• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
Nothing says fuck you than posting two other WIPs of RPG's
Why we have many different version of RPG here?
That seems to be a problem with this thread, people keep posting different pictures of their models and it gets confusing as to who's actually working on the mod
Can we see new images of the pistol, MP7, AR2, SPAS-12, the gravity gun, the grenade and the bugbait?
[QUOTE=Juniez;42196389]i would like to interject [t]http://puu.sh/4rwwm.jpg[/t][/QUOTE] Sorry if I'm nitpicking, I'm not trying to be mean or anything, but the front end is a bit bigger, and doesn't have tapered edges like the original, at the very least making it that size the smaller flat 'cone' part should've been wiser at the bottom. Why's the wire going [I]into[/I] the RPG, and why do those "rings" not have the flat edge round the indentation in the RPG? The front piece is the main deal though, it really makes it look clunkier to me. The rest of it looks pretty great though, but the front end piece is what you see most, and if that isn't just right then it kinda throws off the rest of the gun. [QUOTE=Maestro Fenix;42199447]Can we see new images of the pistol, MP7, AR2, SPAS-12, the gravity gun, the grenade and the bugbait?[/QUOTE] There's no new models at the moment, or pictures, of the pistol, SMG, AR2, Spas-12, gravity gun, or grenade and bugbait, unless you mean pictures from Juniez? In which here you go: [url]http://media.moddb.com/images/members/1/96/95390/smg1-tex2.jpg[/url] [url]http://media.moddb.com/images/members/1/96/95390/v-shotgun-tex1.jpg[/url] [url]http://media.moddb.com/images/members/1/96/95390/mk3a2frag.jpg[/url] [url]http://media.moddb.com/images/members/1/96/95390/pistolmats.jpg[/url]
[QUOTE=Juniez;42192769]im not going to say hes slow or bad or anything but the 'lives' argument doesnt apply here [t]http://puu.sh/4rfR5.jpg[/t] gosh and i thought[I] i[/I] was slow!! Ha Ha Ha,I think I say"FREE TIME" :p [editline]15th September 2013[/editline] [QUOTE=NeoDement;42188173]I don't know how to say this because it's rude, but Why is a beginner making one of the models for the ENHANCEMENT mod, versus Valve's veteran artists? Like, on an enhancement mod team, everyone should really have some experience, you know? Sorry :x [editline]14th September 2013[/editline] I am asuming you meant "I'm a beginner", rather than "The model is near the beginning", because you're taking so long to create such a simple shape (I don't consider myself at all proficient in hard surface modelling, but I could recreate what you have made so far in half hour tops)[/QUOTE] [IMG]http://uglynikki.files.wordpress.com/2013/07/oh-god-why.png[/IMG] [IMG]http://www.reactionface.info/sites/default/files/imagecache/Node_Page/images/1314029819767.png[/IMG] I mean:At the beginning of the design of this model [highlight](User was banned for this post ("Image macros" - SteveUK))[/highlight]
[QUOTE=sargent99;42199917][QUOTE=Juniez;42192769]im not going to say hes slow or bad or anything but the 'lives' argument doesnt apply here [IMG_THUMB]http://uglynikki.files.wordpress.com/2013/07/oh-god-why.png[/IMG_THUMB] [IMG_THUMB]http://www.reactionface.info/sites/default/files/imagecache/Node_Page/images/1314029819767.png[/IMG_THUMB] I mean:At the beginning of the design of this model[/QUOTE] Might wanna snip those images, the moderators don't take kindly to image macros.
Is there any progress beside the weapons/particles/insert recently discussed thing here?
[QUOTE=Antivirus_404;42200155]Is there any progress beside the weapons/particles/insert recently discussed thing here?[/QUOTE] uhh, umm. *rufles papers* Yeah: Skyboxes (Thanks to Stiffy360) [video=youtube;-dBAevbH26k]http://www.youtube.com/watch?v=-dBAevbH26k[/video] Not ingame because my vtex is broken.
I think HP model it's done! [IMG]http://s23.postimg.org/4mzy9sjsb/12343.jpg[/IMG]
[QUOTE=NeoDement;42198264]Matching texel density should be the priority, I think, not just making everything 2048 just coz it's big. Which is what I believed you were implying. Grenade/revolver/pistol should probably be about half the size of the rocketlauncher texture, depending on how they're UV'd. Though tbh I've never really known much about how to get (near) perfect texel density in games, do you just have to waste a bunch of UV space on certain items to get it right?[/QUOTE] I was agreeing with you so I went to check out the CS:GO weapon textures to back up your point, since they're a good example of current tech Source materials. However, all of the v_models are 2048x2048, even the grenades and C4. To counter this though, the w_models are all 512x512, which makes a lot of sense since you wouldn't be viewing them right up close.
[QUOTE=sargent99;42200378]I think HP model it's done! [t]http://s23.postimg.org/4mzy9sjsb/12343.jpg[/IMG][/t][/QUOTE] It's looking better, but I wouldn't call it done just yet- it still needs that 'indentation' up front: [t]http://i.imgur.com/tkBUHqz.png[/t] The back end should look more like a cone than just a copy of the front end, the very front 'cap' could do with some molded in (on the high poly) blast cap like on the real life AT4s, along with the occasional scratch or even a more molded grip. The lower piece attached to the handle also needs a button, like in the picture above. [t]http://faqsmedia.ign.com/faqs/image/article/107/1074829/m136_at4_hires.jpg[/t][t]http://cdn.evike.com/images/large/gl-at4-1.jpg[/t]
I never noticed until now that the HL2 Crossbow is a chunk of one of those square chamfered metal pipes cut up and welded together. This stuff: [img]http://newimg.globalmarket.com/filestorage/gallery/manufacturer/219/2606219/prod/0_1354945817355.jpg[/img]
[QUOTE=ViralHatred;42200666]I never noticed until now that the HL2 Crossbow is a chunk of one of those square chamfered metal pipes cut up and welded together. This stuff: [img]http://newimg.globalmarket.com/filestorage/gallery/manufacturer/219/2606219/prod/0_1354945817355.jpg[/img][/QUOTE] Yeah, idk where you guys are getting the idea that there's wood on it.
