Team Fortress 2

Team Fortress 2

★ Unusual: Fully Charged (V2)
34 Comments
Ronald_D_D  [author] 9 Aug @ 4:07pm 
That is correct.
TheGhostThatWas 9 Aug @ 5:43am 
Oh, its likely that was the problem then. I was previewing the effect from the Steam community market, which probably renders the same way as the loadout menu. Thanks!
Ronald_D_D  [author] 8 Aug @ 8:10pm 
I cannot tell you for certain without knowing more about your settings but if you made sure you are already on 9 or above, try to adjust the settings that may alter the visibility of the refract shader. The refract shader is used on materials such as water, Scout's Bonk or Pyro's airblast. This effect will only work when seen in the game itself and not the loadout menu because the loadout menu does not support the refract shader.
TheGhostThatWas 8 Aug @ 3:41pm 
I am on DirectX 9 even though that bug was already patched
TheGhostThatWas 8 Aug @ 3:40pm 
For some reason the outline tech isn't showing up in game for me. Do you have any tips as to what settings I need to enable to have this show up properly? maybe I turned something crucial off
raven ravenicov 27 Jul @ 5:28am 
Thanks for answering! Yeah, I noticed it's bugged with some hats(like glow cuts of or make entire hat glowy e.g. Power Spike). Still, it's a very nice effect, so I'm not very dissapointed that you're keeping fade radius at 165.

P.S. Please make more effects like this, this one really fits tf2 :steamhappy:
Ronald_D_D  [author] 27 Jul @ 5:14am 
We were already aware of this while making the effect. The blend scale of the glow currently has a maximum distance set by the engine itself. If the fade distance is increased then it will fail to blend completely after a certain radius and will cause visibility issues by rendering the entire glow in front of the head. We found that the 165 (as it is now) was the highest value before issues would begin to occur. We cannot increase it any further without an update to the base game. The blend distance is also far enough for the glow to appear when the player taunts.
raven ravenicov 27 Jul @ 2:32am 
I mean, like make fade distance itself longer(very subtle fade from 102 to 512, because now it looks a bit abrupt. Also, I noticed it makes some hats "glow", usually it's very thin parts of hats like glasses (e.g Airdog). It looks very cool, don't fix that.

I hope I'll get something with this effect very soon :)
raven ravenicov 27 Jul @ 12:19am 
After checking it in game I think outline fade distance a bit too low(feels like 102 hmu). You will never be that upclose to enemy to see outline, could you make it at least around 448-512 hmu if it's possible?
Ronald_D_D  [author] 26 Jul @ 9:37pm 
I have found a simple mitigation that hides the refract square from the main loadout menu while a map isn't loaded and this is able to be applied to the particle submission itself.
Ronald_D_D  [author] 26 Jul @ 1:57am 
However I do recall adding a distance based fade on the refract mask itself so if the player stands at a further distance away from the effect then the mask (along with the rimlight) will not be visible.
Ronald_D_D  [author] 26 Jul @ 1:37am 
These effects are making use of the engine's refract pixel shader as a mask (without distortion) and this is the visual behaviour that comes with using the shader. Other effects from past updates (for Unusual hat effects, taunt effects and gameplay) also make use of the refract shader for different purposes as well.

This is not something that we (as the submitters) are able to change for every effect in the game that utilises the engine's refract shader.
Ronald_D_D  [author] 25 Jul @ 11:14pm 
DirectX80 has been fixed.
raven ravenicov 25 Jul @ 1:58am 
One of the best effects we got in recent years. Getting really hard Robotic Boogaloo vibes, thanks for creating this
Ronald_D_D  [author] 24 Jul @ 7:58pm 
We are going to update this submission to fix a visibility issue in dx80 mode.
Cipherlock  [author] 24 Jul @ 5:43pm 
Also we are aware of an issue with refraction not displaying properly in the loadout menu, unfortunately that is on Valve's end to fix but we are hoping to get that fixed!

If anyone finds any bugs or errors with this unusual effect, do not hesitate to add me and message me personally (leave a comment on my profile first of course).
Cipherlock  [author] 24 Jul @ 5:37pm 
sapped 2.0 :D
Leah 24 Jul @ 5:10pm 
This is probably one of the best unusual effects I've ever seen, Something I never knew I needed.
Razoldon 24 Jul @ 4:20pm 
Cipherlock strikes once again with eletrical energy unusual effect!
Ronald_D_D  [author] 24 Jul @ 4:09pm 
Thank you Valve.
AwesomeSause 24 Jul @ 3:17pm 
You really like this sapped particle huh
SgtWarcriminal409 28 Apr @ 11:00pm 
this + power surge = super Saiyan medic
Ronald_D_D  [author] 18 Nov, 2024 @ 5:01pm 
V1 is always available.
Mining away 18 Nov, 2024 @ 2:12pm 
Maybe the changes you made are not such a good idea.
fantach ඞ 17 Nov, 2024 @ 8:33am 
really nice use of the new outline tech
horrors 17 Nov, 2024 @ 8:20am 
This is leagues better than the garbage uber effect we got with Halloween.
MeatwadMeatwad 17 Nov, 2024 @ 2:31am 
Oh damn the outline stuff works really well for this. Very cool
Lothudus 16 Nov, 2024 @ 8:04pm 
epic
Halloween is haram inshallah 16 Nov, 2024 @ 6:54pm 
Marry me
Tricky Biz 16 Nov, 2024 @ 6:28pm 
Now that's sick
a zephyr 16 Nov, 2024 @ 6:06pm 
peak
Agugu 16 Nov, 2024 @ 6:00pm 
THE PROFILE PICTURES ARE REAAAAAAAAAAL!
Glebotron 16 Nov, 2024 @ 4:53pm 
very fully, very charged :winter2019happybulb: