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Looks pro, good idea for the reference images!
The little details certainly add to the atmosphere. Looking good!
bro u r my modding idle, ur so good :)) how do u maek reskins??
can't wait to see this modelled and skinned, looks badass!
was actually planning on an Alternates package, for those who loved the HD Pack's style. i.e. beretta instead of glock, classic spas-12 instead of the current. the comments so far point to preferring the 1911, so for now I'll stick with that, and Deagle is an alternate.
the alternates will be given just as much attention as far as my compiles go, but won't be really showcased, as they're not the main course. make sense?
yeah i doubt you've ever been high :V
significant improvement, well done.
the hammer and wrenches look kinda... flat. this is great though, these could be great in maps--models instead of brushes. many advantages.
this is a terrible recolor, considering that you even made the gray parts green. terrible. don't upload things that aren't worth our time.
it can look great on v_models in some cases. i.e. a magnum model. not always though. look at the SC4 python, find example of a kickass magnum with a chrome overlay.
the problem with chrome overlays comes when they're used on a hand model, because of how the tripmine uses the world/set submodels.
some of them might look better as plain additive.
r1chard really loves chrome overlays, i think he used them on almost every NPC. the thing about chrome is, well, it doesn't matter how the smoothing is on chrome, it'll be rendered the same when it's compiled/in-game. shading doesn't properly apply to it, so it's not a very good idea in most cases.
smoothing is raped.
all of that together is around 3500. however, there aren't any models that have both upper arms, and both hands visible, so unseen faces will be deleted for optimization.
it's mainly based on the original models, with some influences from the HD pack occasionally. i'll be releasing a beretta and M4 compile, along with a couple other goodies when 1.0 is released too.
doesn't look very good, really. you should go to forums and post screenshots for improvements and critiques so you can improve until you can create a release-worthy skin. cheers.
Was planning on doing that myself sometime, sweet. Thanks for the info.
i find it amusing that whenever someone doesn't say something positive it gets overwhelmingly down voted.
little *****, learn to take some criticism.
R U UZING SOFTWAREZ MOED????????
fingers look kinda...too long, almost.
i need to revamp my zombie, redo the headcrab skin, and then with a few tweaks, it's gonna be on the LD skeleton. SO much better than HD.
actually, the stalker devs have said that it's ok to port their content to other engines.
i think the SDK has a high-res version of the pants (like 560* or something) in the hwgrunt folder
the model is indeed a Glock 18... not all the details you describe are modelled in... some of the textures have it textured on there, the ones i'm using don't, sadly. i used to use booger's textures, they had that textured on.
HD animations, the shooting is too exaggerated. if you really like HD anims i could remake the shooting animations. OR, you could try out toadie's M4 v2 animations, those are niiiice.
bloom argh. that **** will get you banned from VAC. it happened on one of my Steam accounts. aaalso, toadie's p228 animations? i love those. dat beretta is nice, chrome looks good, reminiscent of the HD pack. i prefer stoke's model though. seems like a good hack from here, though a video would be better ;)
i don't think they domesticate well
looks pretty misproportioned. what's up with the rear sights? also, slide size should be consistent, why does it shrink the farther back you go?
You know it ;)
This would have been ******* epic ingame.
This is looking good. Got it UV mapped yet?
The screen reminds me of the button you push to open the HEV Suit container. Seeing it on the health charger connects them in a realistic sense. Smart thinking :)
This reminds me of an early Decay screenshot.
PWNS THE M4A1
has NOTHING to do with opposing force, minus what they call the player and the viewmodel hands.
one of the best reasons to learn basic animation is to fix clipping issues c:
very useful tool, genius.
Joe; yeah, i'll only widen it on the weapons that show it, as for the rest, **** it hahaha. and ofc on the release.
Phenix: yeah, the sleeves are MEANT to be up that high. my logic for that comes from the hgrunt model. the sleeves don't roll all the way down to the upper part of the forearm, they're up just down from the shoulders. makes sense.
your noggin. don't call it a head. call it a dome.
example: "omg gaiz my gf gave me dome last nite lololoolllol"
or, say, you're playing catch with one of your pals, and a ball nails you in the face
if you fall hard enough, you'll split your dome
ohai. i'm catholic too.
tentacles almost look too stiff, eye should stand out more and he needs back claws on his feet.
overall pretty nice.
i notice all the little details of the bullsquid because i agonized for months trying to get the hl2 beta squid properly working in hl1, so i know every last spot on their bodies very well haha
there will be a new weapon? does this mean you guys have recoded opposing force?
an european. architecture still looks quite european.
as for the sniper, that makes sense then, should get a proper render up.
on the story: ****, it used to be something awful, now it's a bit better.
fix them! ooor, use a different model.
also, another thing--glad to see you guys are incorporating weapons that aren't technically "canon".. hopefully they play out realistically.
some model textures also look kinda terrible, look at that m40a3... try to make it look more aesthetically appealing. style > realism any day, the goal should be to make the models look as aesthetically appealing as possible! i dunno. the sniper texture just looks really unfinished in my mind.
no offense, but the story is really shaky and doesn't make much sense. one thing someone else had pointed out--cities rarely look alike, so why should city 14 and 17 look like they're very closely related? you've got some good ideas, yeah, but many just don't make much sense. i like the idea of you guys creating original creatures and using older, cut ones, those will be interesting to see played out. especially the panthereye, anxious to see even a model of that guy.
also another thought - why not make the HUD layout unique? after all, the PCV is different software than the HEV suit..i think it'd be good to at least make them seem different from each other.
i might make a tutorial, no promises though! ;P
serious texture misalignments on the back of the handle there.
i did it to match the python animations i'm using (Jennifer's), which are one handed. a .357 magnum is going to have MUCH more kick than a Glock... if Gordon's badass enough to handle that magnum one handed, it wouldn't make sense for him to hold the Glock two handed, would it? plus, it looks really badass here :p normally i prefer two handed as well.
e: i have this flatposed too :p just needs to be fixed a bit.
who the **** does this? it doesn't look good, it looks awful and it's ****.
it's not even funny.
btw, i edited iiopn's glock animations to be one handed :p
lol, you used DiamonD's diamond on the loader.mdl. your banner also looks like ****, stretched, and the negative effect doesn't look very good either. your HEV arms are just recolored Sven Coop arms. some coded features are nice, but that's SysOp's work. this mod has some good, but it's full of **** in places too. looks very unpro on the weapons.
you're only smart when you know what you don't know.
do you know what you don't know?
i don't know if you know what you don't know
i know you don't know if i know what i don't know but you know if you know what you don't know. know what i mean?