[QUOTE=Fat-Corgi-Guy;40333942][B]One more little SMG1 update for today[/B][/QUOTE]
You're going to change that weird green tint you've given the bits at the top of the gun, right? Y'know, make it the same colour as the rest of the gun. Also it'd be cool if you recreated the scratched edges like the ones in that reference model you posted.
[QUOTE=Shirky;40334343]Not to be the gun asshole that points out dumb stuff, but that magazine isnt for the mp7 is it? Because the smg is a 9mm.[/QUOTE]
well i'm fairly certain the MP7 doesn't have a grenade launcher built into the grip either so i think it's safe to take some artistic liberties
[QUOTE=Cone;40338836]well i'm fairly certain the MP7 doesn't have a grenade launcher built into the grip either so i think it's safe to take some artistic liberties[/QUOTE]
the bullets are accurate anyways :v the mp7 uses some fancy exclusive round that's definitely not 9mm.
[QUOTE=Artisticpolo;40338828]You're going to change that weird green tint you've given the bits at the top of the gun, right? Y'know, make it the same colour as the rest of the gun. Also it'd be cool if you recreated the scratched edges like the ones in that reference model you posted.[/QUOTE]
Actually no, those little rectangular pieces are meant to be that green-ish yellow color:
[t]http://images.wikia.com/half-life/en/images/a/a4/Smg1_B.jpg[/t]
And I'll be adding the edging [I]after[/I] I get all the pieces textured. I'd rather do it all at once, then do one part, stop, texture it, add more of the edge, stop, repeat.
[QUOTE=Fat-Corgi-Guy;40339179]Actually no, those little rectangular pieces are meant to be that green-ish yellow color:[/QUOTE]
Weird, I never noticed that. Too busy slaughtering the combine, i guess.
Hey about the skyboxes guys. The old ones are 512x512 obviously very low res. The issues is, making them have a higher quality would be a bit harder. So I was thinking of using different skies. What do you guys think?
[QUOTE=Stiffy360;40341457]Hey about the skyboxes guys. The old ones are 512x512 obviously very low res. The issues is, making them have a higher quality would be a bit harder. So I was thinking of using different skies. What do you guys think?[/QUOTE]
Different skies that look very, very similar to the originals?
[QUOTE=cardboardtheory;40332134]Looks like this is turning in to a rate dumb contest. IMO if Meatpuppet and Super Muffin thinks that the way this is going is wrong, then they can make their own textures and see if it's better than these. If there aren't any textures to replace the ones Fat-Corgi-Guy made, then so be it. And if there are suggestions that he disagrees with, or if your suggestion is to vague to explain, like I said, make your own texture! If you can't then, oh well.
I've come to believe this is a community project. I personally feel that a lot of things should be optional (like Full Body Awareness, blah blah blah) but it really doesn't matter because I can't code that in. Same thing here.[/QUOTE]
I agree, but "u cnt do better!!!" is never, ever a good argument
[QUOTE=Fat-Corgi-Guy;40341670]Different skies that look very, very similar to the originals?[/QUOTE]
Can we get a slow scrolling cloud overlay texture going for some parts of the game? That'd be awesome.
[QUOTE=glitchvid;40333387]Have fixed water.
[video=youtube;RLgSTaJLbXY]http://www.youtube.com/watch?v=RLgSTaJLbXY&feature=youtu.be[/video][/QUOTE]
Off-topic a tiny bit here but, what the hell happened to the box at the top at 0:15?
[QUOTE=Hogie bear;40343239]Off-topic a tiny bit here but, what the hell happened to the box at the top at 0:15?[/QUOTE]Gman used his telekinesis to get Gordon's attention.
[QUOTE=Hogie bear;40343239]Off-topic a tiny bit here but, what the hell happened to the box at the top at 0:15?[/QUOTE]
Decompiling issue, if you sit long enough it starts flipping around.
[editline]19th April 2013[/editline]
[QUOTE=MaxOfS2D;40338359]If you could create new water animated bumpmaps that'd be pretty cool, the existing ones tile so much[/QUOTE]
We're using the new water shader, so there isn't an animated normalmap, it's handled by the shader (It does require a normalmap though, and I've made on for it.)
[QUOTE=glitchvid;40344790]Decompiling issue, if you sit long enough it starts flipping around.
[editline]19th April 2013[/editline]
IMO if you scale the water texture up a lot it actually looks good.
like 5 to 10. Less ripples and it doesn't look like it's raining.
The canal water has been sitting there for ages, I think it would be very calm with not many things moving it.
We're using the new water shader, so there isn't an animated normalmap, it's handled by the shader (It does require a normalmap though, and I've made on for it.)[/QUOTE]
[QUOTE=Stiffy360;40344831]
IMO if you scale the water texture up a lot it actually looks good.
like 5 to 10. Less ripples and it doesn't look like it's raining.
The canal water has been sitting there for ages, I think it would be very calm with not many things moving it.
[/QUOTE]
The Normalmap's uv scale is defined inside the VMT, it's currently set at 210.
