WiP in WiP, post your screenshots!

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Just make a small label on the front with the text there.

Doesn't matter if it's too small to read.
 

tehOMGfather

L1: Registered
Nov 15, 2009
27
3
If it's going to be something so small, I'd go for a simpler texture like the spawnroom spray can does. Currently, a can like that would be hard to identify on a shelf with that wraparound text.

Or just paint the entire body of the can the team color with a big R or B respectively. Compliment this with graffiti stencil overlays/decals. Looks good otherwise.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
If it's going to be something so small, I'd go for a simpler texture like the spawnroom spray can does. Currently, a can like that would be hard to identify on a shelf with that wraparound text.

Heck, if you're gonna do that, might as well ditch the whole prop and just make a new skin for the existing spray can. Preferably without the hard-coded LOD clamping the default skin has.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
efb4c7b331c57c5b054debc49c0dc185.jpg


this is the only thread IN THE WORLD where you can get into an intense argument over the label on a spray paint can.

trollcan.png


#spraypaintfail #LODclamp #tf2maps #wipthread #arctichype

I'll look into modifying the label, but you people need to chillax.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
a quick render

untitled.png


yeah yeah, add wear, lod pinching, smooth it out, all that jazz

#arctichype

I guessed it right then :)

Am I a cool nerd now?

You were always a cool nerd, mappy.

---

Oh, I do have a serious question. Does Source deal with the rugged edges of a round model with smooth lighting, or do I have to increase the face-count dramatically?

---

Edit:

2015_03_09_00001.jpg


Also, please help me with a problem located on this thread.
 
Last edited:

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
---

Oh, I do have a serious question. Does Source deal with the rugged edges of a round model with smooth lighting, or do I have to increase the face-count dramatically?

---

Edit:

2015_03_09_00001.jpg

Phong shading. You can tell Source to do that in the texture's .vmt file.

And if you already are, then I don't know anything else besides increasing the face-count.


Also, dat Monoculus pun.
 
Mar 23, 2013
1,013
347
Oh, I do have a serious question. Does Source deal with the rugged edges of a round model with smooth lighting, or do I have to increase the face-count dramatically?

Your model already has too many faces for TF2 :s
Unless you mark faces as sharp the lighting should be smoothed in game. Or select everything and select "smooth" I forgot where that option was, didn't use a modeling programm in a long time
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Did someone say clear ice couldn't refract?
650FF695506357D26C4D9B705C3469D736520881


And stickies do stick:
2F5AD0C894E143368C6A97C3F43628EA2AB28D28


Still workin on a slightly blu-ish variant. Not the finished variant:

4135F98BCECC926D319CE901D05B825B7F1B8F38


EDIT ok how 'bout this color, along with clear:

B830FFF1F3D6564C2EAFF26BCE385CBA1263256E


Now Source does have an ice surface, however it makes people slide around for a long time, as if people were wearing ice skates. So now the surface is made of glass (for the engine at least).


EDIT I got the refract from this texture, however I don't really think it fits TF2 very well.

12E4D9BFC75C811F0B4384AE2F205FD3EA83B082


EDIT 2 Got a clear version too, next to the blue one:
7CCDA94E24923D65A099BEBEB4D22212903A0878



What some snow overlays can do to a border between ice and land:
4C54905774482F62B4755089CAF4F5E59380BABA
 
Last edited:

Tumby

aa
May 12, 2013
1,085
1,194

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
On another note: is anybody already making blend textures from already existing textures? If not I will start on that in about 2 days using textures that are already in game. A lot of wall and floor textures can be mixed with the few snow textures that are already present in the game to make new textures.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Well that whole thing is a world brush and it works perfectly fine. I have no clue why Valve says it only works on a func_brush, as you can see it works perfectly.
I was going to suggest that it's just outdated information from the Half-Life 2 days, but then I remembered that water is a world brush that's allowed refraction since the very beginning, so that's probably not it.