[QUOTE=Hecates;45878888][t]https://dl.dropboxusercontent.com/u/12892140/bp_oldschool/icon_widow.jpg[/t][/QUOTE]
is this my model i see textured ???
man oh man, i been lookin into bugs and found out quite a few intersting things
first the medic AND scout hands are broken, and it has to deal with them somehow getting reverted to pre-L&W update versions,
and for the news some of you have been waiting for, DX8 i just ran a test that i was hopin wouldnt be the problem, i recompiled the gibs (all dated august 2009) and ran a test with a barebones setup (player models c_hands gibs no weapons no extra props) in dx8 and, it works, unfortunately though, this probably means i have to recompile everything pre 2014 just to be safe which is ALOT... but also gives me an excuse to clean up my sources, some of which havent been touched since late 2008
oh, and im dropping custom pcf's in favor of pixelized vtf's
anyway, release as soon as possible
Wow, I haven't checked this thread in quite a while and it looks great. That Eureka Effect looks amazing, I can't wait to see the pack when it's done. Keep up the good work.
It's been a while, sweet thread. *sighs*
Man I really should contribute to this thread. Every time I pop in to take a gander at the new stuff I just love it
EDIT:
Actually screw that, I WILL contribute to this thread! Saw the Atomizer wasn't done yet, so figured I'd take a stab at it:
[t]http://i.imgur.com/6N9FfDA.png[/t]
I feel like it could be better though. Set the texture resolution to be 64x64 to do pixel texturing, but it didn't turn out so good. Advice?
[QUOTE=ZombiPlastiClok;45983359][t]http://i.imgur.com/6N9FfDA.png[/t][/QUOTE]
This might sound odd, but I think it needs less polys.
too high poly and the texture's too high res :0
look at the other meshes and textures for guidance, yea?
[QUOTE=NeoDement;45988178]too high poly and the texture's too high res :0
look at the other meshes and textures for guidance, yea?[/QUOTE]
Any advice on that regard? Didn't take me long to make the model, I'll just start fresh with a lower poly one.
The texture bit was what surprised me. I set the resolution to 64x64, figuring that would be small enough.
[QUOTE=ZombiPlastiClok;46006566]Any advice on that regard? Didn't take me long to make the model, I'll just start fresh with a lower poly one.
The texture bit was what surprised me. I set the resolution to 64x64, figuring that would be small enough.[/QUOTE]
Well compare the texture to the actual model. The black outlines are thinner and more of a shadow, plus it has yellow lines too. The text itself is notable bigger
[t]http://wiki.teamfortress.com/w/images/thumb/3/33/RED_Atomizer.png/800px-RED_Atomizer.png[/t]
So i'd do something like this (but on a square or octagonal bat)
[t]http://puu.sh/bDeo3/8c0d7e0901.png[/t]
Try to stay loyal to the textures what with the bolder BONK and the lines, keep the texture at a size pixels are visibly distinguishable but not so small you have to stretch to show details
Thanks for the advice! Decided to give it another go:
[t]http://i227.photobucket.com/albums/dd305/zombieplasticclock/bat1_zps1ec6d528.png[/t]
Isnt there already an atomizer model? and texture?
[QUOTE=Snowshoe;46026316]Isnt there already an atomizer model? and texture?[/QUOTE]
Dunno. Checked the list of models that were completed/needed completion, and I don't think I saw a model for Atomizer. If it's been taken, though, I'll start on something else
Instead of trying to guess if it's correct or not, use the default bat as reference
sorry for the delayed release guys, i been fixin bugs, i find one, two more appear sorta thing
[QUOTE=Insaneicide;46057407]sorry for the delayed release guys, i been fixin bugs, i find one, two more appear sorta thing[/QUOTE]
They're multiplying like rabbits with a mission after every update.
I don't want to be a pessimist, but I fear this pack will just drop dead after Valve has finished filling our drive space with hats and mangling the player models to work with one thing instead of improving them.
I wish the project had the same enthusiasm when it was first being made.
[QUOTE=Gentleman Cat;46059535]They're multiplying like rabbits with a mission after every update.
[/QUOTE]
well, luckily they arent game-breaking mostly visual issues, shells ejecting from the center of the screen, muzzle flashes coming out of the top-center of the screen, missing attachments, small things, but i fix 2-3 test, and then i notice another one, so yeah, stuff like that.
[QUOTE=Gentleman Cat;46059535]I don't want to be a pessimist, but I fear this pack will just drop dead after Valve has finished filling our drive space with hats and mangling the player models to work with one thing instead of improving them.
I wish the project had the same enthusiasm when it was first being made. [/QUOTE]
as for the enthusiasm, eeh, just happened, too much for two or three people to take head on.
oh, on the upside, snowshoe has asked if he can work on some textures, on a "whenever he feels like it" basis, which i have no problems with.
time for a release
-fixed various viewmodel bugs ragarding the L&W update and subsequent updates after
-slightly re-adjusted the pistols to better fit in the hand
-added a few weaponstuff (By Me Fraw$t and new textures by Hecates)
[b]-fixed DX8[/b]
-fixed various other bugs that i never recorded
[img]https://dl.dropboxusercontent.com/u/7666502/download_spacer.png[/img][url=https://dl.dropboxusercontent.com/u/7666502/00_oldschool_pack.zip][img]http://i.imgur.com/nqmjMGu.png[/img][/url]
and something extra, a little particle test i been workin on
[img]https://dl.dropboxusercontent.com/u/7666502/download_spacer.png[/img][url=https://dl.dropboxusercontent.com/u/7666502/particle_test.zip][img]http://i.imgur.com/nqmjMGu.png[/img][/url]
The OP has the updated OSP link but i dont know if i will be making the particle changes official
Everything works just (almost) fine! Just one thingy, Sniper's rifle animations are still screwed up. I don't know if it's my pc or the pack, but sometimes Tf2 seems to forget to load the pack on startup and shows the stock models instead of the pack ones. Apart from that, everything seems really smooth and almost every bugs are gone.
