In regards to the animation, those are MaxofS2D's animations, he gave us free use as them. We will most likely have new ones before this is released.
[QUOTE=NeoDement;40502255]It's so bad how you guys just shut down masses of complaints as "artistic choice"... or "It's WIP, of course it will be changed"
*never gets changed*
"I wish people wouldn't wait till it was in-engine and it's "too late"* to make changes"
*it's never too late and that's a terrible way of thinking.
I don't understand why you're texturing that gun in such an old fashioned way, either... this is meant to be an enhancement mod so using such dated techniques is strange.[/QUOTE]
Sorry to be rude, but do you[I] read[/I]?
It's old, but it's not THAT old. It's good enough to do all the things Juniez was advising.
[QUOTE=Fat-Corgi-Guy;40502323]
Sorry to be rude, but do you[I] read[/I]?[/QUOTE]
Respond to what I said? I read the whole thread and saw no satisfactory answers.
[QUOTE=ultradude25;40501474]Why is the pistol held one-handed? The only time that makes any sense is when duel-wielding, which itself is ridiculous.[/QUOTE]
The original first person animations were one-handed.
[IMG]http://www.interlopers.net/images/hl2tutorials/new_weapons/vpistolzd1.jpg[/IMG]
-snip-
i'm pretty sure NeoDement knows his stuff in this matter
Allright we'll do a little vote, the ones who like the direction the mod is going into press agree.
The ones who don't press disagree. Simple as that.
Here's a pirate for you're enjoyment.
[t]https://dl.dropboxusercontent.com/u/5497487/Hev_wip_pirate.png[/t]
[editline]sds[/editline]
If we have more disagrees as agrees, we might as well head over to ModDB and leave FP.
[QUOTE=kwant111;40502433]Allright we'll do a little vote, the ones who like the direction the mod is going into press agree.
The ones who don't press disagree. Simple as that.[/QUOTE]
what exactly do you mean by "direction"
[QUOTE=Cone;40502470]what exactly do you mean by "direction"[/QUOTE]
By direction I mean the way things are packing out, the plans we have and the changes were making.
It's not really a yes or no question though, people may agree with some things and disagree with others.
[QUOTE=kwant111;40502479]By direction I mean the way things are packing out, the plans we have and the changes were making.[/QUOTE]
That's a really broad question. As I like how everything is turning out with the mod but the way you guys are taking constructive criticism and other input leaves much to be desired.
[QUOTE=Chonch;40502337]The original first person animations were one-handed.
[IMG]http://www.interlopers.net/images/hl2tutorials/new_weapons/vpistolzd1.jpg[/IMG][/QUOTE]
I would chalk that up to lazy animating or gameplay balancing (to make reloading faster, as the hand doesn't need to go down to get a mag), since the third-person animations are two handed. Even if the suit somehow allowed Gordon to keep a good aim one-handed, he's not using the other hand for anything so it'd be pointless and probably uncomfortable not to use both hands.
I think it should be two-handed as well.
[QUOTE=highvoltage;40502659]That's a really broad question. As I like how everything is turning out with the mod but the way you guys are taking constructive criticism and other input leaves much to be desired.[/QUOTE]
Well I might be speaking for myself now, but I used all the criticism I could use on the model of my SMG and my HEV Suit, So don't get me wrong there.
Though keep in mind that we can't please everyone.
[editline]sds[/editline]
Ooh and Neodement, I fail to see why the posts you just wrote are an addition to the discussion from a few hours ago, they seem kind of pointless [b]to me[/b].
[QUOTE=ultradude25;40502670]I would chalk that up to lazy animating or gameplay balancing (to make reloading faster, as the hand doesn't need to go down to get a mag), since the third-person animations are two handed. Even if the suit somehow allowed Gordon to keep a good aim one-handed, he's not using the other hand for anything so it'd be pointless and probably uncomfortable not to use both hands.[/QUOTE]
Though this is something we might want to rethink alot of times, since this will change the way you view the gun, and going on from previous critcs people don't seem to like that.
[QUOTE=Tweevle;40502567]It's not really a yes or no question though, people may agree with some things and disagree with others.[/QUOTE]
Well since some people tend to have some problem with choosing here on facepunch, I just gave them a simple choice so actually it is. Because the way some people are posting things, it seems like they don't like anything at all about the mod.
[QUOTE=kwant111;40502433]Allright we'll do a little vote, the ones who like the direction the mod is going into press agree.
The ones who don't press disagree. Simple as that.
Here's a pirate for you're enjoyment.
[t]https://dl.dropboxusercontent.com/u/5497487/Hev_wip_pirate.png[/t]
[editline]sds[/editline]
If we have more disagrees as agrees, we might as well head over to ModDB and leave FP.[/QUOTE]
Damn... That's a nice looking HEV Suit, even if it's a WIP.
[QUOTE=NeoDement;40502255]
I don't understand why you're texturing that gun in such an old fashioned way, either... this is meant to be an enhancement mod so using such dated techniques is strange.[/QUOTE]
Because literally, we have to bake the AO into the diffuse.
There is no other way on Source.
(But, Tobba is looking into modifying the vertexlitgeneric to allow for it.)
I'm just going to ask a question that hopefully someone can answer. I'd really love an answer from NeoDement or one of the other realtime lighting advocates.
Okay, you've convinced me that textured lighting is an old fashioned way of doing things, but I still see the realtime lighting of Source to be letting the assets down. So, what can the devs do to go half way between these two dilemmas to get the best looking textures they can?
