[img]http://imagizer.imageshack.us/v2/800x600q90/594/1u4f.jpg[/img]
It begins. (Again)
[QUOTE=Snood_1990;43547937][img]http://imagizer.imageshack.us/v2/800x600q90/594/1u4f.jpg[/img]
It begins. (Again)[/QUOTE]
p...pro...PROGRESS???
*has heart attack*
[QUOTE=SirLemon;43550265]p...pro...PROGRESS???
*has heart attack*[/QUOTE]
This isn't funny. This isn't funny. This isn't funny.
[QUOTE=wauterboi;43550443]This isn't funny. This isn't funny. This isn't funny.[/QUOTE]
Maybe, but that reply wasn't either
[QUOTE=SirLemon;43550502]Maybe, but that reply wasn't either[/QUOTE]
I'm not trying to be funny. People who keep referring to "non-progress" or whatever with the mod needs to leave. I don't really care if you were joking because it's annoying.
The only reason "half the thread" is filled with non-progress is because it's almost entirely people complaining about non-progress or saying "No you're dumb" to anything they dont agree with
I´m thinking of giving a try once again to making an improved chirp noise for the grenade timer, I think I may be able to do it well this time, but you´ll tell me when I post a preview.
[QUOTE=tehstrelok;43551773]I´m thinking of giving a try once again to making an improved chirp noise for the grenade timer, I think I may be able to do it well this time, but you´ll tell me when I post a preview.[/QUOTE]
I stick to my opinion the current one works just fine.
[QUOTE=Snood_1990;43547937][img]http://imagizer.imageshack.us/v2/800x600q90/594/1u4f.jpg[/img]
It begins. (Again)[/QUOTE]
Correct me if I'm wrong, but didn't someone make a CP model before?
[QUOTE=Mr. Someguy;43554345]Correct me if I'm wrong, but didn't someone make a CP model before?[/QUOTE]
I think... I think he might be the same guy
Following this mod is a bit confusing, because so much debate and discussion happens between the content updates it's hard to find content, much less piece it together
[QUOTE=Mr. Someguy;43554345]Correct me if I'm wrong, but didn't someone make a CP model before?[/QUOTE]
Yes, but he's using subd modelling this time, which means a higher quality bake and the likes.
[editline]16th January 2014[/editline]
[QUOTE=Snood_1990;43547937][img]http://imagizer.imageshack.us/v2/800x600q90/594/1u4f.jpg[/img]
It begins. (Again)[/QUOTE]
Lookin good, but tighten some of the edgeloops up a bit, it's looking a bit 'soft' from the turbosmooth.
[QUOTE=glitchvid;43555468]Yes, but he's using subd modelling this time, which means a higher quality bake and the likes.
[editline]16th January 2014[/editline]
Lookin good, but tighten some of the edgeloops up a bit, it's looking a bit 'soft' from the turbosmooth.[/QUOTE]
Presumably that's just the base mesh and that will go into a sculpting program.
[QUOTE=~ZOMG;43558847]Presumably that's just the base mesh and that will go into a sculpting program.[/QUOTE]
It will indeed. I'm also learning as I go along so forgive me if any progress looks a bit quiffy.
So me and ken are gonna see if we can get [URL="https://developer.valvesoftware.com/wiki/MultiBlend"]multiblend[/URL] working, which will be incredible, as we can make transitions between textures so much nicer looking.
[QUOTE=Stiffy360;43561150]So me and ken are gonna see if we can get [URL="https://developer.valvesoftware.com/wiki/MultiBlend"]multiblend[/URL] working, which will be incredible, as we can make transitions between textures so much nicer looking.[/QUOTE]
Doesn't that only work for displacements, which would mean it'd be a waste of a lot of resources if used on flat walls and the like?
