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Team Fortress 2

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Team Fortress 2
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John2k4 Offline
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Post: #1
Team Fortress 2
Another game with too many models! Big Grin

Team Fortress 2


To-Do:
Weapons
Hats
Props


Classes
Demoman (Click to View)
[Image: TF2-Demoman.jpg]
[Image: TF2-Demoman-Icon.png]

Demoman [DAE]
Engineer (Click to View)
[Image: TF2-Engineer.jpg]
[Image: TF2-Engineer-Icon.png]

Engineer [DAE]
Heavy (Click to View)
[Image: TF2-Heavy.jpg]
[Image: TF2-Heavy-Icon.png]

Heavy [DAE]
Medic (Click to View)
[Image: TF2-Medic.jpg]
[Image: TF2-Medic-Icon.png]

Medic [DAE]
Pyro (Click to View)
[Image: TF2-Pyro.jpg]
[Image: TF2-Pyro-Icon.png]
Pyro [DAE]
Scout (Click to View)
[Image: TF2-Scout.jpg]
[Image: TF2-Scout-Icon.png]

Scout [DAE]
Sniper (Click to View)
[Image: TF2-Sniper.jpg]
[Image: TF2-Sniper-Icon.png]

Sniper [DAE]
Soldier (Click to View)
[Image: TF2-Soldier.jpg]
[Image: TF2-Soldier-Icon.png]

Soldier [DAE]
Spy (Click to View)
[Image: TF2-Spy.jpg]
[Image: TF2-Spy-Icon.png]

Spy [DAE]

[Image: Bubblun4-DevR2.png]
Love (Click to View)
[Image: ibaHkExIoB7iPw.png]
ShadeDBZ

[Image: TSR-P-L1.png]
[Image: qYflA.png]
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03-13-2012 02:13 PM
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thegameexplorer Offline
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Post: #2
RE: Team Fortress 2
The textures dont appear for me using the Collada plugin but while using the Open Collada plugin, the uv mapping is flipped but the textures are there. You should fix that. And btw THAT MEDIC IS A SPY!

* insert wasted space here *
03-13-2012 03:20 PM
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Peardian Offline
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Post: #3
RE: Team Fortress 2
Yes yes yes! About time we got these. Big Grin

Are these the highest-poly versions? Things like the legs of Demo's pants look a bit lower-poly than I expected. And they all seem to be lacking pupils, which is rather creepy.

And like thegameexplorer said, the UVs seem to be flipped for these.

-Peardian-
03-13-2012 11:10 PM
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Mighty Jetters (03-13-2012)
John2k4 Offline
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Post: #4
RE: Team Fortress 2
As far as I can tell, there's only one poly version..

[Image: TMP000190.png]

I believe those VTX are vertex files, so maybe those modify the base model in the Source engine to cut down on rendering?

--

Will upload models with fixed UV mappings in the next batch. Wink

[Image: Bubblun4-DevR2.png]
Love (Click to View)
[Image: ibaHkExIoB7iPw.png]
ShadeDBZ

[Image: TSR-P-L1.png]
[Image: qYflA.png]
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03-14-2012 12:47 AM
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Peardian Offline
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Post: #5
RE: Team Fortress 2
I don't really know enough about the Source engine to say what any of those things are, but I do know for certain that the game has different loss-of-detail distance models for far away models and when players use lower quality settings, like Homeworld. However, I have no idea where those would be.

-Peardian-
03-14-2012 03:02 AM
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John2k4 Offline
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Post: #6
RE: Team Fortress 2
I read up on a few wikis about that, and there are LOD modifications for characters, weapons, and only a couple hats. I'll go hunting tonight for where they might be stored.

[Image: Bubblun4-DevR2.png]
Love (Click to View)
[Image: ibaHkExIoB7iPw.png]
ShadeDBZ

[Image: TSR-P-L1.png]
[Image: qYflA.png]
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03-14-2012 04:16 AM
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John2k4 Offline
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Post: #7
RE: Team Fortress 2
A quick update!
These LOD models are nowhere to be seen. I *think* the main models get modified by vtx [Vertex?] files to decrease quality.


Here's one weapon. I flipped the UV's on it, so could you please make sure it looks okay before I do a lot more, Peardian? Smile

Scattergun (Click to View)
[Image: TF2-Scattergun.jpg]
[Image: TF2-Scattergun-Icon.png]

Scattergun [DAE]


(03-13-2012 11:10 PM)Peardian Wrote:  And they all seem to be lacking pupils, which is rather creepy.
As for this, the pupils are constructed by the Source Engine and then placed onto the base eyeball texture, so there's really no way of getting them into the models like this.

[Image: Bubblun4-DevR2.png]
Love (Click to View)
[Image: ibaHkExIoB7iPw.png]
ShadeDBZ

[Image: TSR-P-L1.png]
[Image: qYflA.png]
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(This post was last modified: 03-18-2012 11:41 PM by John2k4.)
03-18-2012 11:40 PM
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Mighty Jetters (03-19-2012)
Peardian Offline
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Post: #8
RE: Team Fortress 2
(03-18-2012 11:40 PM)John2k4 Wrote:  As for this, the pupils are constructed by the Source Engine and then placed onto the base eyeball texture, so there's really no way of getting them into the models like this.

