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Название игры: S.I.P: Out Life
Жанр: FPS, с элементами RPG
Язык: с++, скрипты lua
G API: DirectX 9
Сайт: sip-game.su
Группа Vk: vk....
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HL-HEV
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Team Fortress 2
Flamethrower

Vacuum cleaner flamethrower



Vacuum cleaner flamethrower
Добавил: The DSystem
2016-02-04 15:51:43
4 просмотра
  • Vacuum cleaner flamethrower Skin screenshot
  • Vacuum cleaner flamethrower Skin screenshot
  • Vacuum cleaner flamethrower Skin screenshot
  • Vacuum cleaner flamethrower Skin screenshot

This skin replaces the vanilla flamethrower for the pyro. It´s a home made flamethrower made from a vacuum cleaner, a car battery, an air compressor, bonk, crit-a-cola and scrumpy.

It uses two team-colored 512x512 textures for the viewmodel, another two team-colored 512x512 textures for the worldmodel, two 64x64 animated transparent textures for the worldmodel fire, and a 128x128 animated transparent texture for the viewmodel fire.

This skin is unfinished and some small details should be added. I wanted to create a particle system in order to create the fire, but since I can´t find any tutorial, I had to learn to create animated transparent jiggleboned textures. This is how I done the fire: I rendered some burning flames and created transparent animated textures. Then I added a plane to the flamethrower´s end, jiggleboned it and applied one of those pre-rendered textures for the viewmodel effect. The worldmodel effect doesn´t use jigglebones, instead it´s just a group of textured planes.

Using a lot of animated transparent textures (well...3) + jigglebones could use way too many resources, that´s why the worldmodel fire texture is so small and isn´t jiggleboned, and why the viewmodel fire texture is a little too small.I have larger fire textures, but 53Mb for a single single texture is a bit too much :)

Also, as the pyro viewmodel animations didn´t worked very well with this skin, I had to create new custom animations (idle,fire,draw and alt_fire). I made the drawing animation so that exactly when the pyro touches the flamethrower with his/her thumb,you can use the airblast (you can use this as a visual indication). The worldmodel animation isn´t changed and has some clipping issues on the left hand that are barely noticeable while playing. Another problem you may find is that when ubercharged, the viewmodel fire loses its transparency and you can really see the actual jiggleboned plane(I don´t know how to fix it)

I would greatly appreciate if anybody can help me learn how to use particle systems on tf2. I originally planed using the burning huntsman arrow particle system.

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