Difference between revisions of "Contribution page"
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**Hat models under 800 polygons | **Hat models under 800 polygons | ||
**Weapon models under 8000 polygons | **Weapon models under 8000 polygons | ||
− | **Textures no larger than 512x512, 256x256 being preferred | + | **Textures no larger than 512x512 pixels, 256x256 being preferred |
− | **Steam avatars must be 184x184 and saved in .JPG format | + | **Steam avatars must be 184x184 pixels and saved in .JPG format |
**Source files must be included for models and materials. | **Source files must be included for models and materials. | ||
− | **Thumbnails and in-game images must be | + | **Thumbnails and in-game images must be 256x256 pixels. |
== First contribution update == | == First contribution update == |
Revision as of 18:51, 8 February 2011
“ | Think you're good at making TF2 items and avatars? Better even than the people who design the game? Here's the thing: you're probably right. And believe us, this knowledge haunts us every day. Gabe Newell's just an email away, after all. What if you ratted us out?
— TF2 Contribution Page.[1]
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” |
The TF2 Official Contribution Site was designed to incorporate the creativity of the community into the gameplay of Team Fortress 2. This does not however, mean that players can choose the effects or statistics of their content. All item submissions are reviewed in order to maintain consistency and quality content, and are only incorporated by the TF2 team so as not to cause any unbalance in the game. Avatars however, have to be flagged if not related to Team Fortress 2 by the community. Accepted contributions are Steam avatars, weapon models and hat models.
Contents
Submission guidelines
To sustain the visual style of the game, the TF2 team has established a few guidelines for submissions. All of the following should be used when designing and submitting your items:
- Theme
- 1950's style design
- Maintains character personality and bio
- Modeling techniques
- Realistic but slightly skewed proportions to add visual draw
- Details may be over or underscaled
- Keep it simple and clean
- Texturing techniques
- Maintain texture quality; nothing higher or lower res than what is next to it.
- Hats are to use team specific or neutral colors
- Textures should be simple and not a distraction.
- Technicals
- Hat models under 800 polygons
- Weapon models under 8000 polygons
- Textures no larger than 512x512 pixels, 256x256 being preferred
- Steam avatars must be 184x184 pixels and saved in .JPG format
- Source files must be included for models and materials.
- Thumbnails and in-game images must be 256x256 pixels.
First contribution update
The first package of community content was rolled out in the March 18, 2010 Patch. The following items were released at this time:
Second contribution update
The second package of community content was rolled out in the May 20, 2010 Patch. The following items were released at this time:
Engineer Update
The Engineer Update was rolled out in the July 8, 2010 Patch. Along with the normal Engineer items, a new community weapon was released:
Mann-Conomy Update
The Mann-Conomy Update added 65 brand new items. The majority of these were winning items from the Polycount Pack contest.
Australian Christmas
The Australian Christmas Update added another large amount of Community contributed items.