This member has provided no bio about themself...
I'm hoping stuff like this could make it into Ch2, depends how much work it is to do LODs (which would be needed for something this wasteful :P)
It's a 'Kitchen Garden', a WIP portfolio piece. The idea is that you grow your fruit and veg there ;)
I would like for that to happen, but with time constraints and everything it'll probably end up being an edit of the previously used CSS model.
That looks a lot better, especially the broken wall; the lighting also looks a lot tighter now!
It's an early version of Jake. I've got a lot of stuff to do on it, at least for this 'casual' model.
It's done as far as I can take it, Jeremy wants to tweak it himself now. I don't know when it'll appear in a media update, but the last state it was in was better than the last update I put up here :P
I imagine that's probably down to the sheer volume of lines, trying to assign facial animation to all of them would be a huge task.
Certainly the plan will be to give characters facial animation- but how much of that turns up in game is another question!
It was when I was working on textures, right now I've finished the Hermit mesh and am in the process of UV mapping it.
Nah, nothing's getting remade. I just wanted to test stuff out in Marmoset as an alternative way of rendering things in the future.
The imperfection here is the broken smoothing :F
It's quite finished, and in game does look fantastic. Trust me on this!
Yep. I'm going through and replacing some of the most obvious "HL2" textures, Mxthe and I will also be replacing all the other 3rd party textures too :D
He can have a hook hand and the card trick can be changed to 52 card pick up ;V
I forgot to mirror it!
The whole model. The body should be easier to model (and I already have a rough thing for that blocked out), what I'm ultimately aiming for is consistent detail levels... I'll be trying to keep some of the look and feel of the originals (especially for how the heads look!).
We'll see how things turn out.
Yep, it's the Hermit. Jake won't be looking this old!
Yep, character models next ;)
I'll be trying to recapture some of the style of the originals when I'm modelling (but not absolutely). First up will be the Hermit...
Yep. It's the last weapon I'm modelling... for now!
I would like to see that, but it's not my call. New weapons have to wait until Chapter 2 (and I can't say more about that ;))
Well, not quite. It's a Polish knock-off that's more or less the same thing, but with a simpler pistol grip to model.
Well... I'll try and imagine you're saying something nice! Getting any feedback is always appreciated
The model's now finished, just gotta wait for Mxthe to put the render up :>
I'm sure I don't need to tell you guys what I'm working on next...
Yeah, everything's heavily optimized. Most "big" weapons are limited to a single 2048x2048 texture map, and the poly counts aren't too crazy :P
It's fixed. The point of it (IRL) is to help the shooter maintain control of the weapon when it kicks, so you wouldn't want it to be loose in any way.
That's one of the problems. Fakefactory models definitely need replacing (for a variety of reasons)... once I get around to making the models I'll be aiming to make characters with consistent detail levels.
Yep, they're on the "to-do" list too ;)
Just the Minigun and MGL. Melee weapons were already original models, so we don't need to remake them; as far as I know there aren't plans to remake the crossbow... so yeah, we're almost done with weapon modelling now!
Hopefully it'll be enough to make it stand out, so that when people see it lying around they'll think "ah this is the auto-shotgun!"
The stock won't be getting extended, it would cut into the viewport when you use ironsights. That and I already wasted a lot of polies modelling what you see above :P
I'll be sure to see any dual wielded MP7s get 20 round magazines only :V
10k, which is about normal for Source.
I will be adding more light sources, a lot of the detail is just lost in the darkness (or doesn't stand out in places).
The lighting around the van(s) does need fixing, don't worry I'm quite aware of that ;)
This is still WIP, no question about it - I just wanted to show how things are progressing!
"this is clearly lower poly, and thus not being a port."
Pretty retarded logic tbh. It's easy to run a model through a polygon reduction tool, or to grab the LODs from the original Valve models.
Anyway, the Combine models were low poly to begin with.
Feel free to try finishing the code
What's the point in this, it's been done a thousand times before.
