[QUOTE=99p;40281501]The massive problem with your model is that, fundamentally, it's a very plain, boring, unaesthetically pleasing gun. You've replicated the basic low resolution weapon from the original game, but all you've added to it is a few extra polygons and some random, frankly stupid extrusions. You should be drawing details from real weapons, not just trying to break up the larger surfaces with nonsensical additions. At the moment, you've just got a big clunky gun with holes in it. What purpose do the holes serve? You're not just gonna have them on a real gun; a real gun is going to have a functioning weapon with the bare minimum added on to make it easy to use and fire, maximising efficiency. Honestly, if I was you, I would start over, or at least scrap large amounts of it, because what you've got is the 3D equivalent of what someone, that is completely ignorant of function and form of weaponry, would scribble down in a half hearted drawing. I'm not saying this to be mean, I'm just being honest, because as it stands, that is not on par with the other assets in the game. You need to take it back to the drawing board, plan what you're going to add in advance, instead of just banging polygons together in your modelling program. Just recreating the original weapons with more polygons does not suffice.[/QUOTE]
Thank you but, adding non-existing features to a gun that the player barely see in 3 games is not the better solution at all. I'm only trying to recreate the Alyx Gun a [I]bit[/I] more detailed.
That "[I]big clunky gun with holes in it[/I]" was hard to make, because I'm still learning a lot of 3D stuff like animating and modelling, so "[I]if I was you, I would start [U]over[/U][/I]" is not an option to me when I have this:
[t]http://i.imgur.com/KpdxQJ8.png[/t]
(To be honest, I'm proud of my [I]big clunky gun with holes in it with nonsensical additions[/I])
And "[I]unaesthetically pleasing gun[/I]" say that to Valve. I'm just following the base of the real model.
[QUOTE=Stiffy360;40279930]I just had a stupid idea, We can add the Annabelle, and Alyx gun to HL2:EM:DM instead of the HL2 campaign[/QUOTE]
You know, honestly, I agree with stiffy here.
Alyx gun could be a pretty weak SMG but a fairly accurate and slightly more powerful pistol, not as powerful as the revolver though.
And like stated earlier, Annabelle could be like the double barrel shotgun from doom, only lever-action and harder to get.
They can still only be obtained in MP, though.
Regarding putting the Tau and Egon in, The egon is a fun weapon but im not 100% sure where it could fit. Though, it could probably be in DM, Im not sure where it could be in the campaign though. however, I support putting the Tau Cannon in completely since its already on the jeep. We could just add a scene where some rebels/vorts detach it from the jeep and then it could easily be a weapon. That, or if there are multiple Tau Cannons, we could have it so that you get it in Kleiner's Lab in Entanglement as well, it doesn't fit as well as taking it off the jeep but it does seem like another fairly fitting place to put it.
[QUOTE=Stiffy360;40279930]I just had a stupid idea, We can add the Annabelle, and Alyx gun to HL2:EM:DM instead of the HL2 campaign[/QUOTE]
okay this
this is a good idea
corgi please consider [I]this[/I]
[QUOTE=99p;40281501]The massive problem with your model is that, fundamentally, it's a very plain, boring, unaesthetically pleasing gun. You've replicated the basic low resolution weapon from the original game, but all you've added to it is a few extra polygons and some random, frankly stupid extrusions. You should be drawing details from real weapons, not just trying to break up the larger surfaces with nonsensical additions. At the moment, you've just got a big clunky gun with holes in it. What purpose do the holes serve? You're not just gonna have them on a real gun; a real gun is going to have a functioning weapon with the bare minimum added on to make it easy to use and fire, maximising efficiency. Honestly, if I was you, I would start over, or at least scrap large amounts of it, because what you've got is the 3D equivalent of what someone, that is completely ignorant of function and form of weaponry, would scribble down in a half hearted drawing. I'm not saying this to be mean, I'm just being honest, because as it stands, that is not on par with the other assets in the game. You need to take it back to the drawing board, plan what you're going to add in advance, instead of just banging polygons together in your modelling program. Just recreating the original weapons with more polygons does not suffice.[/QUOTE]
The grill on the side is not an unpragmatic addition, I just think that it's a misinterpretation of the design. You can see in the reference picture that the modeler thought of the folding stock as a slide, meaning that grill is actually grooves for gripping and pulling back the slide. Which I think is incorrect. Apart from that and the minor inconsistencies of the front end which I've noted before, I think it's a quite nice model.
[editline]14th April 2013[/editline]
Actually
[IMG]http://images4.wikia.nocookie.net/__cb20090613165916/half-life/en/images/f/f9/Alyx_Gun_model.jpg[/IMG]
It does have grooves on the stock, they're just [I]way[/I] more shallow, my bad
[SUB]well, they don't extrude out from the main body but are cut in, so my point still stands[/SUB]
[editline]14th April 2013[/editline]
[QUOTE=PaChIrA;40279877]They could modify the model so it would work for both car and human. When you remove it you could probably remove the part that connects the trigger and a button on the car[/QUOTE]
I looked up some images from the beta and HL2
[img]http://images.wikia.com/half-life/en/images/4/4e/Scout_Car.jpg[/img]
[img]http://images.wikia.com/half-life/en/images/b/bd/Gauss_l.png[/img]
Here you can see that the part where the mount meets the gun in the above image is the same area where the handle meets the gun in the below one. So yeah, I guess what you're going for is feasible.
