Difference between revisions of "Defragmenting Hard Hat 17%"
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| contributed-by = {{Backpack Item Link|76561198026327861|7247056817}} | | contributed-by = {{Backpack Item Link|76561198026327861|7247056817}} | ||
| released = {{Patch name|10|19|2018}}<br>([[Scream Fortress 2018]]) | | released = {{Patch name|10|19|2018}}<br>([[Scream Fortress 2018]]) | ||
− | | availability = {{avail| | + | | availability = {{avail|case120}} |
| trade = yes | | trade = yes | ||
| gift = yes | | gift = yes | ||
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== Painted variants == | == Painted variants == | ||
− | {{Painted variants}} | + | {{Painted variants full|paintdiff=yes}} |
== Update history == | == Update history == | ||
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== Notes == | == Notes == | ||
− | * | + | * {{No Paint Diff|nodiff=Team Spirit}} |
== Trivia == | == Trivia == |
Latest revision as of 14:37, 11 July 2024
“ | In the Future, computers will store our brains as data in miles and miles of magnetic tape. Type III only!
— Defragmenting Hard Hat 17% publicity blurb
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The Defragmenting Hard Hat 17% is a community-created cosmetic item for the Engineer. It causes the left half of the Engineer's hard hat to "shatter" into team-colored polygons that jiggle with the player's movements.
The Defragmenting Hard Hat 17% was contributed to the Steam Workshop.
Painted variants
Main article: Paint Can
Mouseover cells to preview the images on a dark background. Click on the images to enlarge them.
Due to how the textures are set up, painting the Defragmenting Hard Hat 17% with single color Paint Cans results in different colorization on the paint regions between teams.
Update history
October 19, 2018 Patch (Scream Fortress 2018)
- The Defragmenting Hard Hat 17% was added to the game.
Notes
- Using the Team Spirit paint on this item provides absolutely no visual difference in-game on either team. This happens because the exact same color values are used for both the paint and the default "unpainted" color for the item.
Trivia
- Defragmentation is the process of physically organizing the contents of a storage drive.
- This item is a reference on how polygonal modeling is done, it fades from the game's rendering to its wire-frame model.
Gallery
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