what is the pyro so happy about?

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Post by LOOK IT'S ADAM!!! on 24/3/2010, 23:43

well, i discovered a neat trick and i can now mess around with rigged valve models. Very Happy
i would like this to develop into a sort of community artwork deal, so if anyone has cinema 4d i can give you the source file to see what you can do.

so tell me, what is the pyro so happy about?

what is the pyro so happy about? Pyro4

things that are easy for me to do:
  • anything found in the source sdk content folder is great, it's fast for me
  • along the same lines, simple geometric objects (nothing organic) work great as well
  • different time of day? no problem.
  • different lighting scheme? no problem.
  • special effects? well, don't expect realistic flame.
  • photoshopping stuff into it
  • text
  • sketch, toon, and cell shading.

things that are hard/time consuming to do:
  • entire new scenes/backgrounds, unless you like "generic hilly terrain".
  • adding more high-res characters in custom poses (valve has the patience i do not.)
  • complex objects
  • super-accurate lighting calculations (the picture above took 5 minutes with just rough ambient occlusion and radiosity)

things i will not/can not do:
  • character animation
  • anything that involves my computer crashing.
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Post by Eraserhead on 25/3/2010, 06:52

In fact with the custom hats plugin we use i also found a way to equip player models instead of hats. This way you would have pyro skin while playing heavy for instance. I haven't tried it out yet but there are pretty fun combinations. It's the same as the sniper bug we have seen where the sniper would have the skin of another class.

So, when are you going to design a nice wearable for all PULP members Adam?

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Post by LOOK IT'S ADAM!!! on 25/3/2010, 10:12

well, that depends. what are you thinking? a <800 poly hat or weapon could take a day or two, character models would take a couple days to a week.

keep in mind though i've never actually imported anything into a format usable by tf2, all i've seen tutorials for is 3DS max. with the plugin i got it might be possible, but no promises.
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Post by Eraserhead on 25/3/2010, 10:24

I was thinking about something small like an orange glove or wristband. If you are able to make a skin then i can import it as a wearable in TF2. I've spent quite some time on importing stuff from fpsbana and succeeded (the johnny bravo hair is an example of that).

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Post by DrManette on 25/3/2010, 10:28

Then all the members on Pulp could have sweet wristbands that say "We be of the Clan of Pulp. Bow down before our elegance and lack of Irishness!"
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Post by LOOK IT'S ADAM!!! on 25/3/2010, 13:43

well heck, i could make some skin recolors in no time flat. it would only take a while if you wanted it to physically pop out a bit, but even then i could mess around with the normal maps to save time.
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Post by Eraserhead on 25/3/2010, 14:34

Well it should be a generic model that fits on all classes. I'll leave the rest to your imagination.

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Post by LOOK IT'S ADAM!!! on 25/3/2010, 15:23

hmm....

does it have to be a model? i'm still trying to figure out how to compile it correctly. what about texture skins? i could do those quickly.
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Post by Eraserhead on 25/3/2010, 15:59

No i can only work with models and textures. I don't know how to equip a texture by itself.

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Post by Mortelle-Corteau on 25/3/2010, 16:49

Just a thought how about its a nametag, it wouldnt have to say our individual names (unless your willing to be totally fking awesome) it could say

Hello we are:
{PULP}

it should also look generic and either orange or blue, id try to help but have no idea how. what is the pyro so happy about? Icon_sad
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Post by LOOK IT'S ADAM!!! on 25/3/2010, 17:02

hmm... well, i'll have to get back to you on that then. once i figure it out it'll be the first thing i do.
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