• Half Life Trailer by James Benson
    100 replies, posted
[QUOTE=EvilMattress;30128031]the textures weren't the best in the world.[/QUOTE] That's not his fault at all. He's just using the models that came with HL:S a game that barely updated from a 1998 game.
Man I remember that part with all those trip wire mines. It was [i]that[/i] level, the one where you just keep dying and can't get past it, so you end up abandoning the game for a while.
[QUOTE=butters757;30130729]Man I remember that part with all those trip wire mines. It was [i]that[/i] level, the one where you just keep dying and can't get past it, so you end up abandoning the game for a while.[/QUOTE]It is just a game of jump and avoid shooting anything nearly explosive enough to light a dry, dead leaf on fire so the building meant to store explosives does not blow up like a bottle rocket even though it should be resilient enough to stand something better then a lighter.
[QUOTE=ghiacciato;30126351]How is that a hit box error?[/QUOTE][QUOTE=Tuskin;30129845]Hit box error? [/QUOTE]The original Apache model in Half-Life has two main hit box group types: the bullet proof metal body and the much less resistant cockpit windows. These are defined in the QC file, like the head, arms, legs, torso, and such would be defined for a human model. The obvious idea here is that the cockpit windows serve as the Apache's difficult to target weak point, but if you [i]do[/i] manage to hit them, you easily could take the whole chopper down with only a pistol clip or two assuming every shot lands in just the right spot. However, the team of mentally deficient monkeys who ported Half-Life to Source managed to make the entire body of the helicopter use that weak cockpit window hit box type. The model itself is compiled correctly. They did this somehow in the code. Shoot at it anywhere with the pistol and it will go done in 20 or so bullets. However, this bug is much more obvious with any rapid fire weapon, namely the MP5, making every Apache encounter in HL:S a total joke.
[media]http://www.youtube.com/watch?v=ES3tgXRSXjw&lc=c84qb00MkXQaliqQh3w7PBU30D7hTb5X6xCVVY4cWC8&feature=inbox[/media] If you guys think his animations are bouncy there, watch this game he animated for with extremely accurate gun jargon and fun looking gameplay :downs:
[QUOTE=NikoChekhov;30128262]The textures aren't really his fault though, are they?[/QUOTE] They seemed pretty bad even by half-life's standards. Maybe' it's just Half-life: Source's terrible lighting and such
the animation doesnt suit half-life
[QUOTE=milkandcooki;30132123][media]http://www.youtube.com/watch?v=ES3tgXRSXjw&lc=c84qb00MkXQaliqQh3w7PBU30D7hTb5X6xCVVY4cWC8&feature=inbox[/media] If you guys think his animations are bouncy there, watch this game he animated for with extremely accurate gun jargon and fun looking gameplay :downs:[/QUOTE] God, I don't understand why he though it would be a good idea for the gun to come out of the player's hand [I]every time it fired.[/I]
[QUOTE=Marphy Black;30131384]The original Apache model in Half-Life has two main hit box group types: the bullet proof metal body and the much less resistant cockpit windows. These are defined in the QC file, like the head, arms, legs, torso, and such would be defined for a human model. The obvious idea here is that the cockpit windows serve as the Apache's difficult to target weak point, but if you [i]do[/i] manage to hit them, you easily could take the whole chopper down with only a pistol clip or two assuming every shot lands in just the right spot.[/QUOTE] interesting fact : the "bulletproof" part had a damage limit, which allowed hitscan to pierce through it if the bullet was strong enough, so maybe they lowered the required value or something. The op4 sniper rifle could effectively 3shot an apache even if you aimed at its body. I don't want to come off as trying to sound smart, but I just wanted to feel like 5 years of sven co-op didn't completely go to waste :]
[QUOTE=Hell-met;30133785]The "bulletproof" part had a damage limit, which allowed hitscan to pierce through it if the bullet was strong enough, so maybe they lowered the required value or something. The op4 sniper rifle could effectively 3shot an apache even if you aimed at its body.[/QUOTE] You're both correct, although the bulletproof area could be taken down by high-damage bullets, it is infact the cockpit window area that takes the whole body in HLS
I don't like his whole "bouncy animations" thing. he should just stay with cartoonish animations. Watching that machinery was just PAINFUL too. I hope he can take criticism. Otherwise he won't make it out there.