The water is fairly calm, it also "flows" in the direction you should be going.
[QUOTE=glitchvid;40344790]Decompiling issue, if you sit long enough it starts flipping around.
[editline]19th April 2013[/editline]
We're using the new water shader, so there isn't an animated normalmap, it's handled by the shader (It does require a normalmap though, and I've made on for it.)[/QUOTE]
Are you using vmex for decompiling? If so, I'd suggest [url=http://ata4.info/bspsrc/downloads.html]BSPSource[/url]. It pretty much picked up where vmex left off 5 years ago and has notably improved upon it. Using it to see how I fare in detailing hl2 maps of which I've seen no problems.
[QUOTE][IMG]http://cloud-2.steampowered.com/ugc/885231715289494092/5E73EDB20A4F091A5CD48905966F0AF6F90FE39D/[/IMG][/QUOTE]
Interesting how this head house silo "containing water sensitive materials" was built right in the water.
Quick question, is the Combine AI going to be improved at all? It's very dated for "Game Of the Decade"
[highlight](User was banned for this post ("Didn't even bother to read the OP before posting" - MaxOfS2D))[/highlight]
[QUOTE=ojcoolj;40345761]Quick question, is the Combine AI going to be improved at all? It's very dated for "Game Of the Decade"[/QUOTE]
OP:
[QUOTE=Fat-Corgi-Guy;40169090]• Improving enemy AI (already done thanks to the engine port!)[/QUOTE]
[QUOTE=Fat-Corgi-Guy;40169090][highlight][U]~POSTING GUIDELINES!!!!~[/U]
READ THE OP, ALL OF IT!!!!!!!![/highlight][/QUOTE]
[QUOTE=Fat-Corgi-Guy;40346093]OP:[/QUOTE]
To rephrase his question, in what way are they "smarter?" Is their path-finding better, do they use a navmesh ala L4D zombies/TF2 bots, are they better shots (they can see further/shoot more accurately/etc)?
To rephrase my rephrased question, how exactly does the engine port itself improve AI? I'm legitimately curious.
Thanks Max for banning in this thread! We really appreciate you banning the crazy people who can't read the OP for some reason.
[QUOTE=mySvenLabs;40346306]To rephrase his question, in what way are they "smarter?" Is their path-finding better, do they use a navmesh ala L4D zombies/TF2 bots, are they better shots (they can see further/shoot more accurately/etc)?
To rephrase my rephrased question, how exactly does the engine port itself improve AI? I'm legitimately curious.[/QUOTE]
From what I can tell, they run for cover more than they used to, have better range (not accuracy, I think that's actually coded into their NPC "behaviour", and changes with difficulty and other presets), and don't always walk in straight lines 'queuing up for the slaughter'.
There's some other stuff I probably forgot to write down, or I don't know about yet, too.
[editline]2013[/editline]
Though I have checked, most of the previous AI bugs, like holding a pill bottle in front of you making the turret gunners not shoot at you, aren't fixed yet.
[QUOTE=Fat-Corgi-Guy;40346404]
Though I have checked, most of the previous AI bugs, like holding a pill bottle in front of you making the turret gunners not shoot at you, aren't fixed yet.[/QUOTE]
Please don't fix that. It's hilarious
I was wondering if we could texture/model the citizens and zombies like the zombies from L4D2. There's a whole article about it that I can't find at the moment.
[QUOTE=Snood_1990;40347894]I was wondering if we could texture/model the citizens and zombies like the zombies from L4D2. There's a whole article about it that I can't find at the moment.[/QUOTE]
[url]http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf[/url]
I think that's it.
But the thing is that I don't think they have the code for the shaders so they will have to make them by scratch which might be more trouble then it will be worth.
apparently people don't like to read
oh well
wow you guys don't even know how hard it is to make the rpg model
the view and world models are so inconsistent with each other ;-;
[QUOTE=MrBunneh;40349953]wow you guys don't even know how hard it is to make the rpg model
the view and world models are so inconsistent with each other ;-;[/QUOTE]
Try basing it off of the Swedish AT4 disposable rocket launcher (what the HL2 one is based off of)...
[t]http://www.thewarstore.org/media/catalog/product/cache/1/image/5e06319eda06f020e43594a9c230972d/D/S/DSCN0976_resize.JPG[/t]
Then add some of the details from the world and view model of the vanilla.
Also, FYI, it should be pretty high-poly, as it'd be the world model, but the world models are what are going to be used for the player weapons too.
[QUOTE=SFC003;40348381]apparently people don't like to read
oh well[/QUOTE]
I'm a project leader and I'll admit I don't read through 4 threads before posting. Take it easy on them, its hard to follow.
Just had a thought: as you're having full body awareness, will you show holstered weapons, and how would you manage it?
[QUOTE=QwertySecond;40354392]Just had a thought: as you're having full body awareness, will you show holstered weapons, and how would you manage it?[/QUOTE]
I don't think it's possible to show every weapon holstered without it being a huge clusterfuck :v:
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