That's one unusual looking airport... but all the same it looks fantastic!
BTW are those textures on the ceiling, or are your polies getting split up in some weird way?
Yeah I'm playing with the lights a bit, I'll upload some screens after I've imported my current batch of props.
I would like to open windows, but because the area outside is so large I would get some issues with VIS :\ There are plenty of routes & entry points though, I guess they don't look so interesting :P
The FOV is a continuous problem, one I think that needs fixing in code - probably can get some values through the console for it maybe? IMHO I'd like it to be like the default HL2 one XD
Bricks look pretty out of place for a Black Mesa theme, I'd expect something like white or grey panelled walls.
Oh man, that is such an improvement! The bars were some of the ugliest areas in original game, IMHO it's important for them to be visually impressive since you're seeing a lot of stuff up close.
Tracking. You'll need to mod the levels which result in "game over" if you get spotted, otherwise those will be unpassable :P
Zee wild Jaybird, he is appear-ed.
Different designs and calibers. The 47 fires a much heavier round.
Thanks guys =]
Smoothing looks a bit lol, and the face texture could use some more work TBH (painted / AO shadows, fix up those scratches).
Not a bad hack though
Interesting, is it going to work like gungame or like COD?
It's part of an escalator, the final model for which can be seen here Media.moddb.com
"Tie my kangaroo down"
Rolf Harris is awesome :D
That 2D treeline between the skyscrapers sticks out a bit too much, but that's some damn fine work all the same.
Seems to lack definition on areas which should be hard (elbow pads / end of the sleeve / that wrist thing), so I'd strongly suggest tightening this up.
Needs more polies. To be honest it doesn't look very scary it looks like something from a cartoon, IMHO a redesign is needed.
That's not bad, but the proportions seem a bit off. Are you using a reference image to get the scale at all?
Are you moving away from the anime style visuals, or are you going to implement some cel shading?
This actually looks very well put together, I'll be looking forward to the release of this :)
OH **** YES
It's great to see a working inventory, good job!
I think the artwork of the inventory needs some work (perhaps mostly the background image?)
Woah, that's a long compile time! You can cut it down a huge amount by loading VIS portals in Hammer, then placing func_viscluster brushes which match the shape of the portals.
I've been there IRL, I'm not sure it's a good place for tank battles though because the river is huge (and I don't recall there being many crossing points).
Whats more it's heavily forested so tanks could hardly maneuver around there. I may be mistaken, but I think someone mentioned the French resistance were heavily active in the area too? Don't quote me on that though.
The buildings you've made look well constructed, I would just worry that the complex geometry will lag like buggery.
The hamster looks an awful lot like pedobear :|
The crosshair should be more visible, it currently looks too transparent.
Hitler looks a bit drunk there, like he might fall over any minute XD
Looks too cartoony. Why not get a satellite image and use that instead? The current phototexture looks too low res.
Needs some AO bake around the edges of the green things.
Looks more like they've been drinking cocktails :F
Theres some serious lag on this map which needs sorting out. The servers really seem to struggle with this one, so I suggest you optimize it.
That's a fine setpiece :) I really look forward to blasting at bad guys through those windows ;D
Do the models follow paths, or is the flyby handled by an animation sequence?
Seconded. I'd rather hear something unique, which preferably doesn't sound like a cowbell.
That is not an M60, it's a SAW aka the M249.
Also Winchester .22? Wut?
I want to see more blocks of Gaben in game plx
YOU MAED ME ALL BETA FILES BY THURS!
You nowe make me more
They get snow in Iraq too. Afghanistan is a mountaineous region not far from the Himalayas
Protip: tell people you're a man and they go away :P
I think they mean add 3D grass to your material. You can do this by associating 3D grass from detail.vbsp with your VMT file.
What kind of police department is this?
A good start I guess. Perhaps a bit too heavy on the makeup - I kind of feel she should look more badass for a survivor.
@ Aperture: it's a question of crediting other people's work.
