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Interesting! There are a lot of variants around that I'm not aware of. Decisions decisions...
The PMC will mostly use high end weaponry (SIGs etc), generally speaking the thugs will use the old / civvie weapons. I don't really plan on giving many NPCs bolt-rifles, so they'll make do with this or that Media.moddb.com
I would love to do one at some point in vanilla form, but we already have loads of 556/223 arms for our first release. It's certainly high up on the list of firearms that I'd like to see too!
10k, which is about normal for Source.
201X. Or sometime sort of near the present.
I would love to add it, but I don't think there's any plan to do so at the moment. If it makes any difference, we have an AR180 which the L85 is largely derived from Media.moddb.com (though it should be noted that the two look quite unalike)
I'd certainly like to see a bullpup of some kind at some point such as the Chinese made VHS-D, I guess we'll see how things go... anyhow, for a British weapon to be proud of we have the AWC lined up and ready to go.
Thanks! The ear isn't actually textured yet, but once it is it should look a bit better :P
These are completely original, but were inspired by the look of the CS1.6 gloves.
It is on his elbow :|
Hey pal, hope you had a good Christmas! Have a happy new year ;)
Just noticed the speedo is backwards X)
I wouldn't mind throwing some polies around the dashboard there if you guys feel it would benefit from it ;)
Love the effect all the same!
Thanks! Yeah I probably just applied a symmetry modifier to the boots (though the individual boots will be asymmetrical)
It would be nice if we could! I guess we'll see how we feel about doing that down the line.
First and foremost we'd need someone to handle marketing and promotion for us (something we badly need anyway).
It's a large open map, if they add grass sprites performance will take a huge hit.
Definitely a very cool feature to have working! To get a "good look" with colour correction, take a screenshot then edit that in photoshop - note down how much you alter hue/saturation, and paste those values into your CC file.
Looks pretty incredible!
I know it looks weird on the prop based building (not sure how to fix this), what else looks kind of off?
The road and surrounding terrain are all made from displacements, they should be more obvious from head height
It's not likely to be, probably around July next year.
You really need some light & light spot entities around the strip lights.
Thanks for the interest! We are planning to fully change the HUD, but right now it's a "when it's done" kind of thing.
As for legs... that would be a nice feature but one which won't really be necessary (you won't be looking down much in the game).
That's the idea, it's a deserted town which has been taken over by mercenaries.
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!
Thanks for tracking ;D
I guess it's true that standard NPCs don't react too much, I guess it's something we can look into. Ideally it would just be something that requires animating an extended hit animation (I really need to check the animation sequences sometime...)
We'll see how things turn out :)
That's some very pro work right there, I'll really look forward to seeing it in game =)
"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.
Thank goodness this has been saved for posterity!
Interesting, would look good if you ported over the DMC models.
Officially it isn't continued anymore, but the code's here for anyone who wants to try finishing things off.