It Looks Like Sniper is Using Bow animations With the Rifle and Rifle animations with the bow.
[QUOTE=Chaos456;46193483]Everything works just (almost) fine! Just one thingy, Sniper's rifle animations are still screwed up. I don't know if it's my pc or the pack, but sometimes Tf2 seems to forget to load the pack on startup and shows the stock models instead of the pack ones. Apart from that, everything seems really smooth and almost every bugs are gone.[/QUOTE]
i dont honestly know what the problem is with that one, everything i have done looks exactly the same on the defaults, even the name correction on the animation that compiles with the game model, (it went from c_somethin to ref) everything when compared side by side is exactly the same as far as i can tell, so i have no idea what the problem is, i have tested it, and i can state that at one point it was working but i have no idea why, becuase it only worked after i changed the animation to the new updated one, and now thats broken
anyway, i tried to do a thing, but i had to do something unexpected, and now an entire day i could have been working on this and gotten finished, now leaves me tired worn out and only two through...
[t]https://dl.dropboxusercontent.com/u/7666502/demo_zom.png[/t][t]https://dl.dropboxusercontent.com/u/7666502/engie_zom.png[/t]
oh, and my computer will be packed tomorrow
Perhaps it has something to do with $declaresequence? I've had similar problems in the past trying to compile viewmodels, and it seems the lack of $declaresequence lines to accompany the animation names may have had something to do with it. I knew it worked, since it loaded in offline practice, so I was tipped off that something else was wrong.
Also, wow, heh, nice progress on the lowpoly zombies, as early as it is. I'm still not sure why TF2 team made the zombie models as hacky as they are.
[QUOTE=kida23;46238016]Perhaps it has something to do with $declaresequence? I've had similar problems in the past trying to compile viewmodels, and it seems the lack of $declaresequence lines to accompany the animation names may have had something to do with it. I knew it worked, since it loaded in offline practice, so I was tipped off that something else was wrong.
Also, wow, heh, nice progress on the lowpoly zombies, as early as it is. I'm still not sure why TF2 team made the zombie models as hacky as they are.[/QUOTE]
never had to use $declaresequence before, but since what is usually the problem isnt fixing it ill look into it
as for the progress and hackyness, after i figured out the process with the demo 4+ hrs it only took like 2 hrs for the engie (though math dictates 16 + hours for th rest some would have only needed 30 minutes)
and the hackyness is to save tricount without having to establish a seperate player model for the game to load
my zombies doubled the tricunt of the model unless a seperate player model was established and was based on a skin system where the default would load for the red tex and the zombie was hidden till it was switched to the blu skins
valves way nothing changes and you dont have to update two player models for 9 classes everytime something changes
Those zombies are actually spooky IMO.
alrighty, thanks to gamezombie the sniper hands are fixed, if it gets borked again, then i donno what to tell you, i wont be online proposedly for the next coupla weeks
[sp]imunna miss the halloween update D:[/sp]
[img]https://dl.dropboxusercontent.com/u/7666502/download_spacer.png[/img][url=https://dl.dropboxusercontent.com/u/7666502/oldschool_pack_14a.zip][img]http://i.imgur.com/nqmjMGu.png[/img][/url]
since i wont be online im sharing my sources for the zombies, i had it planned to have them done before i left, but since i got caught up doin shit that took forever and a day, i lost all the time i coulda been workin on these got cancelled, my plan was to have textures and everything done, and now i am going to hastily release them in the hopes that someone takes over if they feel, everything here is set up the way i would do them for the rest of the player models i had all the "removed" parts figured out and everything
the custom folder is what i have done in compiled form, i dont garuntee that it would work ingame only the red skin is properly defined and made into a vmt/vtf, im severly crunched for time so i couldnt even properly set up textures
the source folder is my sources "removed" parts for the player "beta" textures (i didnt feel like recompiling the player models when i can just edit the vmt the way i need it and replace/rename the vtf) and the shared skeleton these are self contained and do not need a player model recompile at all
[sp]if you want to try and finish this out: Learn them. Understand them. Become them.[/sp]
[img]https://dl.dropboxusercontent.com/u/7666502/download_spacer.png[/img][url=https://dl.dropboxusercontent.com/u/7666502/custom.zip][img]http://i.imgur.com/nqmjMGu.png[/img][/url]
after i type this message my computer will be packed
This is porbably off topic but i was wondering about the process of how you make these models and get it to work in Tf2 because i use the oldschool pack and i wanted to add stuff to it. I can model and texture its just i have no idea how to get it to work in tf2. so if someone could please aswer my question that would be great.
Sorry if this is a noobish question but how do i make this mod work?
I put the valve pack file in the custom folder and open the game. I go to to loadout tab and i see the low res models for every class. I go to the game and they are just the normal models. Did i do something wrong or is it a bug?
[QUOTE=Makzu;46390752]Sorry if this is a noobish question but how do i make this mod work?
I put the valve pack file in the custom folder and open the game. I go to to loadout tab and i see the low res models for every class. I go to the game and they are just the normal models. Did i do something wrong or is it a bug?[/QUOTE]
Be sure that you're not playing on Valve's server or on the server with sv_pure 1 or 2
[QUOTE=MrModez;46390849]Be sure that you're not playing on Valve's server or on the server with sv_pure 1 or 2[/QUOTE]
ok thanks it worked :)
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