[QUOTE=Yourself;40540891]Also needs some titty-mmm-bop-bop-tittays[/QUOTE]
Isn't the point of this mod to NOT be FakeFactory 2.0? and just keep the original feel of things?
[QUOTE=Tweevle;40537507]Talking of Metrocops, would it be possible to add female ones, since canonically there are female citizens who join up? Like, it'd pick randomly between a male and female model as the citizens do (although keep the same voices, since the vocoder changes them beyond recognition anyway). Seeing a bit of variety would add the impression that they're regular humans from all walks of life that joined up for the advantages it brings.
Something like this (from [URL="http://www.garrysmod.org/downloads/?a=view&id=132717"]this Metropolice Skin Pack[/URL]):
[IMG]http://i.imgur.com/Y9yS5ip.png[/IMG]
It'd be great to have the same with zombies too (headcrabs presumably wouldn't differentiate between genders), and perhaps soldiers and stalkers as well, although this could be hand-waved as them all being modified to look the same anyway.[/QUOTE]
I like the idea of all the metrocops looking the same. That way it makes it seems like the combine did everything they to make sure that everyone lost as much individuality as they could when someone decides to sign-up.
[QUOTE=Takuat;40541274]I like the idea of all the metrocops looking the same. That way it makes it seems like the combine did everything they to make sure that everyone lost as much individuality as they could when someone decides to sign-up.[/QUOTE]
But metrocops are just ordinary citizens without any modification.
make sure the female metrocop has at least DD
Female Metro shouldn't have any because the armour would hold them back like it does on female Rebels. Now shush.
[QUOTE=Takuat;40541274]I like the idea of all the metrocops looking the same. That way it makes it seems like the combine did everything they to make sure that everyone lost as much individuality as they could when someone decides to sign-up.[/QUOTE]
I think it's striking a balance - yes, you want them to look like people who have lost their individuality, but at the same time you want them to look like [I]people[/I] who have lost their individuality, as opposed to generic evil goons that no one cares about. Not everyone who plays HL2 even realises that they're meant to be regular humans, which is kind of the major point about Civil Protection (normal people given anonymity and power over others can do terrible things, à la [URL="http://en.wikipedia.org/wiki/Stanford_prison_experiment"]Stanford Prison Experiment[/URL]). Having female Metrocops would probably make that a little bit more apparent, as well as making more sense.
I also had an idea that sometimes if you blow them up or get a headshot then the front part of their mask will break off, showing a dead citizen face, but that might be a bit overkill?
So uhh seen Juniez's model yet?
[IMG]http://media.moddb.com/images/members/1/96/95390/smg1-tex2.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/1157653/work/smg1.jpg[/IMG]
[QUOTE=Zero Hour;40542895]So uhh seen Juniez's model yet?
[IMG]http://media.moddb.com/images/members/1/96/95390/smg1-tex2.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/1157653/work/smg1.jpg[/IMG][/QUOTE]
[QUOTE=Teh Kiyoshi;40532984][url]http://facepunch.com/showthread.php?t=1250308&p=40530458&viewfull=1#post40530458[/url][/QUOTE]
Yes, we saw it.
[QUOTE=Zero Hour;40542895]So uhh seen Juniez's model yet?
[IMG]http://media.moddb.com/images/members/1/96/95390/smg1-tex2.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/1157653/work/smg1.jpg[/IMG][/QUOTE]
Too bad there's not an ingame screenshot.
[QUOTE=glitchvid;40542974]Too bad there's not an ingame screenshot.[/QUOTE]
Also that model seems a bit too smooth round some edges that should be sharper, though maybe that's just me...
Oh my fucking god you guys
[QUOTE=xalener;40544633]Oh my fucking god you guys[/QUOTE]
Nobody is forcing you to sit through this.
Seriously, if it agitates you to the point of posting about it, just ignore the thread: it isn't going to help anyone if you just get mad when reading through threads.
[QUOTE=Mr. Someguy;40541582]Female Metro shouldn't have any because the armour would hold them back like it does on female Rebels. Now shush.[/QUOTE]
The exception would be Lara Croft if she managed to get into the HL universe and put on resistance armour. She would still stand out.
Look at this High skill texturing of awesomeness!