[QUOTE=A_Pigeon;42200716]Yeah, idk where you guys are getting the idea that there's wood on it.[/QUOTE] It's not really easy to spot unless you are carefully looking at it. The texture itself is what makes it difficult to be identified as metal. [t]http://i.imgur.com/cusP7NX.png[/t]
On the subject of texture resolution, why not use multiple textures like with the grenade? Two or three 512 textures seems like a decent compromise if not using 1024 textures on a model.
[QUOTE=DONOTWANT;42201364]On the subject of texture resolution, why not use multiple textures like with the grenade? Two or three 512 textures seems like a decent compromise if not using 1024 textures on a model.[/QUOTE] Yeah, it's entirely reliant on the model's attributes; but 512 normal, spec, and diffuse for an SMG aren't terribly good. They work, but not for our purposes.
I'm just going to smile, pretend I understand & take your word for it. :smile:
oh man, sargent99 was banned :o uh....
[QUOTE=tehstrelok;42202573]oh man, sargent99 was banned :o uh....[/QUOTE] For only a day?
[QUOTE=glitchvid;42200245]uhh, umm. *rufles papers* Yeah: Skyboxes (Thanks to Stiffy360) [/QUOTE] 0:56 to get a decent view of the skybox without having to stare at tile for a hour.
[QUOTE=A_Pigeon;42200716]Yeah, idk where you guys are getting the idea that there's wood on it.[/QUOTE] I recognize the original material and choose to disregard it cause cause I like wood better [editline]15th September 2013[/editline] [QUOTE=glitchvid;42201486]Yeah, it's entirely reliant on the model's attributes; but 512 normal, spec, and diffuse for an SMG aren't terribly good. They work, but not for our purposes.[/QUOTE] I work with 2k sizes but gave you 512 maps because I was tweaking materials in source at the time and 512 maps import faster [editline]15th September 2013[/editline] [QUOTE=DONOTWANT;42201364]On the subject of texture resolution, why not use multiple textures like with the grenade? Two or three 512 textures seems like a decent compromise if not using 1024 textures on a model.[/QUOTE] Because one 1024x512 texture will load faster than 2 512x512 textures
[QUOTE=Juniez;42202851]I recognize the original material and choose to disregard it cause cause I like wood better [editline]15th September 2013[/editline] I work with 2k sizes but gave you 512 maps because I was tweaking materials in source at the time and 512 maps import faster [editline]15th September 2013[/editline] Because one 1024x512 texture will load faster than 2 512x512 textures[/QUOTE] I'd keep a hold of those 512 textures for the world models.
imo the original crossbow lended itself well to the jerry-built nature of Resistance technology. The polished wood(?) crossbow looks something like the Xbow from BMS, which is not a bad thing per se, but in terms of its appearance relative to the rest of the stuff in the game, it does look pretty out of place. other than that, nice work everyone. sargent's rpg, though it's been a decade since he probably started work on it :v:, is certainly starting to look up. personally I think Juniez's iteration is good enough, if not better. the proportions are fine; it looks quite similar to the vanilla's dimensions.
[QUOTE=Juniez;42202851]I recognize the original material and choose to disregard it cause cause I like wood better[/QUOTE] Might I make a suggestion? Char the wood and pull back the specular in the places where it makes contact with the metal. I actually like your decision to use wood because it won't transfer the heat from the rebar like the old metal material would, meaning people could hold it. That being said, I'd still wear oven mitts or a HEV suit if I wanted to fire the HL2 Xbow :P Which brings me to this: is there gonna be a more convincing transition between unheated rebar and superheated rebar, I.e. not pulling it out of your pocket red hot *lol dick joke*? Also, when someone gets hit by it, will there be a scalding smokey effect to signify the cauterization of the wound instead of the stock *not stock anymore but still* blood hit? Maybe even a brief burst of fire in the area of contact to signify burning clothes?
[QUOTE=xalener;42203522]Might I make a suggestion? Char the wood and pull back the specular in the places where it makes contact with the metal. I actually like your decision to use wood because it won't transfer the heat from the rebar like the old metal material would[/QUOTE] I prefer a crossbow that's on fire if you ask me.
Tbh if Juniez was just to just add some wires from the battery or dirty it up a tiny bit then it would fit in a bit more but personally I'd say it is perfect as it is.
[QUOTE=xalener;42203522]Might I make a suggestion? Char the wood and pull back the specular in the places where it makes contact with the metal. I actually like your decision to use wood because it won't transfer the heat from the rebar like the old metal material would, meaning people could hold it. That being said, I'd still wear oven mitts or a HEV suit if I wanted to fire the HL2 Xbow :P Which brings me to this: is there gonna be a more convincing transition between unheated rebar and superheated rebar, I.e. not pulling it out of your pocket red hot *lol dick joke*? Also, when someone gets hit by it, will there be a scalding smokey effect to signify the cauterization of the wound instead of the stock *not stock anymore but still* blood hit? Maybe even a brief burst of fire in the area of contact to signify burning clothes?[/QUOTE] Would be possible to code in a material change. So it's unheated when you pull it out and then takes a moment to heat up when connected to the heated rail.
what the fuck, the crossbow isn't made of wood? i've been living under a lie all this time
What the hell I always thought it was a block of wood and some metal brackets..
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