[QUOTE=fear me;39396837][video=youtube;OdLRZzCf_kk]http://www.youtube.com/watch?v=OdLRZzCf_kk[/video][/QUOTE]
oh god I miss him
hl1 vox was a bro, especially in tfc and svencoop
[url]http://www.youtube.com/watch?v=sryjsvGxY5U[/url]
[QUOTE=GFreeman515;39397246]I always thought it was more adrenaline rushing and fun to evade the Striders and Gunships fire while you try to push against the soldiers in the streets and buildings.
Also, Smod did this, Maybe allow your normal weapons like the smg or shotgun to do damage against the Striders, like on the unarmored parts of the creature.
[url=http://half-life.wikia.com/wiki/Tau_Cannon#Half-Life_2]We'll just need to dig for that sound file[/url][/QUOTE]
Well shit, the more you know. Here I thought I knew errything about the unused parts of Half-Life 2
[QUOTE=Anthracite;39398787][img_thumb]http://i.imgur.com/ir8tvzN.jpg[/img_thumb]
Since the detailprop max deal related to my sprites release, I wrapped up this test map to find some values. Despite lowering the density, it doesn't look too bad. The above pic is the 8192x8192 terrain.
2048x2048 fully detailprop disps: density 3500
4096x4096 fully detailprop disps: density 2000
4096x8192 fully detailprop disps: density 1500
8192x8192 fully detailprop disps: density 1000
Of course this doesn't include the optimisation that would happen in any fully complete map, but it gives a small idea.[/QUOTE]
This would really help in making the coast feel much more vivid and real, we'll just have to wait for the final release :)
[img]http://img46.imageshack.us/img46/2697/zombieblob.jpg[/img]
Probably isn't too suitable for the mod but I had a go at recreating the blobby zombie from one of the concept art pictures. The head and headcrab are 'borrowed' parts, rest is from scratch.
[B]UPDATE[/B]
I've been working a little more on Kleiner, and I started work on Grigori.
[IMG_thumb]http://i.imgur.com/5nzjwWI.jpg[/IMG_thumb]
I currently have two weeks of practical training at a design and marketing company, and in my spare time I did some concepts:
[t]http://s7.directupload.net/images/130129/iqxloljc.png[/t]
and a sunny version:
[t]http://s7.directupload.net/images/130129/uie2skhd.png[/t]
It's just a quick and dirty concept and I didn't spend much time doing it, but that's a possible athompshere I'd love to have for the coast :)
[QUOTE=Fat-Corgi-Guy;39401215][B]UPDATE[/B]
I've been working a little more on Kleiner, and I started work on Grigori.
[IMG_thumb]http://i.imgur.com/5nzjwWI.jpg[/IMG_thumb][/QUOTE]
I like that you've kept the basic directionality of the facial hair, makes it believable. His upper moustache seems way too "blocky" and doesn't blend too well though.
[B]UPDATE[/B]
Grigori WIP
[IMG_thumb]http://i.imgur.com/W0f2dI2.jpg[/IMG_thumb]
Needs more beard
Are there any offical choosen normal zombie models?
EDIT: Also could they be ported to gmod ( I like hd stuff its good )
[QUOTE=Snood_1990;39399923][img]http://img46.imageshack.us/img46/2697/zombieblob.jpg[/img]
Probably isn't too suitable for the mod but I had a go at recreating the blobby zombie from one of the concept art pictures. The head and headcrab are 'borrowed' parts, rest is from scratch.[/QUOTE]
No offense, I guess it's early model but right now the body looks very amateurish.
Okay guys, since I'm the mapper, and I'll be redoing the organic stuff in the coast and the canals, I'm just wondering what all you'd like to see (concept pictures are welcome.)
Here's the image that will most likely be the coast.
[t]http://blog.friendlyplanet.com/media/Cliffs-of-Moher-dreamstime_l_20671331.jpg[/t]
What will the antlion guard will look like and the antilion and antlion worker look like?