[QUOTE=CrystalGamma;43561844]Doesn't that only work for displacements, which would mean it'd be a waste of a lot of resources if used on flat walls and the like?[/QUOTE]
It only works for displacements, and who said they were using it on flat walls anyways? Besides, displacements are cheaper to render since they render in batches.
[QUOTE=CrystalGamma;43561844]Doesn't that only work for displacements, which would mean it'd be a waste of a lot of resources if used on flat walls and the like?[/QUOTE]
They never said they weren't using it on displacements?
I assume it's just going to be for places where there's like, a dirt path or something.
This looks like a neat mod and I certainly hope it follows through.
[QUOTE=gk99;43562318]They never said they were using it on displacements?[/QUOTE]
[quote=developer.valvesoftware.com]Note:This shader only works on displacements.[/quote]
But I agree, for terrain this may make sense, since that's probably going to use displacements anyway.
Reading through this displacement conversation, nodding and going "no shit"
It's not so much a conversation as it is people being each other's parrot.
[QUOTE=CrystalGamma;43567238]But I agree, for terrain this may make sense, since that's probably going to use displacements anyway.[/QUOTE]
I meant weren't.
[QUOTE=gk99;43569218]I meant weren't.[/QUOTE]
Ah OK.
[QUOTE=xalener;43569134]Reading through this displacement conversation, nodding and going "no shit"
It's not so much a conversation as it is people being each other's parrot.[/QUOTE]
If you paid more attention, you'd have noticed that he negated the original sentence in an edit :v:
Unfortunatly the Multiblend shader is setup to work with the flashlight (global light) such as in dota. You would have to re-write the whole shader for it to work with lightmaps.
[QUOTE=Firegod522;43570144]Unfortunatly the Multiblend shader is setup to work with the flashlight (global light) such as in dota. You would have to re-write the whole shader for it to work with lightmaps.[/QUOTE]
I do realize this is the case, which is why I was chatting with ken about it.
[QUOTE=Firegod522;43570144]Unfortunatly the Multiblend shader is setup to work with the flashlight (global light) such as in dota. You would have to re-write the whole shader for it to work with lightmaps.[/QUOTE]
[IMG]http://cloud-2.steampowered.com/ugc/886382257784507749/D4921EE895215D8FD8D1AE08D26373F5428618B0/[/IMG]
It's not that hard to fix Multiblend.
[QUOTE=Snood_1990;43547937][img]http://imagizer.imageshack.us/v2/800x600q90/594/1u4f.jpg[/img]
It begins. (Again)[/QUOTE]
Rayman, is that you????
Sup guys, I am currently working on Cinematic Physics for the mod.
Exporting stuff from 3DS Max's Rayfire plugin.
I'm trying to work on this scene first.
[video=youtube;a82z5T02P9M]http://www.youtube.com/watch?v=a82z5T02P9M[/video]
(The scene is the Vanilla one from HL2, not a modified one)
We could use it to make dynamic objects (that could blow off) or tiles.
[QUOTE=SirLemon;43550265]p...pro...PROGRESS???
*has heart attack*[/QUOTE]
*Grabs you by the throat*
BACK THE FUCK OFF??!
[QUOTE=banshee93;43582562]Sup guys, I am currently working on Cinematic Physics for the mod.
Exporting stuff from 3DS Max's Rayfire plugin.
I'm trying to work on this scene first.
[video=youtube;a82z5T02P9M]http://www.youtube.com/watch?v=a82z5T02P9M[/video]
(The scene is the Vanilla one from HL2, not a modified one)
We could use it to make dynamic objects (that could blow off) or tiles.[/QUOTE]
I was thinking something like this
[video=youtube;oYRTw7PsdWI]http://www.youtube.com/watch?v=oYRTw7PsdWI[/video]
The way it drops down, flexes slightly and eventually breaks in the middle
[editline]19th January 2014[/editline]
Of course since the HL2 one is made of brick, you could get away with breaking it in a few more places
Sorry, you need to Log In to post a reply to this thread.