Bilbert
Account Details
SteamID64 76561198009250529
SteamID3 [U:1:48984801]
SteamID32 STEAM_0:1:24492400
Country United States
Signed Up October 15, 2015
Last Posted January 1, 2024 at 4:22 AM
Posts 443 (0.1 per day)
Game Settings
In-game Sensitivity 1.125
Windows Sensitivity 6. The middle tick.
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144
Hardware Peripherals
Mouse Logitech G400
Keyboard Rosewill RK-9000V2 BK Cherry MX Black
Mousepad Steelseries Qck+
Headphones Sony MDR-V6
Monitor BenQ XL2411z + some 24" chinese thing
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#223 Updating cp_snakewater in Map Discussion

I got some more screenshots of particularly dark areas.
_final1

http://i.imgur.com/NZgUtIs.jpg

_u10

http://i.imgur.com/P367GVp.jpg

_final1 was already a bit dark here.

http://i.imgur.com/JBCqtFV.jpg

_u10 is even darker.

http://i.imgur.com/689V4u6.jpg

RED Yard is significantly darker than BLU Yard. _final1 was like this too, but _10 makes RED Yard about as dark as the area near Train, seen in my previous screenshots.

http://i.imgur.com/01OBood.jpg

http://i.imgur.com/p54O1Y7.jpg

posted about 7 years ago
#65 GUIDE: Weapon-specific Custom Crosshairs in Customization

Okay, I figured out how to switch built-in crosshairs using the weapon scripts.

  1. Open tf2_misc_dir.vpk in GCFScape.
  2. Go to root\materials\vgui\crosshairs
  3. Extract the .vmt files from there.
  4. Put the .vmt files in materials/vgui/replay/thumbnails, where custom crosshair files would go.
  5. Indicate the crosshair file in the weapon script .txt:
    "crosshair"
    {
    	"file"		"vgui/replay/thumbnails/crosshairname"
    	"x"			"0"
    	"y"			"0"
    	"width"		"64"
    	"height"	"64"
    }
  6. For crosshairname, you can put crosshair1, crosshair2, etc. or default.


I assume there's a more elegant solution, where you can just indicate where the built-in crosshair files are, without needing the .vmt files.
You don't need .vtf files for built in crosshairs, just their .vmt files. For reference, the .vtf files are in tf2_textures_dir.vpk, under root\materials\vgui\crosshairs.

posted about 7 years ago
#63 GUIDE: Weapon-specific Custom Crosshairs in Customization
Phoenix21BilbertAnyone know how to use a built-in crosshair with this switching method? For example, I want to use Quake 3 wings for Scattergun, and use TF2's crosshair6 for the Pistol without using a bind or a crosshair switching script in scout.cfg. Is there any way to do this without installing another .vtf?either make your own crosshair that resambles crosshair6 or you should use a bind to switch crosshairs between weapons, why won't you?

I do use a script/bind. I'm looking for a neater solution. Currently, the wrong crosshair comes up when I run out of ammo, when I'm running Gunboats or Mad Milk, and sometimes when I die.

posted about 7 years ago
#2 College engineering contest in Off Topic

teamfortress.tv is predominantly 6v6 oriented. If you want to talk about building stuff as an Engineer, I'd recommend checking out the UGC Forum.

posted about 7 years ago
#61 GUIDE: Weapon-specific Custom Crosshairs in Customization

Anyone know how to use a built-in crosshair with this switching method? For example, I want to use Quake 3 wings for Scattergun, and use TF2's crosshair6 for the Pistol without using a bind or a crosshair switching script in scout.cfg. Is there any way to do this without installing another .vtf?

posted about 7 years ago
#34 cp_metalworks Official Feedback Thread Mark 2.0 in Map Discussion

You may want to look at the lighting in Alley. On BLU side, the panel above the pallets shows the shadows of players behind it. I think it's fine on RED side. In addition to being unbalanced for the teams, it's unfair for players who have shadows disabled.

http://i.imgur.com/eI2zs3d.jpg

http://i.imgur.com/Sybxmmu.jpg

Please consider smoothing up some of the gaps in the map. Both the pile of boxes by Last and the little pipe by Second can swallow rockets+other projectiles.

http://i.imgur.com/ogEed8o.jpg

http://i.imgur.com/hAv9fjM.jpg

http://i.imgur.com/zKpczH2.jpg

I think the window over the little pipe should either be blocked off or replace the little pipe. If the little pipe is removed, the window could be taller so you don't have to duck to stand on the sill.

http://i.imgur.com/Rg0sIrP.jpg

I threw together an album with all the eaves and other lips that can catch jumping Soldiers. Most of these do not affect rocket jumps, but I feel that Roamer especially is more fun when I don't have to memorize exactly where I can and cannot pogo off the wall. Again, I think newer MM players would appreciate not having to deal with random protrusions.
http://imgur.com/a/rLDt7

posted about 7 years ago
#8 cp_metalworks Official Feedback Thread Mark 2.0 in Map Discussion

Thanks for devoting some time to refining the map. Even if Valve doesn't let you update cp_metalworks, it would be nice to have an _rc8.

