware but Teufort Boots are glitching with Engi[/QUOTE] Want to guess why?
[QUOTE=Gentleman Cat;44566053]Want to guess why?[/QUOTE] Yes, also idk why you rated me dumb so yeah, explain it
cans i make curtains now? [img]https://dl.dropboxusercontent.com/u/7666502/iron_certainty.jpg[/img] they are "glitching" because they are clipping becuase i could only match up so much of the oldschool engineer's geometry with the default, at least the engineer's toes arent all stringie accross the map like previous releases and only a little visible clipping is the issue
[QUOTE=Insaneicide;44567117]cans i make curtains now? [img]https://dl.dropboxusercontent.com/u/7666502/iron_certainty.jpg[/img] they are "glitching" because they are clipping becuase i could only match up so much of the oldschool engineer's geometry with the default, at least the engineer's toes arent all stringie accross the map like previous releases and only a little visible clipping is the issue[/QUOTE] Ah okey then :) Uh, can you make the Adult Swim items for me? I want to see how the Monarch Scout would look like. Also there is any tutorial for the texturing? I would like to test my skills on PS and try to help you guys
[QUOTE=Insaneicide;44567117]cans i make curtains now? [img]https://dl.dropboxusercontent.com/u/7666502/iron_certainty.jpg[/img][/QUOTE] How does it look in comparison to the Minigun model? Also it seems to be missing a face on the drum barrel engine thing.
[QUOTE=TheRealFierce;44567231]How does it look in comparison to the Minigun model? Also it seems to be missing a face on the drum barrel engine thing.[/QUOTE] its missing that face on purpose because the default doesnt have it oh, and as for the adult swim items, nah, top priority at the moment is the weapons then a release of those models on the 27th, snowshoe will texture as much as he can and i will try to model the rest of the weapons before i move across the country
[QUOTE=Insaneicide;44567266]its missing that face on purpose because the default doesnt have it oh, and as for the adult swim items, nah, top priority at the moment is the weapons then a release of those models on the 27th, snowshoe will texture as much as he can and i will try to model the rest of the weapons before i move across the country[/QUOTE] Ah ok, well, if you need help later contact me, probally i will try to help you guys
Are you planning on de-making all the cosmetics as well, or would it be too much work?
I think they have to or risk this entire pack being rendered useless, seeing as there's no sane and easy way to disable cosmetics.
[QUOTE=wauterboi;44568098]I think they have to or risk this entire pack being rendered useless, seeing as there's no sane and easy way to disable cosmetics.[/QUOTE]There's actually a mod lying around that removes bodygroups and replaces all cosmetic models with empty files, essentially disabling cosmetics. Would be cool to have old school hats imo, but the VPK file size might not be worth it. If it's going to happen I might consider contributing with some models.
yeah, we have specialized versions of the player models to work with the hatless mod that can be used along side the oldschool pack, as for cosmetics, we have quite a few but they were all for the old player heads so they need to be resized to fit the new ones but the hats currently in tf2 is pretty staggering, class by class would be the way to take it so that a clear goal and understanding of how many are there, but as for help goes id like as many texturers and modelers as possible for that next step so work can be distributed evenly between everyone and so one single person doesnt get burned out because of how many there are [sp]theres 93 for the heavy alone and that doesnt include specialized fits for all class items[/sp]
If there is a no cosmetic mod, then woo! I redact my statement.
[QUOTE=Insaneicide;44568232]yeah, we have specialized versions of the player models to work with the hatless mod that can be used along side the oldschool pack, as for cosmetics, we have quite a few but they were all for the old player heads so they need to be resized to fit the new ones but the hats currently in tf2 is pretty staggering, class by class would be the way to take it so that a clear goal and understanding of how many are there, but as for help goes id like as many texturers and modelers as possible for that next step so work can be distributed evenly between everyone and so one single person doesnt get burned out because of how many there are [sp]theres 93 for the heavy alone and that doesnt include specialized fits for all class items[/sp][/QUOTE]Well, I'm in. Should we make a Steam group for this or something?