Wasn't the Tau Gun also to be supercharged at one point in the beta? Or was that just BS from a model pack I downloaded a while back?
Well, as I stated a few times in the last few threads, my plan was to have the Egon in Black Mesa East. Though it would be in a fairly hard-to-find secret area, so you'd have to explore a lot to find it. The Tau Cannon would be given to you if, after the lighthouse battle, you go back to the garage area, and in a small shack somewhere in the base, there'd be an 'engineer rebel'. He joins your party, and you can lead him back to the car, where he can detatch the Tau cannon from the buggy, and give it to you to use.
[editline]14th April 2013[/editline]
[QUOTE=Butthurter;40280414]honestly why make it a secret weapon? just put it in there like a normal weapon and if ppl dont want to use them they wont
case in point - the bugbait[/QUOTE]
I like how you just went from [I]"Oh I don't want these weapons"[/I], to [I]"They shouldn't be secret weapons!"[/I] :v:
Egon is too powerful for mid-level gameplay. maybe later, as the only weapons you get after highway 17 are the bugbait and super-gravity gun, both which only see use in one chapter
[QUOTE=UnrealCanine;40283027]Egon is too powerful for mid-level gameplay. maybe later, as the only weapons you get after highway 17 are the bugbait and super-gravity gun, both which only see use in one chapter[/QUOTE]
The plan is to give you the Egon early, but there will be little to no ammo in the early stages of the game. Majority of the ammo you'd find for it would be in secret lambda stashes. It's not really overpowered if you don't have much ammo. It'd be kinda like the magnum, you get that early on, but there's not a lot of ammo for it early on.
[editline]14th April 2013[/editline]
[QUOTE=WillerinV1.02;40282051]okay this
this is a good idea
corgi please consider [I]this[/I][/QUOTE]
Eeh, maybe.
I love this mod to pieces but I must say it's development is skewed as all hell. Corgi, that Annabelle looks amazing, but why are you making that when we still need to do the rest of the player weapons?
Instead of updating environment models and textures, we're arguing about whether to implement new weapons.
I'm all for it, but I just think that we're waaaay to early in development to start thinking about gameplay. For now, they mod team should just focus on updating the visuals, and then worry about gameplay changes.
By the way, do we have enough world textures done to see an ingame preview?
[QUOTE=Snood_1990;40279531]So, how's the starting train station area going?[/QUOTE]
I'd imagine it looks something like this now.
[img]http://upload.wikimedia.org/wikipedia/commons/thumb/6/64/Budapest_West_Station.jpg/799px-Budapest_West_Station.jpg[/img]
[QUOTE=Blade Rx69;40283475]I'd imagine it looks something like this now.
[img]http://upload.wikimedia.org/wikipedia/commons/thumb/6/64/Budapest_West_Station.jpg/799px-Budapest_West_Station.jpg[/img][/QUOTE]
the trainstation was replaced with a huge segway sequence
details forthcoming
[QUOTE=Fat-Corgi-Guy;40282565]Well, as I stated a few times in the last few threads, my plan was to have the Egon in Black Mesa East. Though it would be in a fairly hard-to-find secret area, so you'd have to explore a lot to find it. The Tau Cannon would be given to you if, after the lighthouse battle, you go back to the garage area, and in a small shack somewhere in the base, there'd be an 'engineer rebel'. He joins your party, and you can lead him back to the car, where he can detatch the Tau cannon from the buggy, and give it to you to use.[/QUOTE]
Speaking of Black Mesa East, are you going to enlarge it at all? It seems like a pretty extensive rebel base, and it would be cool to see more of it.
Or maybe even fight through it when it gets attacked by the Combine.
[QUOTE=Cheshire_cat;40283937]Speaking of Black Mesa East, are you going to enlarge it at all? It seems like a pretty extensive rebel base, and it would be cool to see more of it.
Or maybe even fight through it when it gets attacked by the Combine.[/QUOTE]
Pretty good idea, not sure how exactly we would manage it though.
[QUOTE=Spot of Tea;40283369]Corgi, that Annabelle looks amazing, but why are you making that when we still need to do the rest of the player weapons?
[/QUOTE]
it was because that was one of the first weapons remade and uv'd :v: it wasn't his fault, I just happened to choose and make that one first. me and several others (corgi included) are readily working on remaking every weapon from scratch!
[t]http://www.wauterboi.com/screenies/brickwall017a_-_valve.png[/t]
[t]http://www.wauterboi.com/screenies/brickwall017a_-_new.png[/t]
I added an extra texture to the stack since the original one didn't.
