I'm going with the
PYRO since it's my favorite class (and a hottie) :poly142:
I'm really busy on other stuff so I'm not gonna make it too hard for myself.
EDITING THIS POST TO CONTAIN LATEST STUFF.
The Firewall - A big shield... that's... wait for it... on fire! Used like the demomans charge ability. Everything it touches goes
FWOOSH! while it also protects the pyro from some damage.
(I'm currently working on the firewall idea since i realize having it on fire will be tricky to pull off. It will probably just be a riot shield with a flame painted onto it. Maybe glowing hot.)
Replies
Anything that grabs your attention in particular? Or is the deal here more or less straight up model swaps?
I'm also rethinking a bunch of my ideas so think of the first ideas as suggestions.
I think he means how a gasoline tank, a skunk, and a flaming shield aren't that very related to each other in the way a "theme" would imply.
A theme would be like using only things that could be found in a fire department, using things that could only be found at a barbecue party, or using things that could only be found at a gas station.
I like your gasoline tank though.
However if it's going to be a melee weapon, you would have to cut one of it's previous functions.
Weapons only have 2 functions, it has to have an attack to be a melee and the secondary button can't do 2 functions at the same time.
Simski: Yeah I talked to him on Msn after that post. Anyway, I've removed the skunk idea and have been thinking about a napalm gun. Still. that would be a new mechanic aswell. About the primary/secondary thing though. Melee is just a backup idea. I would prefer the trap-idea if it's possible. I've gotten lots of good comments about it.
Since you guys have been so nice to comment I'll post an update on my gas can. It's just basic colors right now. I will of course have to add dirt and stuff aswell as some wear and tear and material tweaks.
Perhaps with the paint job being a bit worn on areas showing more of the metal container, little darker, and perhaps a slight amount of rust.
(A friend of my dad have one of those standing in his garage)
Oh and... the logo would probably be better of being a mock logo of 50's gas stations, I don't think many companies would advertise their oil with a giant big flame...
The model is very fine the way it is, good job, but maybe you would want to work on the texture. As it has been said previously, making it look more worn and rusty, a few scratches and maybe a well placed dent in the can, would make it look fantastic. The sound of liquid sloshing around inside it would be the perfect touch, too.
You should try looking up some pictures of gas stations and tools from the '50s era, that could serve as some great inspiration for the texture to the can. I'm afraid the current design makes it look like some sick arsonist sold the gas can, maybe you'd want to give it a look like it was bought/taken from a garage instead? As I said, there are a lot of great design ideas, you could work in something like "RED Gasoline - Pure Leaded Gold" or, you know, something along the lines of that.
Hope it helps, I'd really like to see where this goes.
"It's just basic colors right now. I will of course have to add dirt and stuff aswell as some wear and tear and material tweaks."
But incapability you bring up a good point about the decal/logo. I'll think about it while i do the rest of the can.
Looking forward to see what you'll do with the logo though.
I'm not adding a normalmap since it doesn't seem like many assets use them. I know alot of guys that contributed had their maps removed.
No company is going to want to have the exact same logo as another company :O
Out of curiosity how are you going to be implementing this into the game?
I don't want to do to much wear and tear though. Most TF assets are pretty clean. I already feel like it's to much. (Updated the image after your post). Kind of feels like the deville-logo is to cluttered aswell. Hmm.
About implentation... I have noooooo idea.
Are you going to try and get this working in-game? that would be some pimping stuff there!
I assume it's going to need a pouring animation, and a throwing animation.
I would however recommend also having a regular hitting animation just in case.
Valve might not be so thrilled about the idea of a melee weapons which only melee attack is a ranged attack, and I'm guessing you'd probably sacrifice it's throwing ability rather than it's pouring ability if you had to choose.
Anyway I really like the idea of the gas can. I have a mechanic similar for my Engineer set. Hopefully Valve will pick ideas like this if they have the possibility for good gameplay. It seems like they were expecting just new aesthetics for existing items from us but that's no fun!
I will probably look more into the Blu-version's logo. Will probably remove the "Extra Potent" from the red version so I keep the round shape at the bottom.
PLEASE NOTE! I HAVE NOT STARTED WITH THE NEW WEAR AND TEAR.
(Had to do this so you don't miss it hehe )
EDIT: OH and guys. About implentation and animations etc. I haven't animated since the early school days (4 years ago) so It's gonna be tricky for me to pull off.
I also have no idea what to expect from the editor as I've never done anything in it. I've heard horrorstories though. I'd love to do it if I could but I can't promise anything, I will certainly try to get it into the game though (even if it's just standing there on the ground).
(never mind what i said here, I am a very confused person)
Chef's hat + two handed metal spatula for those huge steaks for his heavy-bro's coming up.
Putting this on hold / temporary finish for the time being. Fairly happy with where it's at. I'd just like the opportunity to study how other artists here on PC do their textures before I go back to it.
Ayes: No I'm using 3DSMAX + print screen button, Importing the pyro model and posing him there. I use this shader. http://blog.maginot.eu/index.php?seite=people&people=till&page=mhn2048106717
I guess I'll have to do a few modelviewer shots but in that case it will only be the gascan. I think I'll import it when I'm done with the spatula. Then I can add them both at the same time. hehe.
Running the guistudio says gameinfo.txt doesn't exist. So i heard you should run vconfig. Then i find out that steam.dll isn't running. Oh. So i put steam.dll in the folders and i don't get an error message anymore...
But do i get any gameinfo? noooo.
Seriously shitty. I love UDK so much more now. Open editor, import mesh, Done.
I deleted all my sdk stuff and I'm downloading it from scratch again.
When you launch GUIDtudioMDL - does it says something about game paths not configured? Go to Config and add Orange Box path and navigate to steamapps\account\sourcesdk\bin\orangebox\bin and find a GameInfo.txt It contains the list of all games you use the SDK with.
You don't need the steam.dll in the folder.
Oh and, I'm not sure but you probably have to launch Source SDK at least once.
Also, the SDK was updated not long ago with more engine choices, so I'm not sure how well the tools work now.
everything about it is so quirky and in-line with the feel of team fortress 2
i can really see this becoming an item in game, and my god do i hope it does.
A man can dream..
I also don't think the "Firewall" makes that much sense anyway.
couldn't it just be a gas can he smacks folk with
also some unintentional ties to l4d2 could be fun
Pic from modelviewer, It has been exported and "everything works" as you can see, no specmap though since i don't know if they use them or not. I would like to try and get it ingame now. At least for bashing with but I have no clue where to begin.
sadly...this.
But i would love to see this in game...it fits TF2 perfectly and the model is awesome