Team Fortress 2

Team Fortress 2

Sandy - Unusual Hat Effect
26 Comments
ORANGE  [author] 11 Jul @ 7:49am 
Wow, thank you so much! I appreciate it, and I'm glad that you enjoy it! :lunar2019piginablanket:
AscenDandy 11 Jul @ 2:51am 
With the feeling the update is around the corner I just wanted to leave my piece. I really hope this gets into the game, I feel it has an almost unique and old-school approach, while introducing new tech that has emerged in the past few years. Your content is very good too, sincerely, thank you for going for a simple concept and presenting it in a more complex fashion. God speed, you magnificent bastard.
Ikola 5 Jul @ 4:31pm 
genuinely sick
ORANGE  [author] 22 Jun @ 9:30am 
@the silly - Thank you! :) I had considered making it a taunt effect as well, but I realized that it would really only look good on moving taunts because of the way the effect operates. I might try to make one separate without the movement tech at some point, though :)
Lucky 22 Jun @ 8:44am 
I wouldn't mind seeing this one as a taunt effect as well, it looks very nice
Zoom, Tilt and PAN 3 Jun @ 5:50am 
@Orange Thanks for the clarification re. idle animation. I guess more "compact" headgear will make the randomised positions less obvious with the added benefit that it's more natural for sand to accumulate in it (rather than e.g. the horns).
I did not notice the scaling with the hat size here, my b.! I would love to get this on sth. like the mooshanka - sand caught in the fur would be great. (also IMHO this could work for Mad-Max-like aesthetics).
ORANGE  [author] 2 Jun @ 9:32am 
I’m glad you like the motion element, though! I figured since you’ll be moving more of the time than not, that should be prioritized. As far as there not being enough grains of sand, this was a difficult balance. The movement animation also utilizes position on model, so I had to be careful with how much sand I was emitting because it scales based on the size of the hat. There had to be enough to work on bigger hats, but not too much to be intense on small hats. I think if it does get accepted, I could slightly increase the size of the sand particles for readability, but we’ll see what happens :)
ORANGE  [author] 2 Jun @ 9:29am 
@Zoom - Thank you for the detailed feedback! The idle animation utilizes position on model random, so it will spawn all over a hat model at random, and is not confined to just three points. Unfortunately, all hats handle this differently and won’t always lock to the hat perfectly as intended, and I don’t have control over that :(. It’s really just hat dependent, but most of them handle this well and will spawn as intended depending on the size/shape of the hat. Source spaghetti at it’s finest lol.
Zoom, Tilt and PAN 1 Jun @ 4:15pm 
Tbh the idle animation looks kinda meh to me. Mostly because the sand clearly emanates from 3 distinct points that are - for some hats (?) - fairly far away from the hat. Maybe move the points a bit closer to the head to make it appear more like it's falling off the hat/head like in the old Indiana Jones movies? Otherwise this is an effect decidedly for motion and then it works great! (nicely subdued, too!) IMHO it could use a bit more grains to resemble more sand than sandy dust.
HamsterGabe 12 May @ 4:51am 
I don't think I've ever seen an unusual effect as dynamic as this. Very cool! :cupup:
Archimedes 11 May @ 9:49pm 
POCKET SAND
KayEf 11 May @ 9:28pm 
CURSE OF RA
You're Eternel Reword 11 May @ 1:49pm 
gemerald
Ted Beneke 11 May @ 11:07am 
holy shit its peak
ORANGE  [author] 11 May @ 9:45am 
Awesome, thank you! :)
Zeugziumy 11 May @ 9:36am 
Yeah it looks a lot better now.
ORANGE  [author] 11 May @ 9:21am 
Also, thanks for all the support, y'all! I appreciate it! :)
ORANGE  [author] 11 May @ 9:21am 
@Zeugziumy - Thanks for the input! I wanted to have both the idle and moving animation in the thumbnail, but couldn't due to the file limit (under 1mb), so I figured the idle animation would be better because I could squeeze more frames in. I just updated it to be the moving animation with the limited frames I could get out of it. Let me know if you think this is better :)
Zeugziumy 11 May @ 6:49am 
sand undertale

Also I think the thumbnail needs to be better, maybe make Scout move around. I really thought the effect was very shallow by the thumbnail, but seeing the actual promos makes me appreciate this effect.
MeatwadMeatwad 10 May @ 10:41pm 
This is fucking awesome actually. Just a straight up GOOD unusual. Rare to see.
spektral 10 May @ 10:08pm 
shake yo dreads
LL 10 May @ 7:25pm 
How
Cipherlock 10 May @ 7:25pm 
Very creative use of techs
ShadowMan44 10 May @ 6:20pm 
Pharaoh's Curse.
Skater Sheep 10 May @ 4:46pm 
swag
pop 10 May @ 4:45pm 
goated