Office Complex is a recreation of the chapter of the same name from the game Half-Life. This mod aims bring Half-Life to the Source Engine, showing that Half-Life: Source could have been much more, even if it was closer to a remastering than a remake.

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Cybertrance
Cybertrance Feb 25 2012, 9:59am says:

I really love the lighting!! Also, where did you get those wall textures?

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Crypt Author
Crypt Feb 25 2012, 10:13am replied:

Thank you. The texture is mine, I'm trying to recreate as many textures as I can for the mod.

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Cybertrance
Cybertrance Feb 26 2012, 12:26pm replied:

Oh, Good Work! You also made the ceiling tiles? (BTW are the (each)ceiling tile separate brushes? Or has Source somehow learnt to uses POMs)

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Crypt Author
Crypt Feb 26 2012, 12:44pm replied:

Thanks, but it's still being changed, and polished, and what-not. Also, no, the ceiling tile is Valve's. It's placeholder, as I'll WILL be making my own. I intend to use minimal Valve textures, and yeah, each tile is a separate brush (unfortunately...). What's this POM you speak of? That imediately sparked my interest, if not for Source, for the sake of knowledge.

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Crypt Author
Crypt Feb 26 2012, 4:29pm replied:

Oh, Source used to use POMs but then Valve updated then it no longer worked.

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Cybertrance
Cybertrance Feb 27 2012, 1:42am replied:

"each tile is a separate brush (unfortunately...)"

WHOA! that will be an outrageously significant performance drain. Unless you make them detail_brushes. But still you will notice some performance loss, especially on lower-end machines.

Oh and POM is Parallax Occlusion Mapping (incase you didnt already know)

Besides that, Ill just state that I love the idea behind the mod and would be glad to help in anyways possible (I map for Source)

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Crypt Author
Crypt Feb 27 2012, 9:16pm replied:

Yeah, and it jumps up compile time so much. I'm trying to find a work around that looks as good, but that's failed me.

Ehn, I've already someone in line for mapping, and it's such a small project that I doubt I'll need more than two. Buuuuut, if you have even the slightest bit of modeling skill, or almost anything else, even simple suggestions, I'd be glad to have your help.

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Cybertrance
Cybertrance Feb 29 2012, 2:03am replied:

You could make a model of a series of ceiling tiles. Then SMACK them in your map. Beats using brushes any day of the week.
Besides making a bunch of ceiling tiles shouldn't be that tough.

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Crypt Author
Crypt Feb 29 2012, 3:48am replied:

That would work. I'd just have to take some time to learn a bit of 3ds or something similar.

+1 vote   reply to comment
Cybertrance
Cybertrance Mar 4 2012, 10:04am replied:

Blender is also good. Its free and on par with 3ds. Abeit it has a little steeper learning curve.

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Crypt Author
Crypt Mar 8 2012, 1:55am replied:

Hm... Well, I already have 3ds. I suppose I'll use whichever one is simpler for me, thanks.

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king_jessum
king_jessum Feb 26 2012, 2:42am says:

I remember that place, although even in my dreams because that seems to be an electronic place. Is not it?

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morgoth[BHdev]
morgoth[BHdev] Mar 18 2012, 3:39pm says:

hey crypt use the third party Propper tool, you can use that to turn brushes into models with out using anny 3d moddeling software

+2 votes     reply to comment
Crypt Author
Crypt Mar 19 2012, 9:34pm replied:

Thanks, I've been using Propper for a couple weeks now, actually. Really useful tool.

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Description

WIP. Textures, especially not final.

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Type
Demonstration
Date
Feb 24th, 2012
By
Crypt
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