Sniper's Assets, Performance Edition models!

Model Sniper's Assets, Performance Editon models! 1.0

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
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Sniper's Assets, Performance Edition models!

Release: Oct 28, 2009
Author: Valve Software (Modifications, LOD models, And Collision Meshes by Alex Kreeger)
E-mail: Kreeger242@live.missouristate.edu
Version: 1.0.0

This is a modification of the Sniper's Assests Model set release by Valve software. This pack is a complete reworking of all the models to make them functional and efficient.

In addition to LOD models and greatly reduced # of polygons (without loss of detail), the pack has been modified to include collision meshes (so players and objects collide instead of passing though), and resized textures. Altogether, the pack comes in at 11.5 MB total for all models and textures (and that's uncompressed! Imagine half or more when compressing to bz2).

Total list of improvements:

Bobblehead_op.mdl = 1586 polys + 2 LOD models (342 poly minimum) + smaller textures
Camper_op.mdl = 13809 polys + 3 LOD models (2694 poly minimum) + smaller textures + Collision Mesh
Bobblehead_op.mdl = 1586 polys + 2 LOD models (342 poly minimum) + smaller textures
Foadsign_op.mdl = 230 polys + 3 + smaller textures + Collision Mesh
Hs_sign_op.mdl = 116 polys + smaller textures + Collision Mesh
Oldgeezer_op.mdl = 1580 polys + 2 LOD models (394 poly minimum) + smaller textures
Payphone_op.mdl = 5054 polys + 3 LOD models (631 poly minimum) + smaller textures + Collision Mesh
Sniper_mug_op.mdl = 610 polys + 2 LOD models (151 poly minimum) + smaller textures


Zip contains:

Snipers_Assets_Performance_Pack.zip:
*7 models + accompanying textures

Extract to: "SteamApps\[username]\team fortress 2\tf" directory to install.

Please credit Valve Software for releasing these models!
 
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Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Someone please dl and double check to make sure I didn't mess up a file or something.
 

evanonline

L420: High Member
Mar 15, 2009
485
273
Tiny and needless request:

Would it be possible to model the headshot sign so there's bullet holes on the backside of the model, too? It's bugging the shit out of me. I know it isn't a problem with you, but if anyone could do that it'd satisfy my OCD greatly.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Could holes be textured in?

Yes. In fact the holes on the front are not part of the model...they are merely transparent areas (set by the alpha channel). The same could be duplicated by copying and flipping those areas in the alpha channel to the same area on the back.
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
709
The only problem I've noticed is that the origin on the sniper sign prop appears to have been rotated, which screwed the lighting on it for me in a few instances. Not a big issue though, especially when this release is so bloody good :D
Thanks Rexy
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
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Honest critique ahead!

OK, first off, all the new models (since the camper) look great. I am going to have fun with them. And as an added bonus, the headshot sign should be easy to reskin into other road signs since the holes are part of the texture.

I noticed that the materials are a bit odd. The headshot sign is "wood" (should be metal) while the phone pole is "metal". I assume the latter is because you can't have more than one material type per model? If so, maybe it would be better to split the pole and payphone into two separate models. There would be other advantages to this: (1) The stock phone poles don't quite match this one, so this one would look out of place in a row of them. Having a standalone model solves that problem, plus (2) we get a bare-wood pole to use if we prefer it to the painted stock one. (3) Obviously a standalone payphone model is also a plus; it would probably have as many uses in maps as the one on the pole.

And now to the matter of the camper. It looks great, and is just the right scale compared to the other vehicles in the game, but there are two issues. One, some of the textures are just too low-res, even with my texture settings all the way up. This is especially noticeable on the license plate and the front bumper sticker, and to a lesser extent the camper siding. From the looks of the texture image you posted, you'd have to completely shuffle things around and re-position all the pieces on the model to fix that... but it really does look wrong as is. The license plates and bumper sticker might have to become separate decals, like the rear bumper sticker is. The low resolution of the sections they're currently painted onto, otherwise, doesn't bother me.

The other issue is that some parts have really irregular polygons. This is mostly noticeable on the turn signals, the mirrors, and especially the hubcaps. I wonder if you used an automated tool to reduce the polygons, or something? Anyway, it might just be best to delete those parts and re-model them from scratch.

I appreciate what you did with the hitbox -- making the mirrors and the rear door handle not clip. However, the side door handles seem to still clip, as does the bumper. You might just want to run a straight shot from the edge of the bumper back to where the camper starts. Not really an issue for me, but you clearly wanted to avoid unnecessary player clipping so I thought I'd point that out.

Again, really grateful to you for doing all this, and everything else is 100% perfect. It'll be awesome to have another vehicle to break up the monotony of pickups and dump trucks, but I probably wouldn't use it with those issues. Fix those problems, though, and I bet even Valve will be eying the model for future maps. (Like they did with that ambulance.)
 
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Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
Fix those problems, though, and I bet even Valve will be eying the model for future maps. (Like they did with that ambulance.)

The ambulance was included because it was part of pl_hoodoo. They don't just include models at random.