New images are up in the OP. Enjoy them because it took me a bit. (I fucked up and the first 5 classes have the wrong FOV, oh well)
Shamelessly copied TF2TIP, which you will probably notice. :v:
here this is
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/detonator_zps0353276c.jpg[/IMG]
the checklist update will come tomorrow
will u use the checklist like in the old thread?
(u know, the one with images)
much easyer to follow...
[QUOTE=Hecates;39968764]will u use the checklist like in the old thread?
(u know, the one with images)
much easyer to follow...[/QUOTE]
no, mainly because i lost the source for that one, so i would have to remake it ALL OVER again, and it took way too long to make for something i just up and lost (i realize that if i were to do it now i would keep the source on dropbox, it just takes too long to make)
[t]http://i.imgur.com/z4c9rFG.png[/t]
For those not aware, we have been given source files to GameZombie's TF2 L.O.D. pack. LODs are low poly versions of models that are swapped at far distances, which boosts performance. (r_lod 1 must be set for this) Using some QC magic, we can make the lowest LOD always appear, regardless of distance. If you installed his standalone pack normally, you would still have high poly models near you. What we are doing is, packaging these lowpoly LODs as actual models to serve as placeholders, and will be removed as we model and texture them ourselves.
Because the LODs are based off of Valve's models, they use Valve textures. This can be changed, but is impractical because it is only temporary. To retain the oldschool effect, make sure you turn down your mat_picmip settings and set mat_filtertextures to 0. While the textures might not have the charm the normal Oldschool Pack does, it is a win for you because it helps with performance.
Man, I can't wait for the release, I'd kinda like to get into modeling, would it be hard doing low-poly basic objects? As a user of this on my crappy computer, I'd love to contribute to the project.
[QUOTE=Dr. Doughnut;39975910]Man, I can't wait for the release, I'd kinda like to get into modeling, would it be hard doing low-poly basic objects? As a user of this on my crappy computer, I'd love to contribute to the project.[/QUOTE]
Well, this is not the thread for this, but...
I like using Google SketchUp for starting a model. its the easiest program I know and good for playing around with 3D modeling.
But, even with it having some of the Sorce plugins available, to Rig properly and fixing some of the basic model bugs (like smooching a groups of polygons) can be made much better on more complex programs, like 3DS Max. (I would suggest u to start by this one)
Search for a free modeling program (or for a cracked one) and start practicing.
The absolute truth of everything is that without practicing, u will never learn anything. (ANYTHING!)
I also recommend u to go for some basic modeling tutorials.
Youtube is full of them (and some made by people from the TF2 Mod Emporium as well).
If have any doubt about something, don't be afraid to ask for help.
Although it doesn't looks like, there are a bunch of people that will be glad to help u.
(but, plz, go to a related thread for it, like the Mod Emporium to prevent possible massive rage overflow or even be banned for posting things on the wrong thread)
Hope it have helped u anyway.
Hoping for a pre release soon! Love the style and TF2 has been taking hits in performance for me lately, as always good work guys! If you're still interested I could start compiling a soundpack next week as I'm on holiday.
How low res/animation are all the effects going to be?
[QUOTE=vexx21322;39976873]How low res/animation are all the effects going to be?[/QUOTE]
What do you mean by effects?
[QUOTE=Snowshoe;39977085]What do you mean by effects?[/QUOTE]
I think he means particles.
[QUOTE=vexx21322;39976873]How low res/animation are all the effects going to be?[/QUOTE]
I think they'd be 8x8 or 16x16 effects.
[QUOTE=Dr. Doughnut;39977122]I think he means particles.[/QUOTE]
Yeah.
Stuff like fire or explosions, etc.
[QUOTE=-=NARH=-;39977512]I think they'd be 8x8 or 16x16 effects.[/QUOTE]
Particle textures can be automatically changed with mat_picmip. For other things, like medi-beams, we don't have anyone to make particles right now.
Also, if we try to make low resolution icons or particle textures, they must be the same resolution as the originals. Thus, it's purely cosmetic and there is no performance boost involved. We will only be including the few icons Hecates did this release, and probably won't be making more.
Unrelated, [URL="http://i.imgur.com/4jCof4y.jpg"]here is a screenshot better showcasing GameZombie's LODs[/URL]. The first one didn't do it enough justice.