Hmmm, that's unfortunate... is there any way to at least rip the pupil textures and include them? It would be better than nothing at all.

Very nicely done on the Scattergun, by the way. No problems!

For future reference, I'll probably make separate sections for each class's items to prevent confusion. Shared items will get their own section.

-Peardian-
03-19-2012 08:49 PM
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Mirrorman95 Offline
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Post: #9
RE: Team Fortress 2
As someone who just got into TF2 a week ago, I have to say;


Perfect Timing Man
03-19-2012 10:18 PM
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John2k4 Offline
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Post: #10
RE: Team Fortress 2
(03-19-2012 08:49 PM)Peardian Wrote:  
(03-18-2012 11:40 PM)John2k4 Wrote:  As for this, the pupils are constructed by the Source Engine and then placed onto the base eyeball texture, so there's really no way of getting them into the models like this.

Hmmm, that's unfortunate... is there any way to at least rip the pupil textures and include them? It would be better than nothing at all.

Very nicely done on the Scattergun, by the way. No problems!

For future reference, I'll probably make separate sections for each class's items to prevent confusion. Shared items will get their own section.

I'll check on the pupil textures. Smile

As for the sections - sounds good. I'll specify which weapons are multi-class, and which are only one class. Same goes for Hats?

If you've still got my Dropbox folder, I'll start placing finished models in there to make checking easier. Smile

==

Here's a snippet of what is in the Source engine material reference file for an eyeball:
Code:
"EyeRefract"
{
    "$Iris"               "models/player/shared/eye-iris-brown"              // Iris color in RGB with cornea noise in A
    "$AmbientOcclTexture" "models/player/shared/eye-extra"                  // Ambient occlusion in RGB, A unused
    "$Envmap"             "models/player/shared/eye-reflection-cubemap-"  // Reflection environment map
    "$CorneaTexture"      "models/player/shared/eye-cornea"               // Special texture that has 2D cornea normal in RG and other data in BA
    "$lightwarptexture"   "models/player/shared/eye_lightwarp"                  // This enables TF NPR lighting

    "$EyeballRadius" "0.7"                // Default 0.5

[Image: Bubblun4-DevR2.png]
Love (Click to View)
[Image: ibaHkExIoB7iPw.png]
ShadeDBZ

[Image: TSR-P-L1.png]
[Image: qYflA.png]
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(This post was last modified: 03-20-2012 12:01 AM by John2k4.)
03-19-2012 11:59 PM
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Mighty Jetters (03-20-2012)
ApocHedgie Offline
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Post: #11
RE: Team Fortress 2
If you want some help setting up things like flexes and getting the lower-LOD models for some reason you can just contact me. I've got lots of experience working with the source engine so any questions you have I can answer.

I was going to submit the TF2 characters myself at a later time, but you beat me to it. I'd still like to add in the flexes since I know how, and get things like the HWM models. Of course, if you'd like my help. Good work on them so far though.
(This post was last modified: 03-20-2012 01:34 AM by ApocHedgie.)
03-20-2012 01:33 AM
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thegameexplorer Offline
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Post: #12
RE: Team Fortress 2
The get the Lod models you'll need to extract the .MDL file which contains the high poly version, several Lod models and a ragdoll file which I think is used by the source engine. Noesis only reads the _reference.smd which is the high poly model. You'll need this tool to extract the mdl file

BTW Good luck on extracting all those hats.... And also, why don't you render your models? They look much better with anti-aliasing Smile

And am I allowed to place some TF2 models here?

* insert wasted space here *
(This post was last modified: 03-31-2012 02:44 PM by thegameexplorer.)
03-31-2012 02:37 PM
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Peardian Offline
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Post: #13
RE: Team Fortress 2
Eh, getting the LoD models isn't really important. I was just surprised at how some of the highest-poly models were still rather low-poly. I guess all the detail goes into their top half.

-Peardian-
04-01-2012 01:46 AM
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thegameexplorer Offline
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Post: #14
RE: Team Fortress 2
Well, If you're playing TF2 you don't really shoot at the legs if you know what I mean. It's just not important...
(04-01-2012 01:46 AM)Peardian Wrote:  Eh, getting the LoD models isn't really important. I was just surprised at how some of the highest-poly models were still rather low-poly. I guess all the detail goes into their top half.

* insert wasted space here *
04-01-2012 08:38 AM
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John2k4 Offline
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Post: #15
RE: Team Fortress 2
I've got a few Scout weapons to upload today, along with fixed (UV Flipped) models for the classes. Smile

[Image: Bubblun4-DevR2.png]
Love (Click to View)
[Image: ibaHkExIoB7iPw.png]
ShadeDBZ

[Image: TSR-P-L1.png]
[Image: qYflA.png]
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04-01-2012 09:30 PM
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