You might consider removing or blocking all the overhangs at Mid and in Valley. They often catch catch Soldiers that want to jump off the walls for bombs.

http://i.imgur.com/o24tNnP.jpg

http://i.imgur.com/ZWAgwpn.jpg

http://i.imgur.com/sPfSq4p.jpg

There's a solid lamp on both sides of Mid that protrudes past the clipbrush.

http://i.imgur.com/z8qQYkp.jpg

http://i.imgur.com/oj24kq2.jpg

I think the Last Point could have some props or other visual indicators that players can walk up either side of the ramp, especially since newer players will be exposed to Metalworks via MM.

http://i.imgur.com/MFG9rvh.jpg

http://i.imgur.com/8nZoCrf.jpg

Now, a couple personal gripes that I would like you to consider: the railings at Spawn are solid, which makes them annoying to shoot through.

http://i.imgur.com/Or7gfY3.jpg

http://i.imgur.com/feiVlN3.jpg

And finally, the pallets in Alley are not smooth, which makes it a challenge to slide up them. I'll try to post a video soon.

http://i.imgur.com/lO9injj.jpg

http://i.imgur.com/HQohnqg.jpg

Edit: made the video.

https://youtu.be/67VbbDzFzCU

posted about 7 years ago
#4 saloon.tf down :/ in TF2 General Discussion

Both Saloon.tf and SweetStakes.tf are down. Is this the result of the gambling lawsuit that was mentioned a few days ago?

Edit: this thread:
http://www.teamfortress.tv/34451/valve-sued-over-underage-gambling-accusations

posted about 7 years ago
#222 Updating cp_snakewater in Map Discussion

Maybe my monitor is too dim, but I find _u10 really dark. It's sometimes difficult to see enemies, especially around Train.
_final1

http://i.imgur.com/hDpDkXt.jpg

_u10

http://i.imgur.com/YywEskV.jpg

The Demoman is almost invisible to me, except his shadow and feet.

posted about 7 years ago
#29 Erotic Map Fiction in Map Discussion
AceofDensWhat strange entity possessed you and forced you to write this?

Oh, didn't write this. BigBoneLuvr69 did. I'm just a fan.

posted about 7 years ago
#219 Updating cp_snakewater in Map Discussion
uberchain
Show Content
chojjeBumFreezechojje* Commemorated a memorable momentIts the harbleu 1v2 for those wondering
http://images.akamai.steamusercontent.com/ugc/487892324750977673/B6CF9F42B3D3760513D36C46DC938FCE2DC9D4C3/
Indeed!

Huge thanks to uberchain, DiscoSwan and The Scurvy Orange for the poster art, and JackyLegs for the initiative!
I can't thank you and JackyLegs enough for reaching out to me about this project, as well as Kichizone/DiscoSwan & Scurvy Orange for carrying this all the way to the end when I couldn't. It was an honour to work with all these people. This was the initial pose we pictured with the criteria of a Medic holding an Ubersaw + Crossbow and two Scout skulls:

http://i.imgur.com/fL5gqV4.png

We realized how cliche the pose was, so we scrapped it. At this time my wrists were getting fucked, so I brought on Swan and Scurvy (who helped with UNIreFORM jerseys & SFM back in LANs). Swan gave me 2 concepts; chojje and JackyLegs liked the 1st one, so we threw the concept to Scurvy to pose in Source Filmmaker and passed it back to Swan to paintover & filter.

http://i.imgur.com/sDouPf2.jpg

http://i.imgur.com/b3jwcOH.png

I really enjoy the idea of having the CS:GO graffiti movement in the form of TF2 propaganda. I remember JackyLegs showing me LG's Coldzera graffiti video, which was what I showed to Swan & Scurvy when I brought them on, and we thought it was the coolest thing, to translate that sort of creative monument-building over to TF2 in the form of propaganda posters. I'd love to see more! Too bad some authors of the maps we run in rotation have AFK'd for years now, I had a sketch of Harb's Gullywash 2nd crater lying around:

http://i.imgur.com/Z4b7gDn.png

Do you have a link to the full-size Stand Tall posters?

posted about 7 years ago
#14 Erotic Map Fiction in Map Discussion

To be honest, I'm appalled at the notion of two 5cp maps capping each other's points. Capping is supposed to be between a pl_ map and a cp_ map.

Smesii have wet dreams of granary penetrating gully's dropdown with it's huge pipe~

Gully is a loose map that will let almost anyone up her Dropdown. Granary is much tighter. If you want to go up her Dropdown, you need finesse and a bit of luck.

NSFW

Show Content
posted about 7 years ago
#1 Erotic Map Fiction in Map Discussion

https://www.fanfiction.net/s/12015312/1/Badlands-x-Reckoner
So steamy i had to set tf_particles_disable_weather 1.

posted about 7 years ago
#31 List of PUG Groups in TF2 General Discussion

Added Sandbox Pugs to the list.
http://steamcommunity.com/groups/SandboxPugs

I also marked any group that hasn't done anything in the past 60 days as RIP. Please let me know if I have made any errors.

posted about 7 years ago
#118 NA Panda Pugs Summer Tournament - Sponsored by EVL in TF2 General Discussion

http://i.imgur.com/m0tZnJt.png

http://i.imgur.com/92OLJVD.png

THEY JUST HAD TO JINX IT.

I just finished watching the Twitch VOD. Thanks rocknroll, deathy, and criticalflaw for the excellent cast! I learned a lot from their insight, and criticalflaw caught most of the important action.

posted about 7 years ago
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