Many mods use third party content, which is OK to do so long as you clearly credit the original authors. Plagiarizing someone elses work and attempting to pass it off as your own is a different matter though.
OH SHI THE VOICE IN MY HEAD IS SAYING "Listen to the voices in your head and kill all your doctors" AND THATS WHAT YOU WROTE
Yeah it's a shame the UVs get broken, otherwise you could potentially make nice normal maps with it.
Thanks for the kind words, I hope that I can make other heads to the same standard from now on :)
I wasn't raging until I saw the bill my therapist gave me for talking about this incedent.
Maek maps fuhr mi nao
Nice map man, where did these skills come from?!
Even though that M4 isn't textured, it looks bloody epic =O
Also, very smooth animations =3
D3ADS! LOOK OUT FOR CANDLEJA...
Looks better than the HL1 water, but it doesn't look quite right. A flat reflection instead of a "wobbly" one would look better.
The natural environment here looks great, the displacements and props have been really well used.
The brushwork on the building looks good too, I would recommend a different texture for it though (plaster perhaps?)
Pretty sure DS can be regarded as abandonware, since it was never technically sold. Seems perfectly legal to me, much more legal than Black Mesa Source or the Decay mod.
******' miracles, thats why.
Black? Noooooooooooooo. He's Indian now :D
lolwat. Bottom-right side of the screen. The one with blood :P
Not bad, though I can see quite a bit of poly wastage of the flat surfaces.
I would be interested if you managed to get new maps in game, though I haven't ever known of anyone manage to successfully do that yet. The main problem with mapping for RE4 is that the collision data is stored somewhere separate to the BSP (and no one yet knows where the collision data is stored :/)
Both teams now have very military themed uniforms, though the Coalition troops have cheaper looking gear (hence why this guy has blue kevlar, and a Russian helmet).
I guess more than anything I've been influenced a lot by BC2 when putting these guys together :P
Wait till you see all the other characters ;)
I didn't really know how to use the Skip textures, but I should be able to use them much more efficiently now, thanks for the tutorial!
Hallo there, really like your 3rd person animations :D
Promise you'll fix the smoothing on that model! Looks like it's been messed up in Milkshape.
How is not accepting an "apology" cowardice?
He spammed my profile with personal insults, it's only fair that he gets repaid in kind.
LOL, so I "need serious help"... and apparently your altruistic solution is flaming...?
Looks like you need "serious help" if you still flame people for weeks on end.
Wow... just wow... :O The lighting and brushwork are fantastic.
Yeah, bear in mind this is a WIP shot. Once we've added alpha layers to the hair (and fluffed it out a bit), then put some normal maps on, then it will look much better.
Meh, it lacks accuracy and firepower giving you an instant disadvantage. It's completely useless if you face off with an M60 toting medic too D:
You aren't exactly one to talk.
Yes everyone starts somewhere, what difference does it make if they construct a mod or a map?
I lolled XD
This a very professional looking mod that appeared right out of the blue!
The environment shaders actually look really good - much better than any of the ones ID used for Doom3 / Quake Wars.
Good luck with this project! :)
You're missing the point. These guys are making amazing progress - the point of these updates are to show that progress.
That looks great! The lighting and brushwork are spot on, this definitely captures the RE2/3 feel :)
Would be good if you could add a better control config editor.
It's pretty awkward changing control settings through the BC2 UI, and worse I get a lot of key conflicts :/
Don't forget to stick the info_nodes in totally useless places :P
Too bad you aren't on Steam more often, would be easiest to talk to you on that. I'm too fat and lazy to log into MSN.
Good to see the jeep ingame ^^
Will you be adding hands to it? I always thought it was wierd how your hands disappear when you're driving in HL2.
lol, that nerd has been in here downvoting all your comments XD
Bumped them back up for you gais :3
Oh snap! Reminds me a lot of Insurgency :D
Remember to add plenty of pathways for players to use ;)
Looks too much like paint. There should be more liquid, and it probably should be transparent too?