[QUOTE=Flubbman;44568317]Well, I'm in. Should we make a Steam group for this or something?[/QUOTE] [url]http://steamcommunity.com/groups/tf2oldschool[/url] theres usually tests involved in order to become part of the dev group, more often just a model/texture of your choosing, so long as its not already made hit me up with an add and we will talk
Gave the Gaelic Garb a shot. [IMG]http://puu.sh/8cccT.jpg[/IMG] [IMG]http://puu.sh/8c6V3.jpg[/IMG] Note that I'm not a texturer, so unless this is good enough or we're allowed to collaborate on models, I think I'll bail.
[QUOTE=Flubbman;44568844]Gave the Gaelic Garb a shot. [IMG]http://puu.sh/8cccT.jpg[/IMG] [IMG]http://puu.sh/8c6V3.jpg[/IMG] Note that I'm not a texturer, so unless this is good enough or we're allowed to collaborate on models, I think I'll bail.[/QUOTE] model looks good, parts of the texture not so much also, i think you might want to try to uv the sash in a straight line so the plaid on the texture follows the model much like the default and yes collaboration is acceptable, which is why im posting horrid helper uv textures on these models below [img]https://dl.dropboxusercontent.com/u/7666502/cantling_guns.jpg[/img] anyway, its time for me to hit the hay
[IMG]http://puu.sh/8cnor.jpg[/IMG] [IMG]http://puu.sh/8cnpN.jpg[/IMG] Better?
[QUOTE=Flubbman;44570640][IMG]http://puu.sh/8cnor.jpg[/IMG] [IMG]http://puu.sh/8cnpN.jpg[/IMG] Better?[/QUOTE] aside from the nightmares yes
[IMG]http://puu.sh/8coiV.jpg[/IMG] [IMG]http://puu.sh/8cokF.png[/IMG] Added some lighting to go with the player model. Would you consider this good to go, or are there still things to improve?
i can do any textures but i have a backlog of like 18 weapons right now
[QUOTE=Flubbman;44570770][IMG]http://puu.sh/8coiV.jpg[/IMG] [IMG]http://puu.sh/8cokF.png[/IMG] Added some lighting to go with the player model. Would you consider this good to go, or are there still things to improve?[/QUOTE] the arm pixels seem significantly smaller than the ones on the sash or demo model. try resizing them if you can
[QUOTE=Punchy;44574489]the arm pixels seem significantly smaller than the ones on the sash or demo model. try resizing them if you can[/QUOTE][IMG]http://puu.sh/8dqn7.jpg[/IMG] Better? I gotta say, I'd never really seen Playstation graphics until I started playing MGS on an emulator about a week ago, and I must say I love how accurate these models are. It'd be cool if we could redo all the map textures and props, but that's probably be too much. The VPKs would almost be as big as the game itself.
[img]https://dl.dropboxusercontent.com/u/7666502/sammich_parties.png[/img] are you ready for your sammich party? [img]https://dl.dropboxusercontent.com/u/7666502/samiches.png[/img] robo-sandvich texture by hecates models by me
Maybe I could help with some texturing work. I almost never hold my promises, so don't get your hopes up!
[QUOTE=Havolis;44577698]Maybe I could help with some texturing work. I almost never hold my promises, so don't get your hopes up![/QUOTE] well, the only finished one is the robo sandvitch (though a bit of modification could be in order) the buffalo and fishcake were just ones i threw together in paint.net
Fishcake, in my opinion, is the only one that doesn't really look good.
