well... even on the original flame thrower... it has the propane tank with the grill for what I assumed was airblast... but the blast actually comes out of end of the flamethrower with the flames.. so I don't know what the hell it's for lol.
Well, going from what I know of actual flamethrower mechanics, I always just assumed that, to perform the airblast, the Pyro just cuts off the fuel (probably propane or something aerosolized) and just vents a whole bunch of inert propellant.
FYI: The tank on the Pyro's back was supposed to be connected to the flamethrower, as I recall. Some time during the beta, they must have stripped the hose off of the backpack. Anyways, I'm willing to bet that tank is full of inert Nitrogen propellant.
- - - - -
On a more recent train of thought, I can't wait to see the finished texture for these weapons! (For the De-Greaser, I'm imagining a lot of brass fittings involved ;P)
I'd go with black top white body to be honest (another perfectly common battery color scheme) to differentiate it clearly from the jack. Right now it looks like it could potentially just be a nonsense steampunk hammer.
And while I like the idea of having the pyro symbol there, I'd actually go with a lightning bolt on the broad side instead.
You might want to add another strap to the battery a little closer to the front end. It may just be the angle, but it looks like it could slide off.
I'd also recommend putting some fine print lorem ipsum on the battery to make it look more authentic.
You might want to try adding a leaky crack in some part of the weapon and have small drops of acid drip off it. I think it's possible to do that using sprites, but don't quote me on that.
I really like the idea of a team-colored top, not sure about the "acid leak" thing though.
Maybe it's a good idea... but if done wrong it could end up too cartoony.
If it went with the acid leak thing, I'd totally like to see it use the same effect as Bonks startup animation when hitting an enemy. However then again that might make it suggest a function too much to fit the contest.
team colored top and yellow straps sounds good. Maybe beat up the "hitting" end of the weapon a bit more , scrapes in metal, blood. Just keep it kind of subtle.
Love the model
Not if it's subtle, the overly blown and ugly amount seen on the Ubersaw is too much, a couple of red specs almost washed out in corners would fit it well.
It is hard to tell where the jack ends, and where the battery begins. If my eyes were worse I would say it is one big piece of metal with colored bands on it...
Not if it's subtle, the overly blown and ugly amount seen on the Ubersaw is too much, a couple of red specs almost washed out in corners would fit it well.
People don't get that it's hearkening back to the pre-sterilization times when medics wouldn't clean their instruments, and the amount of blood they had on them after work was seen as a sign of prowess.
Yellow straps look better than the team-colored ones, as does the reflections. Plus, I'm liking the electrocution symbol (though it's difficult to see with the strap and the wear.) I'm still seeing the same problem that it's hard to see where the jack ends and the battery begins because of the color though, even though you went with more grey on the jack and less on the battery by the looks of it (I'd have probably done the opposite and made the battery lighter)
You should use a different color other than yellow for the text/symbols on the battery because it reads like an ammo box a bit too much (especially from the angles where you don't see the top/red only obvious battery looking part. Perhaps try a white/light gray.
I'm not really feeling the yellow straps at all. The color mainly. ...but also the ""design"". do they have hooks on the ends that I'm not seeing? because they look more like giant rubber bands or headbands since there doesn't seem to be any attaching mechanism like most straps or bungee cords have.
People keep wanting lighter gray for the jack, ...maybe try one of the gray that matches the canister on the Pyros back just to see how that looks.
I like everything but the random blood splatter.
I really don't like when people add blood to their weapons unless it has a special reason it fits on that weapon more than the other weapons, such as for example the Ubersaw. Almost all the other Tf2 melee weapons are clean from blood.
It just reminds me of the large amount of reskins on FPS banana with people putting blood decals all over the old weapons because it makes them look "cool".
Probably a bit late in the day to be saying this but I can't help feeling it would stand out a bit more if the main body of the jack was a lighter colour. Maybe worn paint on the body of it or just a lighter metal would do the trick, just a thought.
Replies
Well, going from what I know of actual flamethrower mechanics, I always just assumed that, to perform the airblast, the Pyro just cuts off the fuel (probably propane or something aerosolized) and just vents a whole bunch of inert propellant.
FYI: The tank on the Pyro's back was supposed to be connected to the flamethrower, as I recall. Some time during the beta, they must have stripped the hose off of the backpack. Anyways, I'm willing to bet that tank is full of inert Nitrogen propellant.
- - - - -
On a more recent train of thought, I can't wait to see the finished texture for these weapons! (For the De-Greaser, I'm imagining a lot of brass fittings involved ;P)
how bout making the top cover team colored
And while I like the idea of having the pyro symbol there, I'd actually go with a lightning bolt on the broad side instead.
The straps are team colored and when I try the battery like that it blends together
I'd also recommend putting some fine print lorem ipsum on the battery to make it look more authentic.
Would also lend itself to imagining different effects the battery acid might cause in-game.
Whats that suppose to mean?
THIS
Maybe it's a good idea... but if done wrong it could end up too cartoony.
If it went with the acid leak thing, I'd totally like to see it use the same effect as Bonks startup animation when hitting an enemy. However then again that might make it suggest a function too much to fit the contest.
Love the model
Most Tf2 items don't have this anyway.
perhaps have a red and yellow wire coming out of it.
http://tf2wiki.net/wiki/Razorback
instead of straps, clip some of these on the top and then have the wrap around it.
EDIT: actually, I do think the notion that the jumper cables are what's actually holding it on is badass.
Yeah, that would work.
have you tried to make the outer rim of the lid team colored as well, not just the top surface?
But no I prefer the shiny black jack
I'm not really feeling the yellow straps at all. The color mainly. ...but also the ""design"". do they have hooks on the ends that I'm not seeing? because they look more like giant rubber bands or headbands since there doesn't seem to be any attaching mechanism like most straps or bungee cords have.
People keep wanting lighter gray for the jack, ...maybe try one of the gray that matches the canister on the Pyros back just to see how that looks.
I really don't like when people add blood to their weapons unless it has a special reason it fits on that weapon more than the other weapons, such as for example the Ubersaw. Almost all the other Tf2 melee weapons are clean from blood.
It just reminds me of the large amount of reskins on FPS banana with people putting blood decals all over the old weapons because it makes them look "cool".
Apart from that I think it's great.
"VertexLitGeneric"
{
"$basetexture" "officecouch/officecouch"
"$model" 1
"$surfaceprop" "carpet"
"$envmap" "env_cubemap"
"$envmapmask" "officecouch/officecouch_spec"
"$envmaptint" "[0.5 0.5 0.5]"
"$envmapcontrast" .5
"$bumpmap" "officecouch/officecouch_normal"
}
from http://forums.tf2maps.net/showthread.php?t=838
usually the alpha map on your diffuse is the spec map afaik
EDIT: in your vmt the line
"$basemapalphaphongmask" "1"
allows you to use the alpha channel of your base texture (diffuse) as the specular map. ie no changes to qc commands.
if you were to use the above, you would use a seperate vtf for diffuse, spec and bump maps
sorry man, fixed above