I KNOW
It's not like the model took that long to make. Less than a week total.
I just have a life in between making models for Source mods.
Why would we...?
Do you really want to have to redownload all of the HL2 maps just to play through them with impulse 101 or whatever?
The model isn't going to look much different in Source after phong, env maps, etc are applied.
The problem is HLMV sucks chode and is horrible for show casing models, so I use Marmoset.
I can't really put this one ingame, it's too high poly. I mean Source could probably handle a 600,000 poly model but I don't think it'd be good to test it.
I'm going to bake this as a normal map onto a low poly model, which I'm working on now.
Thanks bro. It's meant to be one of the smaller variants. I'm not sure the exact model name but it's basically a shortened 552.
Yeah except it's an Uzi mag lol. The rounds wouldn't even fit.
It's the same gun, but the model is entirely different.
They didn't reuse the model in any form. They just simply modeled the MP7 and never bothered to give it an actual 45 round magazine for aesthetic reasons.
Shrug. I got the MP7A1 mixed up with the original MP7.
Anyway, it's a model, not a skin.
And that "straight mag" is an Uzi magazine. I have no idea what the **** is going on in those last few pics. It looks like someone took five different guns and slapped them together.
It would be kind of asinine to model the serial number on.
The first few images are from E3, go forward a few pictures, we've uploaded some really early photos of our C17. The E3 images don't represent our mod in any way.
We haven't even released any pictures of our City 17 besides three outdated images. What are you comparing?
We know what kind of atmosphere we're going for.
These are console commands by the way. In case you didn't know. To get to the console, go to the options menu, click keyboard, go to advanced, and tick "Developer Console". Click okay then okay again, then press ~ at any time to bring up the console. Enter those commands and you're good to go.
npc_create npc_cremator
npc_create npc_houndeye
npc_create npc_bullsquid
npc_create npc_hydra
npc_create npc_fassassin
npc_create npc_mortarsynth
npc_create npc_odell
These are all the new NPCs in MI. The Cremator should spawn but it won't have a model, so it will just be an ERROR sign. We didn't include the model for various reasons, while we have working animations, the model is still way too buggy to include, plus it takes up space and we didn't need that. If you want it to work, you'll need to get a model with animations.
Yes, one of the episodes will have the Airexchange.
Of course not. The full version will be an episodic release of our rendition of the RTB storyline.
The Cremator is unfinished and hardly even works with the model. Its AI is just simple code and the model isn't rigged properly (haven't gotten around to it, I'm going to have to pull some major strings to get this guy moving fluidly).
You can spawn them. I think the animations were fixed? Or something like that.
There was just no place to put them in any of the maps. Same with the houndeye, bullsquid and a few others.
We're removing the grenade launcher from the MP7 and keeping it on the OICW.
Mugofdoom
Kyle joined
Hi, I'm Mugofdoom. Don't bother asking about the name, it's stupid as hell but I'm stuck with it unfortunately. I'm a 3D modeler, texture artist and level designer, I primarily work with the Source Engine, and I've been doing it for nearly four years now. I mainly do character, prop and weapon modeling, but I'm also rather fond of mapping for Source. I'm currently working for a mod called Missing Information, a mod which I've been a part of for a while now. We're working on recreating the original storyline of Half Life 2 as explained in the book "Raising the Bar".