Team Fortress 2

Team Fortress 2

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3 maj @ 15:49
20 maj @ 20:19
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Massive thanks to the painter's workshop for helping me with this!

Night Owl Mk. II base with an added albedo tint and inner layer.

Valve, please do not butcher the implementation of this.

Anyways: here's a little rant on the lack of a team color: As I hope yall are aware, Valve doesn't really do custom features so it's already asking a lot to have an albedo tint and a custom wear added. I once got into a listen server to get in all sorts of positions with this warpaint in factory new and could only find one possible position. Essentially, if you're wearing a cosmetic that covers up Heavy's bottom little piece of team color like the Airborne Attire, and look straight up with your minigun revved, and are viewed from the side, then yes, it does cover up all the team color of the model, and leaves you with just the blue. However, this is a thing that happens with every other warpaint, and the blue really doesn't look bright enough to worsen the problem that much in my opinion. I darkened the alpha channel of the blue texture in order to make sure that the blue doesnt become shiny and distract from the team color, and instead becomes pretty hard to notice as to what color it really is in the dark. The hope was that the silver and its shinie alpha channel on top of a generally brighter color would guide the eyes away from the blue if no team color is present. I think you'd have to go out of your way to use one of those Pyro loadouts that intentionally removes all team color for this to be an issue, and at that point, it'd be better to use Croc Dusted or Frozen Aurora or Macaw Masked. This is my perspective on the issue, if you have any rebuttals please comment them. What I'm trying to say is that it shouldn't mess with team color and I think at worse it looks a little weird on red. (I personally prefer it in thirdperson on red, but I also just generally like red team more.)