You better fix up AI navigation (shakes fist)
I can help you with that, there were quite a few tricks I learnt on HOE:NE (even though there were nav bugs there, I was just too lazy to fix them).
The main thing is just to avoid narrow doorways, or at least give the NPCs an alternative route they can take in case they get stuck.
Secondly, use CLIP textures to cover stairways (the importance of this is enourmous!)
The "furture" is here?
Walls of text do not equal a video.
I would say the diffuse maps could benefit from some painted shadows (eg wrinkles on clothing, darken areas that are slightly obscured).
TBH it needs some entirely new animations, I see a lot of clipping there. This is partly due to the Valve skeleton which was made for characters with thin shoulders.
The diffuse textures need a lot of work, right now they look really plain. Also the normal maps make the model look really shiny and plastic - please fix those :X
Don't worry Nightvision and flashlights will be included.
Hopefully we can code NPCs to react to flashlights... muhahaha!
It's pretty cool to see these perks implemented, the "legitimate wall hack" in particular made me lol.
The only thing is, most of these perks are seen in COD4/6. IMHO some more original ones should be added to make this more unique ;)
The fat guy looks like Uncle Phil from the Fresh Prince of Bel Air XD
Wait so I should just lie through my teeth and say something like "oh this mod looks great" when it clearly is in need of improvement.
I honestly cannot believe you're saying "nur, this isn't City 17, it's City 14". It's the same damned setting, just with a different name!
The mapping does look really weak: most of the areas look horribly linear, and the visuals are in most cases only "improved" by liberally placing props around. Except that there are plenty of screenshots where props look completely out of place.
As for "petty whining... from someone who could never do that same most likely" uh actually I am a modder myself with a lot of experience. I'm just sick to death of seeing these damned generic City-17 knock off mods where person XYZ fights the combine and loads of zombies.
Yeah the model is realigned by the Source engine, it doesn't need animations for ironsights.
Maybe it was supposed to be like the Quake teleporter, not a night sky?
That budgie is awesome :D
I should post more stuff like this in my own profile
Eww rust? This isn't a zombie mod :X
These are supposed to be well maintained, well cleaned weapons.
lol "Conspiracy within the Sewer". Not exactly the best title ever :/
But sewers in an FPS game again? Surely there are better surroundings to go for. What you've done looks good but sewers have been done to death in games. Also I don't really fancy going "knee deep amongst the dump" XD
Now this map looks seriously pro :] I would recommend adding some postprocessing effects to make it look even better.
That looks outstanding! Really looking forward to what you guys do with this :)
That guy looks like a douche. Who cuts their hair like that?! Great model though =D
Has he drawn with black marker pen on his forehead?
Looks great to me too! Just get rid of the yellow, orange and blue dots on the original texture :P
Agreed, psychological horror is so cliche now.
No, but you can get them in Diamond's model pack which you can get here Moddb.com
Tracking, this looks good :D
With magic ;) I think there are some tutorials out on the net for adding Bloom to Half Life, Minuit added it to our mod (he has added it to most of the mods he has worked on)
Loving the new HUD, the blood looks great too. Blood is always hard to do in the HL engine
Hooray its coming to Source! :D Good luck with it, looks like you have it well on the way to being sorted :)
No, we're only really just starting on the zombies. The new zombies will look different to the default HOE ones (which were just reskins of the old HL zombie)
The new zombies will fit in with the general monster look we're developing ;)
lol I haven't even touched that map yet. I will fix it up if I get time, but right now "The Alamo" isn't on my priority list.
Mod looks interesting :)
IMHO it would look better if you used the Gearbox animations for the HGrunts, the Deleted Scenes animations kind of suck
Glad you were OK with my review, I feel I'm bashing it a bit too much now, so thats the last you'll hear of it! ;)
I seem to have been flamed more than anything, publish and be damned I suppose! BTW are you finding HIT really slow to access today?