TF2 being modifiable, how far can you push it?

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TF2 being modifiable, how far can you push it?

Postby Makkon on Sun Apr 11, 2010 2:16 am

I recently discovered how much better Ep2 is compared to the older HL2 engine (yeah, took me a while). FOr my whole mapping career I've been stagnating in hl2dm only because it was multiplayer. There is almost a generation of difference in performance, graphical capabilities, and really everything, between hl2mp and hl2ep2. TF2 supposedly is based on the ep2 engine, correct? Well, ep2 being single player (and probably not worth it making it multiplayer), TF2 is pretty much mapped out for great multiplayer capabilities. But how far can you stray from the TF2 cartoonish look? Is it possible to mod TF2 to look realistic like ep2? I've been wondering about that a lot lately. I mostly want to know just if it's practical to create an ep2 equivalent of hl2dm, or something like that.
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Re: TF2 being modifiable, how far can you push it?

Postby source-maps on Sun Apr 11, 2010 2:25 am

you don't need tf2 to make a MP mod, EP2 supports it to
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Re: TF2 being modifiable, how far can you push it?

Postby Gary on Sun Apr 11, 2010 2:48 am

For example, Obsidian Conflict, is multi-player(Co-op & Team play) and it runs of the EP2(OrangeBox) engine.

You could map for them, they try to make sure mappers have control over what they want. You can choose weapons they spawn with and if you want to disable the crosshair(the mod also supports iron sights), and tons of other things.

Also, you say you don't like cartoon-ish looking things, then you might not like the Anime player-models in Obsidian, don't worry, they don't come with the mod, if you don't download them, you won't see them(just the default rebel player model).

Hope this helps.
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Re: TF2 being modifiable, how far can you push it?

Postby mat_de_b on Sun Apr 11, 2010 8:37 am

TF2 has different lighting shaders that aid the cartoon vibes and therefore might constrict realistic atmospheres...
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Re: TF2 being modifiable, how far can you push it?

Postby CorporalAris on Sun Apr 11, 2010 9:39 am

Or you could use the L4D/L4D2 engine, which is also set up for multiplayer.
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Re: TF2 being modifiable, how far can you push it?

Postby source-maps on Sun Apr 11, 2010 2:59 pm

Gary wrote:For example, Obsidian Conflict, is multi-player(Co-op & Team play) and it runs of the EP2(OrangeBox) engine.

You could map for them, they try to make sure mappers have control over what they want. You can choose weapons they spawn with and if you want to disable the crosshair(the mod also supports iron sights), and tons of other things.

Also, you say you don't like cartoon-ish looking things, then you might not like the Anime player-models in Obsidian, don't worry, they don't come with the mod, if you don't download them, you won't see them(just the default rebel player model).

Hope this helps.


shameless promotion :P jk


CorporalAris wrote:Or you could use the L4D/L4D2 engine, which is also set up for multiplayer.


l4d1/2 engine is just basically the OB engine with a few small upgrades and you can't mod for it because it has no SDK
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Re: TF2 being modifiable, how far can you push it?

Postby CorporalAris on Mon Apr 12, 2010 2:39 am

source-maps wrote:
Gary wrote:For example, Obsidian Conflict, is multi-player(Co-op & Team play) and it runs of the EP2(OrangeBox) engine.

You could map for them, they try to make sure mappers have control over what they want. You can choose weapons they spawn with and if you want to disable the crosshair(the mod also supports iron sights), and tons of other things.

Also, you say you don't like cartoon-ish looking things, then you might not like the Anime player-models in Obsidian, don't worry, they don't come with the mod, if you don't download them, you won't see them(just the default rebel player model).

Hope this helps.


shameless promotion :P jk


CorporalAris wrote:Or you could use the L4D/L4D2 engine, which is also set up for multiplayer.


l4d1/2 engine is just basically the OB engine with a few small upgrades and you can't mod for it because it has no SDK



Oh, shit, sorry, I knew that.
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Re: TF2 being modifiable, how far can you push it?

Postby Makkon on Mon Apr 12, 2010 4:00 am

Well, that seems to simplify things if ep2 supports multiplayer. But the animation setup/character dynamics in TF2 is just so smooth and intuitive, while ep2 the character is rigid and not very good looking external (as in the way he moves). That's why I'm wondering about TF2, they have the multiplayer character dynamics completely figured out (facial animations, smooth transitions, everything). Ep2 doesn't have that, and to get it you would have to make it yourself.

Gary: Ohh, I'll have to check that out! It's not that I don't like the cartoon style, I LOVE it to pieces. But to mod a realistic look is what I'm after, if that's possible.

mat_de_b: I hope that's not the engine of the game but rather the specifics of the textures/shaders. The environment lighting in TF2 seems to be decently realistic, I think. I could be wrong, though.


If LD4/LD42 isn't modable, how do the zombies know where to go in the maps? Or where all the weapons/ammo go?
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Re: TF2 being modifiable, how far can you push it?

Postby Gary on Mon Apr 12, 2010 4:12 am

Makkon wrote:But to mod a realistic look is what I'm after, if that's possible.


Sure, Obsidian has all the feature EP2 has and more.
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Re: TF2 being modifiable, how far can you push it?

Postby source-maps on Mon Apr 12, 2010 12:15 pm

Makkon wrote:If LD4/LD42 isn't modable, how do the zombies know where to go in the maps? Or where all the weapons/ammo go?


you can make maps for it etc but you can't make a new game using l4d1/2
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