The tiling is very noticeable, yes
But what's more confusing to me is that I can't tell the scale of what it's representing
Right now it still looks like a side by side comparison. I think that if there was a comparison in context I could give you actual opinion. Are there bumpmaps on the new ones?
i can't tell the tiling
I replaced my post with the actual textures for right now - I'm going to see if I can make a quick compile of C17 with the brick texture and then work from there.
Also, yeah, it has bump-maps. :P
[editline]14th April 2013[/editline]
[t]http://www.wauterboi.com/screenies/w_sdk_d1_trainstation_020001.jpg[/t]
^mine, with some noticable tiling
[t]http://www.wauterboi.com/screenies/d1_trainstation_020002.jpg[/t]
^the original one
Ignore that huge black crack on the left - I screwed up sizing the brushes. I think Corgi's right - I need to fix a few things that are making it tile - notably the "line". I'm still relatively new to texturing, so I appreciate any criticism.
[QUOTE=wauterboi;40284971]I replaced my post with the actual textures for right now - I'm going to see if I can make a quick compile of C17 with the brick texture and then work from there.
Also, yeah, it has bump-maps. :P
[editline]14th April 2013[/editline]
[t]http://www.wauterboi.com/screenies/w_sdk_d1_trainstation_020001.jpg[/t]
[t]http://www.wauterboi.com/screenies/d1_trainstation_020002.jpg[/t]
Ignore that huge black crack on the left - I screwed up sizing the brushes. I think Corgi's right - I need to fix a few things that are making it tile - notably the "line". I'm still relatively new to texturing, so I appreciate any criticism.[/QUOTE]
[IMG]http://i.imgur.com/n1b4hzr.png[/IMG]
Um...What?
I forgot to texture that little smidget - it was something I threw together real quick to test the texture. Corgi and I are fixing the texture up.
[QUOTE=wauterboi;40284971]I replaced my post with the actual textures for right now - I'm going to see if I can make a quick compile of C17 with the brick texture and then work from there.
Also, yeah, it has bump-maps. :P
[editline]14th April 2013[/editline]
[t]http://www.wauterboi.com/screenies/w_sdk_d1_trainstation_020001.jpg[/t]
^mine, with some noticable tiling
[t]http://www.wauterboi.com/screenies/d1_trainstation_020002.jpg[/t]
^the original one
Ignore that huge black crack on the left - I screwed up sizing the brushes. I think Corgi's right - I need to fix a few things that are making it tile - notably the "line". I'm still relatively new to texturing, so I appreciate any criticism.[/QUOTE]
I'd suggest not to use the "top" part of the texture on that wall, it was "made" for the canals, not sides of buildings.
If you're gonna have bigass textures, wouldn't it be better to spend their resolution on non-repeating textures that cover an entire wall that you can't actually get close to? (assuming I'm seeing it correctly)
[QUOTE=Uberslug;40286971]If you're gonna have bigass textures, wouldn't it be better to spend their resolution on non-repeating textures that cover an entire wall that you can't actually get close to? (assuming I'm seeing it correctly)[/QUOTE]
Let's not start this argument again please?
Our primary goal has been to improve the detail and fidelity of the textures themselves, we're not looking to fully remove tiling effects, it's not a primary goal.
That SAID, we may look into using detail textures to reduce tiling, but we'll see.
can i help you guys with textures?
[t]http://puu.sh/2Avps[/t]
[QUOTE=glitchvid;40287026]Let's not start this argument again please?
Our primary goal has been to improve the detail and fidelity of the textures themselves, we're not looking to fully remove tiling effects, it's not a primary goal.
That SAID, we may look into using detail textures to reduce tiling, but we'll see.[/QUOTE]
I thought the mod was supposed to make HL2 in general look better, using higher res textures and whatnot. Still, even if it wasn't, why make a halfassed attempt where you only spend time on improving the textures' resolution while it can look much better, because frankly, tiling can easily make something look much worse than it actually is.
[QUOTE=MrBunneh;40287777][t]http://puu.sh/2Avps[/t][/QUOTE]
You should look into the 'snap off' thing for the handle, that way you know if you'll need to model a version with the handle separated, and the handle separated from the grenade.
I hope you do end up doing that, it'd be nice.
[QUOTE=Bokito;40287805]I thought the mod was supposed to make HL2 in general look better, using higher res textures and whatnot. Still, even if it wasn't, why make a halfassed attempt where you only spend time on improving the textures' resolution while it can look much better, because frankly, tiling can easily make something look much worse than it actually is.[/QUOTE]
I was saying that in concern to textures, the modelers have their own goal, etc, etc...
As for the tiling issue, again it's being worked on, no reason to start a debate about $detail and tiling etc, lets do something more constructive.
Original in 2048x2048. Work in progress.
[img]http://img443.imageshack.us/img443/1329/metalceiling004awip.png[/img]
[editline]15th April 2013[/editline]
can't find good metal buttens
Sorry, you need to Log In to post a reply to this thread.