[QUOTE=Marden;39403374]No offense, I guess it's early model but right now the body looks very amateurish.[/QUOTE]
Yeah as I say, not suitable for the mod as of yet. :v:
[QUOTE=Fat-Corgi-Guy;39401215][B]UPDATE[/B]
I've been working a little more on Kleiner, and I started work on Grigori.
[IMG_thumb]http://i.imgur.com/5nzjwWI.jpg[/IMG_thumb][/QUOTE]
Looks good, needs way more darkness around the eyes, this guy probably hasn't slept in weeks, needs to be dark and baggy on the underside.
Loving it so far though
The thing that made Grigori's character is his constant dissatisfied expression. You can see in the original texture that the corners of his mouth is turned down a little but, but it's straight in your version. Then again, the original texture doesn't seem to align to the model very well. Maybe the tweaks need to go deeper than the texture with this guy :s. To be honest, I don't think much has to change beyond that. I don't think the beard needs to be darker because the only reason it was pitch black in the original is so it could read as actual hair. It's not as much of an identifier as Barney's dark eyebrows. More coverage on the tip of the chin would be nice though.
There's some weird red coloration in the texture around his cheeks in the original. I can't for the fuck of me decipher what it might be. I'm not sure if it would help out too much, but maybe somehow incorporating that into his face would tighten the whole thing up. Maybe they could be Danny Trejo/ Edward James Olmos-esque pock marks. idk. His complexion definitely looks a bit too clean atm considering who he is. Maybe he needs some combat scars.
But yeah, this is turning out to be the best one.
Think these grass textures'll work for the coast detail sprites?
[t]http://www.sharecg.com/get_image.php?type=WebPage&upload_image_id=85370[/t]
I plan on making em fairly dense. Hopefully ken can do at least something about increasing the 64k detail prop limit.
I want to see some jiggleboned guts hanging on the zombies, Even when they are on the floor...
(I'm not even crazy, well, maybe a little...)
Diffrent body groups in diffrent chapteres would be cool...
I thought it strange that a post combine invasion in eastern europe had such green grass. you'd think it would be more yellow
[QUOTE=The Jack;39405538]I thought it strange that a post combine invasion in eastern europe had such green grass. you'd think it would be more yellow[/QUOTE]
What's the reasoning behind that?
Well, all the trees are dead, water is implied to be a scarce commodity, and the grass looks like it came straight out of a LOTR movie :P
[QUOTE=The Jack;39405538]I thought it strange that a post combine invasion in eastern europe had such green grass. you'd think it would be more yellow[/QUOTE]
As far as we know, the Combine didn't stop the rain. If anything the grass would probably be really long, like [sp]the end of Portal 2[/sp]
Also, that Grigori is looking good already, just see how it looks in Ravenholm, because there might be a reason why they darkened the beard.
[B]In-game shots of my WIP Father Grigori skin[/B]
[img_thumb]http://i.imgur.com/l5JwrTC.jpg[/img_thumb][img_thumb]http://i.imgur.com/nu5UxW3.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/Y6ZmNUt.jpg[/img_thumb][img_thumb]http://i.imgur.com/BIs4JHq.jpg[/img_thumb]
[QUOTE=Fat-Corgi-Guy;39406392][B]In-game shots of my WIP Father Grigori skin[/B][/QUOTE]
Maybe I'm just being silly but I think your version makes him look, younger, in a way.
he doesn't have that tired and mean look to him
Since the tau cannon on the buggy has infinite ammo, you could assume a rebel put a ~special uranium thing~ on it, meaning it doesn't have ammo.
But you could make it so that it overheats if you use it too much within quick succession.
And if you let it overcharge, it drains all of your suit power.
How about that?
i don't like the idea of new weapons because most of the game was made with the player's weapons in mind and if you add new ones then you will have the problem of balancing the game again
[QUOTE=Fat-Corgi-Guy;39395963]Why not have a mechanic in the small rebel base that will detach the tau canon for you after the battle, but you have to find him first (he'd be hidden), otherwise you don't get it?[/QUOTE]
The original idea was for a vort to take it off, according to some hammer entities and sound clips.
Girgoir's skin is too shiny for an old man's saggy face.
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