[TF2] Enhanced Rockets 19w34a
4 Attachment(s)
Enhanced Rockets 19w34a Elbagast's custom rocket models (along with some new custom rockets) finally in TF2! Click to view the full-sized 5,000x5,000 image https://i.imgur.com/7kXI0wFm.jpg Requires:
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Known Bugs: None! Huzzah!
Version History
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Re: [TF2] Enhanced Rockets v1.1
I do wanna point out that SetEntityModel does change the rockets' collision and physics properties. While I'd assume N-Cognito copied the stock rockets' physics/collision onto the other models, if not, then this could alter gameplay rather than being cosmetic.
Setting the stock rocket to invis and parenting the new rocket as a prop_dynamic might solve that potential issue without further model rework (and without making everyone redownload things). Also take a look into http://optf2.com/440/attributes/675, as once String attributes are cracked that one might be the way to go, assuming the physics thing isn't a problem. Is there a reason for having one long case handling all the default rockets instead of a default case at the end? And what's the reason for setting the default case's model instead of leaving it as an empty case? PHP Code:
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Re: [TF2] Enhanced Rockets v1.1
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Hitbox + physics model screenshot of new 1.2 rocket
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Thanks for providing some insight into the inner workings of projectiles and the physics models and such. I'll keep the physics stuff in mind for the 1.3 update that will do non-rocket things. I'm also going to go over the models and just double check to make sure they're all using the proper physics models. And I'll go through and make changes to the code where necessary based on your feedback :D |
Re: [TF2] Enhanced Rockets v1.1
1) One effect, for instance, is that tracerays and GetClientAimEntity will hit rockets with changed models, but not the stock rocket (you can verify this with Monoculus eyeballs).
2) Parenting+invis won't cause laggy rockets as far as any testing I've done goes. 3) String attributes are coming soon™ 4) I still think the default: case is probably a better way to go if you're flat-out replacing the stock rocket model, and you shouldn't perform operations if you don't have to (w.r.t. resetting the default model), as given SourceMod's quirks, I feel like that may introduce more bugs than it would potentially avoid. |
Re: [TF2] Enhanced Rockets v1.1
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3. Oh boy :D 4. I will be replacing the stock model with the "enhanced" stock model made by N-Cog with the fixed UV and also the Australium rocket skin (for v1.2). |
Re: [TF2] Enhanced Rockets v1.1
I approve of this, my only issue is the Festive Black Box doesn't use the regular Black Box rocket.
Or does it? |
Re: [TF2] Enhanced Rockets v1.1
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Also, I haven't poked him in a while, but a friend of mine from Gamebanana (N-Cognito) had been helping me out immensely and making new rocket models for this plugin. I've got images that I was holding onto, to release when the 1.2 update was ready but since I haven't heard from N-Cog in a while, I'm just gonna drop the images here for now so people see what should be coming soonTM
images within
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Re: [TF2] Enhanced Rockets v1.1
I think if you add Air Strike
May damage the gaming experience Https://wiki.teamfortress.com/wiki/Air_Strike |
Re: [TF2] Enhanced Rockets v1.1
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tada
My main focus is any rocket launchers that don't have their own projectiles. I also put some thought into potentially doing Australium Sticky Bomb Launcher stickies, but then "Botkiller Stickies" popped into my head and I decided to just stick to rockets for now because little robot heads with stickies in their mouths coming out of a sticky bomb launcher's barrel just seems silly |
Re: [TF2] Enhanced Rockets v1.1
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It overrides the model, without changing collisions! For some reasons valve didn't use that method for jarates, and other projectiles skins, wich is a shame. I e-mailed them multiple times about it, but they just won't do it. Here a video of m_nModelIndexOverrides in action: |
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