It is highly likely that this proejct is to soon be rebooted at request of the lead animator, mrkit. If you are interested, please read the latest post in the topic here.
Improved Taunts Mod Version 1.6 Release
*NOTE* THIS DOWNLOAD NO LONGER FUNCTIONS IN GAME. THIS MODIFICATION IS TOO HIGH MAINTAINENCE TO KEEP UPDATED WITH THE FREQUENT UPDATES OF TEAM FORTRESS. THE FILE WILL REMAIN AVAILABLE FOR DOWNLOAD FOR EDUCATIONAL PURPOSES IN SOURCE SDK. DO NOT INSTALL IT FOR SAKE OF IN-GAME USE, IT WILL TURN YOUR PLAYER MODELS INVISIBLE. IF YOU HAVE INSTALLED IT, DELETE ALL PROVIDED FILES IN THE .ZIP.
Download: Version 1.6 Release
(Works as of Smissmas Update of December 23rd)
Skullcutter (New as of 1.6)
About this Project: This project was originally a project started only by me in an attempt to improve existing taunts for weapons. Originally, it only involved using additional voice lines and assigning existing taunts to weapons that did not have them. However, one day I saw an animator (arrow1234/mrkit) who was working on an animation project but wasn't too sure how to get them in-game as unique animations. My playing around with taunts and his animation capabilities spawned the project you see today. The aim of this project is to create diverse weapon taunts for the weapons that exist now.
The main animator finally decided to put his work up on the workshop!
Flare Gun/Detonator [Author was not contacted regarding submission]
Scotsman's Skullcutter [Not Featured] [Author has declined submission]
Wrangler [Author was not contacted regarding submission]
How does it work?
This project varies from your traditional method which overwrites existing animations in the character_animation mdl files. This creates completely new character_animation.mdl files which use "$includemodel character_animation.mdl". The player models are then hexed to default to the new, custom file. This way, the new animations are available as well as the old ones. After this, each new animation is made with an accompanying Vcd in Faceposer which covers all the facial expressions, character lines, etc. After that, the two tf.txt and response_rules.txt are modified so that these weapons are given unique animations that aren't shared with any others.
Does this work on a server?
If you are a server owner and install this modification, any client with this modification will also be able to see it. If a client has this and a server does not, it will NOT work. If installed on a server, the client will not automatically download it. I do not know how to change this; perhaps somebody can inform me?
Are you accepting new animations?
Yes, I am actively looking for new potential animators on this project. As it is, I only have one active contributor (as I can't animate myself), so this really limits things. However, I am responsible for the backbone of getting it in-game, so if you can get me the animation, I'll do all the dirty engine work.
Will you be submitting this to the Steam Workshop?
After talking it over with my main contributor and project partner, we decided that we likely will not submit this project as a whole, but in parts. Due to several authors being involved, we find that it would be easier to simply submit the project on an animation-by-animation basis as to not step on any toes or go against anybody's wishes. If I'm not mistaken, at least one of the animations have been submitted to the workshop independently already. If it were submitted as a group project, that means all the proceeds (if any) would be split by how our percentages were made--and that may end up getting an author less than an independent or partnered submission.
If I want to contribute make a workshop submission, will you help me?
Valve has not yet stated any specifications of what they expect to see as far as animation submissions go for the workshop (though I have e-mailed Robin and expect a reply soon), so I'll wait to see there. If they just want a raw animation SMD, then I'm not needed. If they expect a Qc, a compiled mdl, and anything beyond and you aren't sure how to do it, I'd be willing to lend a hand.
Version 1.5 changelog