[QUOTE=Erfly;44577832]Fishcake, in my opinion, is the only one that doesn't really look good.[/QUOTE] cause insaneicide really only makes basecolor textures, then i go over it later. [QUOTE=Havolis;44577698]Maybe I could help with some texturing work. I almost never hold my promises, so don't get your hopes up![/QUOTE] for texturing, i can lay down a few things here: - VTFs should use BGR or RGB. BGRA or RGBA if it needs alpha channel, usually for models that have flat planes. avoid dxt compression. do not generate mipmaps or resize the texture in VTFedit. use the point sample flag to stop texture filtering. - VMTs should have phong and rimlight parameters removed. keep everything else like it is with regular TF2. if $phong must be enabled for something like an envmap, don't include an exponent or boost parameter. - be ready to have HLMV open all the time and pressing f5 to refresh when you update your texture. hold CTRL and drag with M1 to change the lighting. ambient and light colors should be default or all white if you are gonna post a screenshot. - start with base colors and work your way from there. generally, base colors should follow the same tf2 color scheme, sometimes with slightly higher saturation & brightness. - when in doubt, look at spacey's textures. [IMG]http://i.imgur.com/Lr4kISK.png[/IMG] you can see various types of material in this image. generally, to get the bigger picture of this kind of stuff, you need to imagine the type of material you're trying to texture. if it's pyro's gloves, which are really shiny, you should paint sharp phong highlights onto the texture. if it's like his jumpsuit, which isn't as shiny, it should have smoother lighting. wood/clothing tend to have softer highlights/shading. [IMG]http://i.imgur.com/ZYZgxpf.png[/IMG][IMG]http://i.imgur.com/ebxc5qP.png[/IMG] the rings on the loose cannon aren't actually modeled, but they give a small illusion of depth because it's fake painted on there. you can also see the small indent on the wooden part of the baby blaster, even though it's a flat rectangle. painting depth onto the texture is commonplace instead of modeling it. it also helps that part of the texture stand out more. it's seen everywhere in the player textures and stock weapon textures. on the same loose cannon texture you can see i shaded it towards the bottom of the weapon barrel. this is another aspect of the texturing- you're essentially "baking" a lightwarp effect into the texture itself. like the tf2 lightwarps, weapon lightwarps have a shorter transition, while player/cosmetics lightwarps have a longer, smoother transition. you will also want to implement some slight purple hue-shifting in any soft cloth-like texture or wood, to emulate the player lightwarp. (be aware: too much hue shifting and it looks like it's from hotline miami. too little and it looks dull.) if you have basic digital painting knowledge this shouldnt be much of a problem. [B]basically, you need to shade your texture as if you're seeing it in-game. you can't leave it flat like an average 3d model texture[/B] finally, while this isn't always required due to the sizes of the uv and such, you may want to put in small details into the texture. like the scratches on the loose cannon i did or even "brush strokes" like on the guillotine. don't use any noise filters as they are too noticeable and garish at this resolution. get creative if you see a big area of solid color and add a mark or two. use rarely, though. some more weapon examples: [IMG]http://i.imgur.com/T7SjpID.png[/IMG][IMG]http://i.imgur.com/HaoCZPN.png[/IMG][IMG]http://i.imgur.com/H3jrwgm.png[/IMG][IMG]http://i.imgur.com/dVFTSLY.png[/IMG][IMG]http://i.imgur.com/zRA7Hx4.png[/IMG] this should give you a good idea of the kinds of textures we want, if you want to contribute. even if it isn't great i'll probably still accept it and modify it later as i did with the liberty launcher & basically every single texture insaneicide has done. if you still don't get what to do, just learn by example and look at some of the textures in the pack.
I decided to give everyone's favorite hat a try. [t]http://puu.sh/8dBU3.jpg[/t] [t]http://puu.sh/8dC0X.png[/t] [t]http://puu.sh/8dC8i.jpg[/t] The texture is currently 64x64 because I wasn't sure what the size should be. I've never done these types of textures so I realize it needs work. One question though, how do I make it so the backfaces get rendered?
[QUOTE=errur;44578863]One question though, how do I make it so the backfaces get rendered?[/QUOTE]I don't think that's possible, I noticed that the decompiled Demo model has two collar meshes for each side
[QUOTE=errur;44578863]I decided to give everyone's favorite hat a try. [t]http://puu.sh/8dBU3.jpg[/t][/QUOTE] you need to put smoothing on that or something, i can see the squares
Sorry, you need to Log In to post a reply to this thread.