[QUOTE=kwant111;40502433]Allright we'll do a little vote, the ones who like the direction the mod is going into press agree.
The ones who don't press disagree. Simple as that.
Here's a pirate for you're enjoyment.
[t]https://dl.dropboxusercontent.com/u/5497487/Hev_wip_pirate.png[/t]
[editline]sds[/editline]
If we have more disagrees as agrees, we might as well head over to ModDB and leave FP.[/QUOTE]
I hope those little bars in the forearms aren't going to be on the final model.
[QUOTE=Mech Bgum;40504257]You're totally missing the point. Baking AO is not the case, it's drawing fake lighting into textures.[/QUOTE]
A million times this. Nobody ever said a thing against baked ambient occlusion.
[QUOTE=Chonch;40504252]I hope those little bars in the forearms aren't going to be on the final model.[/QUOTE]
Nice constructive critcism Conch. :v: (again, you've been proven to be so usefull)
The final model is a big plastic crown with your name on it and it sparkles and casts fire. Everything else in the game dies immediatly in the awe of awesomeness it extrudes.
Its still a WIP, I used those arms from the original model to give everyone an idea what it would look like.
Thats why I made the other arm cut off like that, thats supposed to be the new arm, hench the joke "pirate".
[QUOTE=kwant111;40504335]The final model is a big plastic crown with your name on it and it sparkles and casts fire. Everything else in the game dies immediatly in the awe of awesomeness it extrudes.[/QUOTE]
But can you fit a person in it?
[QUOTE=glitchvid;40503711]Because literally, we have to bake the AO into the diffuse.
There is no other way on Source.
(But, Tobba is looking into modifying the vertexlitgeneric to allow for it.)[/QUOTE]
Or we can always do the extremely shitty Far Cry 3 looking SSAO.
...actually, didn't it get the "Far Cry 3 Look" from a low depthbuffer? Arn't we able to adjust that now with just a simple console command?
[QUOTE=kwant111;40502433]Allright we'll do a little vote, the ones who like the direction the mod is going into press agree.
The ones who don't press disagree. Simple as that.
Here's a pirate for you're enjoyment.
[t]https://dl.dropboxusercontent.com/u/5497487/Hev_wip_pirate.png[/t]
[editline]sds[/editline]
If we have more disagrees as agrees, we might as well head over to ModDB and leave FP.[/QUOTE]
Well, at least it explains the one handed pistol.
[QUOTE=kwant111;40502433]Here's a pirate for you're enjoyment.
[t]https://dl.dropboxusercontent.com/u/5497487/Hev_wip_pirate.png[/t][/QUOTE]
The torso is pretty much perfect in my opinion. Now I guess the arms and legs are still WIP but I'll comment on them anyway. The arm is from the original model, right? So basically no work on it just yet. Then I think it would be stupid for me to criticize it. Now the legs. The upper part's "holes" on the sides are maybe too deep and go too low. The boots are okay but the shin protection seems to be heavily WIP.
[QUOTE=Marden;40505704]The torso is pretty much perfect in my opinion. Now I guess the arms and legs are still WIP but I'll comment on them anyway. The arm is from the original model, right? So basically no work on it just yet. Then I think it would be stupid for me to criticize it. Now the legs. The upper part's "holes" on the sides are maybe too deep and go too low. The boots are okay but the shin protection seems to be heavily WIP.[/QUOTE]
Thanks for the crits! I'll work on it right after I finish this fast mockup texture for my SMG.
[QUOTE=Chonch;40504932]But can you fit a person in it?[/QUOTE]
Last time I checked a crown was placed on someone's head...
[QUOTE=Mech Bgum;40504257]You're totally missing the point. Baking AO is not the case, it's drawing fake lighting into textures.[/QUOTE]
sorry if i'm missing anything here -- but when has anyone working on this mod drawn fake, direct, clear lighting onto a model? it's only been ambient occlusion, Corgi previously was struggling (?) with drawing ambient occlusion so he just baked it into the diffuse instead of texturing it himself. I doubt he would draw direct lighting on any of the textures.
[img]http://img541.imageshack.us/img541/7582/smg1.jpg[/img]
Mind out of the way guys, master texturer coming through. Oh jeez...
[QUOTE=Snood_1990;40507907][img]http://img541.imageshack.us/img541/7582/smg1.jpg[/img]
Mind out of the way guys, master texturer coming through. Oh jeez...[/QUOTE]
Loving that red dot master texturer
Due to the texture I have to remake it. God damn source.
[QUOTE=Garrison;40508636]I'm working on a new texture for Kliener's eye scanner.
[t]http://solarii.org/eyescanner_disp1.gif[/t]
ignore the little hicup that's my bad GIF making skills.[/QUOTE]
IDK, the hiccup might make for a great effect, it would after all be a salvaged scanner, so it would probably have some screen issues. Having it flicker a bit or corrupt every few frames would be nice.
[QUOTE=A_Pigeon;40508716]IDK, the hiccup might make for a great effect, it would after all be a salvaged scanner, so it would probably have some screen issues. Having it flicker a bit or corrupt every few frames would be nice.[/QUOTE]
I added it to the frames :)
[QUOTE=Garrison;40508636]I'm working on a new texture for Kliener's eye scanner.
[t]http://solarii.org/eyescanner_disp1.gif[/t]
ignore the little hicup that's my bad GIF making skills.[/QUOTE]
Height is misspelled.
[editline]sdfsdf[/editline]
Oh, and "Preform" should be "Perform". I make that mistake all the time.
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