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The world of organized crime is extremely dangerous, but can often be quite rewarding. You will join a crime syndicate and face off against members of rival crime organizations. You will find yourself in various highly detailed urban environments engaging in many underhanded tasks to satisfy the needs of your boss. The initial release of HiT-SQUAD will feature the Italian and Russian crime syndicates. Future releases may add the Yakuza, Irish Mob, and other crime organizations.
We have just finished redesgining our website. The new site has much more detailed information on our mod as well as brand new phpBB forums. We've added four new renders of our currently skinned models and will be adding more in the coming weeks.
Check out all the changes at Hit-squad.net.
hlGamers recently interviewed us about our mod. If you'd like more insight into my twisted mind or you'd just like to know more about the mod, read the...
The HiT-SQUAD Team has released a new weapon render. This time we are showing off our skinned Desert Eagle model:
Our new team members are hard at work creating content for our Half-Life 2 mod HiT-SQUAD. Here is our newest render: We will be releasing many more weapon...
Our modeler Chimera was nice enough to show off a work in progress of his player model. This shot shows off a fully textured and normal mapped head. Normal...
*archived. I should learn to type :)
You can check old interview here Web.archive.org . Can't add it to Moddb because this mod is archieved.
dead...
this mod is hella pimp, dont kill it with teh shank!!
Its dead sux0r
You make a good point, but if you can get most of the pre-planning done before the game ships, then that gives you more time to focus on content creation and implementing said content. Make sense?
Although its been ******* me off that people keep start mods without even playing HL2, I think this mod is going to do well.
Like your custom title :)
Heh, I guess I should check these more often...
gozinta82:
The garbage that you are refering to is the result of freezing a sub-patched model in Lightwave. As Mailman already stated the hi poly model is used for creating the normal maps. You could use fewer polys in the hi-poly model, but why? It's easy to model organic objects using sub-patches, and a frozen subpatch model works great for making normal maps. I see no reason to change the technique.
gozinta82:
That 30k model will not be used in game under any circumstances. It was created in order to generate a normal map for the 1398 poly head. Here's the model creation pipeline:
1. Create a high-poly model with UV map. Polygon count is irrelevant.
2. Create a polygon reduced version that meets HL2's polygon budget.
3. Use a plugin to create a normal map from the high-poly version that is applied to the low-poly version. This makes the low-poly version appear as detailed as the high-poly one.