Team Fortress 2
Kangaroo Crossing Road Sign
w/ Model, UV Map, Collusion, Textures, + Compiled
More Screenshots
READ ME
The Kangaroo Crossing Road Sign can hopefully compliment certain areas to hint Sniper areas for offensive look out points, and defensive Sniper nests. But ideally, should never be overused. ^___^
I'll most likely be making another version of this submission, and will either update or resubmit depending on the pack. But please know any and all ideas / suggestions are welcome for future releases.
COPYRIGHT
Everything within this submission (model, uv maps, base textures, etc.) are all FREE to use in any custom map, without the need of giving proper credit. All is ask and hope, is that you maybe let me know if you use it, so I can check out your work. :)
If you would like to edit the base model, textures, .vmt files, etc., please be my guest. :) If you make a new pack of textured versions or want to release your own set of Road Signs using the base models / uv + textures, that is also perfectly fine. But please try and use proper credits on DevHUB model releases.
HOW TO USE / INSTALL
The download of this submission, contains compiled "ready 2 go" models + textures, compiled as a static prop with a collusion mesh.
1) Downlad, & Unzip file "Kangaroo_Crossing_Road_Sign.zip", and open.
2) copy the "models" & "materials" folder, and paste into your Team Fortress 2\tf\ folder, (see example directory below)
C:\Program Files\Steam\steamapps\YOUR_STEAM_ID\team fortress 2\tf\
NOTE
The current model files are compiled to reside in the following directory below..
\team fortress 2\tf\models\props_road\
The current model files are compiled to reside in the following directory below..
\team fortress 2\tf\materials\models\props_road\
Installing the props into different directories will most likely NOT work.
Team Fortress 2 Studios
nintentofu
p.s. if you would like the model or textures uncompiled, just let me know.
awesome
Texturing is okay (the back could be worked on anyway), but it's way too many polys.
The plate should be rather only two quad-polys than what they're now (btw. looks to thick)-> especially in comparison to the pole
(which should only have the holes rendered to texture which I think it hasn't)
(correct me if I'm wrong).
please don't get this wrong this is just some good meant critics =)