Looks like Benson made it. [url]http://en.wikipedia.org/wiki/Benson_%28TV_series%29[/url]
His time machine made of rubber worked?
When I first saw the bounciness, I thought it was gonna be a humorous parody trailer.
Oh god, that just made me want to play Half-Life all over again. That's it, time to fire up Steam right now [H2]NOW.[/H2]
I think half life would have been sick like this.
It's pretty cool but everything is so wobbly and bouncy it's almost as if everything in Black Mesa was made of rubber.
That trailer is PB&J
Imagine this being shown at E3 1997. What would people's reactions be?
[QUOTE=Tarmaa;30151771]It's pretty cool but everything is so wobbly and bouncy it's almost as if everything in Black Mesa was made of rubber.[/QUOTE] I asked him if the "rubbery black mesa" was intended or just some glitch. His reply. [quote]Hehe, I like the loaded question at the end there. Here's the thing: I always liked that everything black mesa makes seems to be duct taped together and break. Every teleportation thing always goes wrong, lifts collapse, Barney is complaining about the system being down when you first enter, etc, etc. Because of this, I just animated all the machinery like it was shitty and broken. Plus, this was a pretty personal project, and I just tried to have fun with it, and it's fun to animate weird, erratic movements. Also, it's more interesting to watch for a fickle internet audience, even though yes, it doesn't quite fit everything well :) Hope you enjoyed the vid overall, and thanks for the question[/quote]
I agree with his observation, but I think he over did it.
That was very good, but a little bit overdrawn and overdone.
[QUOTE=Marphy Black;30122398]This is the difference between Half-Life's "1998 graphics" and Half-Life: Source's "2004 graphics": [url=http://www.nextdimension.org/other/hl_hls_comparison.jpg][img]http://www.nextdimension.org/other/hl_hls_comparison_t.jpg[/img][/url] Mr. Benson's video is clearly patterned off of Half-Life: Source, complete with its crappy lighting, crappy texture replacements, and crappy, non-fitting HL2 sounds. Between this and Freeman's Mind, it's no wonder that people tend to remember Half-Life as having "bad graphics."[/QUOTE] Out of interest, is there some kind of fan-mod out there that ever fixed the lighting and textures?
[QUOTE=Samuelgames;30169216]That would mean recompiling the entire map again and rewriting VRAD to not simulate 'Global Illumination' radiosity bounces, Out of the question, besides why do that if you have HL1, either way I prefer HL:S' approach for lighting[/QUOTE] half life source looks terrible how can you prefer something that looks terrible
I only prefer half life source because my half life 1 has shit like this. [media]http://www.youtube.com/watch?v=kVTVRjgN8lY[/media]
Awesome trailer, very nicely done.
[QUOTE=Marphy Black;30122398]This is the difference between Half-Life's "1998 graphics" and Half-Life: Source's "2004 graphics": [url=http://www.nextdimension.org/other/hl_hls_comparison.jpg][img]http://www.nextdimension.org/other/hl_hls_comparison_t.jpg[/img][/url] Mr. Benson's video is clearly patterned off of Half-Life: Source, complete with its crappy lighting, crappy texture replacements, and crappy, non-fitting HL2 sounds. Between this and Freeman's Mind, it's no wonder that people tend to remember Half-Life as having "bad graphics."[/QUOTE] Holy shit, I didn't know HLS had changes like this. I always just thought it was a straight port to Source. Either way, the only version of HL I ever play anymore is the PS2 version. It may only go up to 640x480, but damned if those PS2-exclusive Gearbox character models aren't [b]beautiful[/b]. :buddy: Speaking of that, did anyone ever port the PS2 version's models properly? The last time I looked into that there was a pack of sorts, but a [i]lot[/i] of stuff was broken and it was incomplete.
That gibbing guard :ohdear:
[QUOTE=Shugo;30178638]Speaking of that, did anyone ever port the PS2 version's models properly? The last time I looked into that there was a pack of sorts, but a [i]lot[/i] of stuff was broken and it was incomplete.[/QUOTE] [url]http://ambientimpact.hl-improvement.com/index.htm[/url]
how do you do this? what do you use? but on the other side that was sweet!
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