[IMG]http://puu.sh/2NTks.png[/IMG]
[sub][sub]Okay not really[/sub][/sub]
I wanted to see if I could make something semi decent. :v:
Welp, I can't texture, It's a simple AO bake with plain color, it's ugly :c
Do you guys plan on altering the crane controls in favour of a more complex control scheme? If not you should consider it. Maybe something like:
W - Arm Forward
S - Arm Backward
A - Crane Left
D - Crane Right
Shift - Payload Up
Ctrl - Payload Down
Lclick - Magnet On / Off
Rclick - Stabilize (stops it from swinging around so much) [sub]*is that even possible?[/sub]
They're very simple as is, but I find not being able to control the height without pitching the entire arm forward or back makes it more difficult to work with.
I already had enough trouble moving the crane around when I first played HL2, no need to make it harder
[QUOTE=glitchvid;40542974]Too bad there's not an ingame screenshot.[/QUOTE]
He asked me to import it which i'm still busy with, i'll get some screenshots up later on.
The only thing left to do is tweak the VMT.
[t]http://puu.sh/2NUIg.png[/t]
>Breen made it
>It's better
>It's the same size
>implying
[highlight](User was banned for this post ("Meme reply / shitposting" - MaxOfS2D))[/highlight]
[QUOTE=soullink;40545443][t]http://puu.sh/2NUIg.png[/t]
>Breen made it
>It's better
>It's the same size
>implying
[highlight](User was banned for this post ("Meme reply / shitposting" - MaxOfS2D))[/highlight][/QUOTE]
IMHO thats a shitty skin
WAY too clean, belongs in TF2's style , not rugged dirty hellish HL2
They still put something into it to make you forget, didn't they?
..I don't even remember why I'm here. (Yes, actually. To document bugs in the original maps, along with giving info on how to do things efficiently like using the [URL="https://developer.valvesoftware.com/wiki/Patch"]Patch[/URL] shader for skingroups or [URL="https://developer.valvesoftware.com/wiki/$blendtintbybasealpha"]$blendtintbybasealpha[/URL])
[QUOTE=MaxOfS2D;40545244]I already had enough trouble moving the crane around when I first played HL2, no need to make it harder[/QUOTE]
Wait how would that be harder? I would think being able to actually control the height would be much easier, so easy a CoD player could do it. And surely better than dropping the magnet 4 times until you finally stick when you're after, and then having to drop it and hope it doesn't bounce off the dock again, oops there it goes!
I hate the way the crane handles currently, sure it's simple, but the simplicity is frustrating when it works against me rather than for me.
[QUOTE=Mr. Someguy;40545641]Wait how would that be harder? I would think being able to actually control the height would be much easier, so easy a CoD player could do it. And surely better than dropping the magnet 4 times until you finally stick when you're after, and then having to drop it and hope it doesn't bounce off the dock again, oops there it goes!
I hate the way the crane handles currently, sure it's simple, but the simplicity is frustrating when it works against me rather than for me.[/QUOTE]
What he's saying isn't to make it harder, it's to change how the crane works
Right now when you press W, the arm drops, which makes the magnet move forward and down in a curve, which is hard to predict. What he's saying is make the arm drop and cable move up when you press W, so instead of the curve the magnet just moves straight forward, then you get use Shift and control to winch the magnet up and down instead of clicking to make it fly down at max speed
[t]http://puu.sh/2NVBR.png[/t]
What we have now on the left, what he wants on the right. It's exactly what the cranes in GTA:SA do, and they were piss easy to control
[editline]6th May 2013[/editline]
At least that's what I think he's saying, it's a bit vague and I don't really remember how the crane in HL2 works :v:
[QUOTE=kaze4159;40545718]What he's saying isn't to make it harder, it's to change how the crane works
Right now when you press W, the arm drops, which makes the magnet move forward and down in a curve, which is hard to predict. What he's saying is make the arm drop and cable move up when you press W, so instead of the curve the magnet just moves straight forward, then you get use Shift and control to winch the magnet up and down instead of clicking to make it fly down at max speed
[t]http://puu.sh/2NVBR.png[/t]
What we have now on the left, what he wants on the left. It's exactly what the cranes in GTA:SA do, and they were piss easy to control
[editline]6th May 2013[/editline]
At least that's what I think he's saying, it's a bit vague and I don't really remember how the crane in HL2 works :v:[/QUOTE]
Not sure why you quoted me, unless you meant to quote Max. But yeah, this is what I was getting at. The figure on the right side is what I was getting at though, and to me it sounds much easier even if it requires 2 extra buttons (3 if the count Left Mouse for [I]holy shit stop swinging all over the place I'm trying to put you down[/I]). I couldn't understand why people are against it.