Just curious, if you guys have a current bug list for the current "pre-release"
this is a bugslist compiled by snowshoe, as i fix them, i put notes of what was wrong, and what i had to fix
VIEWMODELS-------
Start and end Spy cloaking animations do not work correctly (idle animation works)
Heavy fists animations are broken on strange variant (no fuckin idea what the hell taht is)
Medi-Gun hose does not appear in viewmodel (trivial if really needed)
Scottish Resistance viewmodel does not show lowpoly version
PLAYER-------
Scout's intelligence appears at the root of the model
Soldier's intelligence appears at the root of the model
Pyro's intelligence appears at the root of the model
the weapon attachmets were missing
Demoman's intelligence appears on his head
attachment order was wrong, the last one is flag, but it was party_hat,
but all of them were ordered wrong, so i re-ordered them
Sniper's intelligence appears on his head
Spy's intelligence appears on his head
Canteens need positioning
FIXED
BUILDABLES-------
Dispenser construct and upgrade animations are mirrored horizontally
Dispenser screen does not work on servers
teleporter_light is flipped 90 degrees
Teleporter spinning animations do not work on servers
Rockets don't leave the level 3 sentry after firing
Mini-sentry light does not appear. Only appears once the Engineer picks it up and puts it down again. It appears to be using mini_sentry_light submodel 1, when it should be using submodel 2.
WEAPONS-------
Scottish Resistance world model does not show lowpoly version
Gunslinger still uses flat hands world model
Buff Banner illumposition is wrong
Direct Hit lacks critboost also lacks texture
OTHER-------
No RED version of payload cart
[QUOTE=Insaneicide;39994688][Buglist][/QUOTE]
Odd, I recently installed the current "Pre-release" and Several models I know should be in that particular release are loading defaults or their texture aren't loading, and the Scattergun, Stickybomb launcher, and Spy knife animations are all kooky (firing at idle, half reloading, complete spazout on return)
[QUOTE=JPMaxx;39996936]Odd, I recently installed the current "Pre-release" and Several models I know should be in that particular release are loading defaults or their texture aren't loading, and the Scattergun, Stickybomb launcher, and Spy knife animations are all kooky (firing at idle, half reloading, complete spazout on return)[/QUOTE]
That's over half a year old. All of that has been fixed.
[QUOTE=Insaneicide;39974079][IMG]http://i988.photobucket.com/albums/af3/Insaneicide/telegun_zps2d3d473e.png[/IMG]
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/teelegun_screen_zpsb8dfbe96.jpg[/IMG][/QUOTE]
To go along with the Oldschool theme, you should make that sine wave on the screen into a pulse or triangle wave (like the NES's soundchip uses).
[QUOTE=Snowshoe;39997414]That's over half a year old. All of that has been fixed.[/QUOTE]
Well........that explains it
Well I just want to say good job, to all of you, and hope you've gotten a great deal of enjoyment out of doing all this. My N64 and PS1 are very Jelly that they didn't get to have this played on them
[QUOTE=IrregularToasty;39997608]To go along with the Oldschool theme, you should make that sine wave on the screen into a pulse or triangle wave (like the NES's soundchip uses).[/QUOTE]
I was under the impression the wave would be static, only changing when metal drops under 130, considering the entire wave can be seen on screen, rather only a small portion as it moves across and quickly fades
Before
[t]http://i.imgur.com/EOXbuNs.png[/t]
After
[t]http://i.imgur.com/C7dZYrq.png[/t]
Eyes textured by me and new head modelled by Insaneicide. Thoughts?
[QUOTE=Snowshoe;40007639]Before
[t]http://i.imgur.com/EOXbuNs.png[/t]
After
[t]http://i.imgur.com/C7dZYrq.png[/t]
Eyes textured by me and new head modelled by Insaneicide. Thoughts?[/QUOTE]
I really like the Medic's glasses in the after picture. Good job on this, I can't wait for the new release!
If ur guys wanna fix weird heads too, plz, do something about Soly.
I have a question concerning a friend who's interested in running this pack once it's released. He runs in DX 8, with some occasional fps issues and while he does dig the style of the pack, he's curious if DX 8 mode is going to "fuck up" any of the textures and whatnot and make it fairly unplayable?
[QUOTE=DoctorWhoa;40008959]I have a question concerning a friend who's interested in running this pack once it's released. He runs in DX 8, with some occasional fps issues and while he does dig the style of the pack, he's curious if DX 8 mode is going to "fuck up" any of the textures and whatnot and make it fairly unplayable?[/QUOTE]
no, it wont mess with anything other than phong rendering.
[editline]23rd March 2013[/editline]
[QUOTE=Hecates;40008277]If ur guys wanna fix weird heads too, plz, do something about Soly.[/QUOTE]
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/likethis_zps58e7ace7.jpg[/IMG]
like this?
or this maybe?
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/orthis_zps5e207d11.jpg[/IMG]
[sp]the sniper will be finished before i go to bed, the soldier and spy will be done first thing when i wake up[/sp]
[editline]23rd March 2013[/editline]
oh, me and snowshoe talked for a moment and added this back in
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/added_back_in_zps94232625.jpg[/IMG]
new sniper head
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/new_snipur_zps3090a1e4.jpg[/IMG]
[IMG]http://i988.photobucket.com/albums/af3/Insaneicide/huntsman_nightmare_zpsf91d23c5.jpg[/IMG]
i wonder what lowpoly robots will look like
also the zombie skins are going to be horribly incompatible with this upon release
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