[editline]6th May 2013[/editline]
Also you are right, the left figure is how the crane works in HL2. The magnet stays the same distance away from the winch at all times unless you press M1, which makes it drop until it hits something, then retract back up to it's normal height.
Just realised I said left twice, oops :v:
But yeah, that's a way better control scheme, plus in GTA you could perfectly swing shit into cars, HL2 makes you drop it on them
As a perfectionist I think it has to be made the same thing but with higher qualityh, as much of the props around. It shall be Half-Life 2 HD with cool features which don't affect Valve's original vision which has been executed in the game.
[QUOTE=Tweevle;40537507]Talking of Metrocops, would it be possible to add female ones, since canonically there are female citizens who join up? Like, it'd pick randomly between a male and female model as the citizens do (although keep the same voices, since the vocoder changes them beyond recognition anyway). Seeing a bit of variety would add the impression that they're regular humans from all walks of life that joined up for the advantages it brings.
Something like this (from [URL="http://www.garrysmod.org/downloads/?a=view&id=132717"]this Metropolice Skin Pack[/URL]):
[IMG]http://i.imgur.com/Y9yS5ip.png[/IMG]
It'd be great to have the same with zombies too (headcrabs presumably wouldn't differentiate between genders), and perhaps soldiers and stalkers as well, although this could be hand-waved as them all being modified to look the same anyway.[/QUOTE]
This made me curious about trying to make a lady metrocop playermodel for gmod
It's just the regular metrocop resized to 90% and using the female animations instead.
[IMG]https://dl.dropbox.com/u/3797350/ShareX/2013-05/2013-05-06_15-38-52.png[/IMG] [IMG]https://dl.dropbox.com/u/3797350/ShareX/2013-05/2013-05-06_15-39-30.png[/IMG]
Seems like just that simple modification (entirely in QC) works pretty well. Could try narrowing the waist / shoulders and widening the hips a bit more, maybe.
[editline]6th May 2013[/editline]
Looks like it's fucking up with the LODs big time, though
[t]https://dl.dropbox.com/u/3797350/ShareX/2013-05/Garry%27s_Mod_2013-05-06_15-47-12.jpg[/t]
[editline]6th May 2013[/editline]
But anyway, yeah, you guys should definitely try to make lady metrocops for your mod
Half-Life 2 is one of those rare games that are gender-neutral (like TES) and that is very cool
I like the idea of the uniform hiding gender. Makes the CP a little more alien and unnatural.
but I think it'd be nice to have a couple of differently proportioned models just for variety. Not male/female variants per se.
[B]Ok, now that we have a new model...[/B]
[img]http://i.imgur.com/NnjfTkO.png[/img]
I minipulated the new texture that Garrison and UberMunchkin made (the blue part of the can) and I textured the rest.
[QUOTE=MaxOfS2D;40546744]This made me curious about trying to make a lady metrocop playermodel for gmod
It's just the regular metrocop resized to 90% and using the female animations instead.
[IMG]https://dl.dropbox.com/u/3797350/ShareX/2013-05/2013-05-06_15-38-52.png[/IMG] [IMG]https://dl.dropbox.com/u/3797350/ShareX/2013-05/2013-05-06_15-39-30.png[/IMG]
Seems like just that simple modification (entirely in QC) works pretty well. Could try narrowing the waist / shoulders and widening the hips a bit more, maybe.
[editline]6th May 2013[/editline]
Looks like it's fucking up with the LODs big time, though
[t]https://dl.dropbox.com/u/3797350/ShareX/2013-05/Garry%27s_Mod_2013-05-06_15-47-12.jpg[/t]
[editline]6th May 2013[/editline]
But anyway, yeah, you guys should definitely try to make lady metrocops for your mod
Half-Life 2 is one of those rare games that are gender-neutral (like TES) and that is very cool[/QUOTE]
I've done this before and there's a lot of issues that come with it unfortunately. Namely the finger and shoulder rigging and the squashed look of the vest. It seems to pull the mesh up and distort it a lot.
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