[QUOTE=Uberslug;43763831]As someone who has studied the CP vest extensively, what is that bar underneath the white square?[/QUOTE]
[img]http://static2.wikia.nocookie.net/__cb20091223234552/half-life/en/images/c/cb/Metrocop_blue_eyes.jpg[/img]
Your guess is as good as mine. :v:
[QUOTE=Snood_1990;43764157][img]http://static2.wikia.nocookie.net/__cb20091223234552/half-life/en/images/c/cb/Metrocop_blue_eyes.jpg[/img]
Your guess is as good as mine. :v:[/QUOTE]
It looks like it bridges a bit at the middle, but is level with the patches on either end, so those would be level with the patches and above the white / bottom. I'm kinda leaning toward the white part indenting while the patches stick out and stay roughly level with the ends of the 'bridge', and then the panels around the rim being slightly lower than the bridge piece. That's how it looks to me at least.
They're all just pads that are broken up to give a wider range of movement. I guess you could model it on but normal maps should be able to handle it. You either model all of them or none of them.
I'd be okay with that one being modelled, since it sticks out so much more than the others, but the white patch should be indented a bit too, and the sides need to be level with the rest of the patches.
Hey uh, that picture brings up another question:
Blue eyes or black for CPs? I'm assuming black, because retail has it, but if blue it needs to have an actual lighting effect/sprite attached to it. Otherwise, it just looks kinda meh.
Perhaps they should be black when the officer is idle but turn blue when they are aggro'd? As if they are switching on some form of optic based comms system or something like that.
[QUOTE=gk99;43766988]Hey uh, that picture brings up another question:
Blue eyes or black for CPs? I'm assuming black, because retail has it, but if blue it needs to have an actual lighting effect/sprite attached to it. Otherwise, it just looks kinda meh.[/QUOTE]
It should be blue eyes, if you pay more attention to the concept art you can see into the eyes of the Metro Police, showing his face. I remember there being discussion about having the mask pop off during headshots. Having both together would make a nice effect
I'm interested to see how you guys are going to make the Charple dude. The burnt black thingummy you see in the dark with explosives along with his dismembered and more charred variants.
[QUOTE=Kebab;43767201]Perhaps they should be black when the officer is idle but turn blue when they are aggro'd? As if they are switching on some form of optic based comms system or something like that.[/QUOTE]
My suggestion for blue / black was to have them depend on the light level with a sliding scale from fullbright to pitch black. So in fullbright would be a semi-reflective grey, and in pitch black they would be a cyan-blue glow, and then a little of each for anything in between depending on the light levels.
[editline]2nd February 2014[/editline]
Basically like a glow-in-the-dark sticker, but with grey > cyan instead of white > lime.
[QUOTE=Sally;43767526]It should be blue eyes, if you pay more attention to the concept art you can see into the eyes of the Metro Police, showing his face. I remember there being discussion about having the mask pop off during headshots. Having both together would make a nice effect[/QUOTE]
I prefer black. The soldiers have colored eyes cause they're higher up in the chain of commands, therefore have a need for more advanced tech, while the CP are basic cops, so they'd likely just have plain lenses. And like you said, they were blue in the concepts, but you also gotta remember the concepts are a whole other things from the actual game.
[QUOTE=SirLemon;43767789]I prefer black. The soldiers have colored eyes cause they're higher up in the chain of commands, therefore have a need for more advanced tech, while the CP are basic cops, so they'd likely just have plain lenses. And like you said, they were blue in the concepts, but you also gotta remember the concepts are a whole other things from the actual game.[/QUOTE]
They most likely have a display of some sort lodged in there to give tactical information including a photo id of the civi who is wanted.
When last talking to Corgi it was black when in normal indoor / sunlight, but glowed slightly when in nighttime / really dark rooms.
[QUOTE=gk99;43766988]Hey uh, that picture brings up another question:
Blue eyes or black for CPs? I'm assuming black, because retail has it, but if blue it needs to have an actual lighting effect/sprite attached to it. Otherwise, it just looks kinda meh.[/QUOTE]
black. why would they need to be blue? overwatch soldiers have the glowing blue eyes to make them seem less human, but there's no reason for CPs to have them.
[QUOTE=Uncle Bourbon;43770097]black. why would they need to be blue? overwatch soldiers have the glowing blue eyes to make them seem less human, but there's no reason for CPs to have them.[/QUOTE]
That and you have to fight Soldiers in the dark sometimes (Nova Prospekt), CPs are pretty much never anywhere dark
I just extracted the Half-Life 2 maps Valve recompiled for X360's 2007 engine, I hope these maps can fix a lot of things, like the lighting differences and bugs!
[IMG]http://i.imgur.com/ly2G35W.png[/IMG]
Bonus:
[video=youtube;-YgY85-v-mw]http://www.youtube.com/watch?v=-YgY85-v-mw[/video]
What about something like one of these for the eyes?
[t]http://i.imgur.com/2ttd0CN.png[/t]
Like black with a very slight blue tint?
[QUOTE=Fat-Corgi-Guy;43770770]What about something like one of these for the eyes?
[t]http://i.imgur.com/2ttd0CN.png[/t]
Like black with a very slight blue tint?[/QUOTE]
Second to last on the right looks really cool
I think the lenses should be a slight bit convex too. Maybe just a recessed edge. Not like half spheres.
Any little contour to make whatever material you chose to add more noticeable.
[QUOTE=Ken Chan;43770699]I just extracted the Half-Life 2 maps Valve recompiled for X360's 2007 engine, I hope these maps can fix a lot of things, like the lighting differences and bugs![/QUOTE]
As long as you replace the textures in those maps ... They were downsampled for the console versions, after all ...
[QUOTE=CrystalGamma;43770856]As long as you replace the textures in those maps ... They were downsampled for the console versions, after all ...[/QUOTE]
[IMG]http://i.imgur.com/wylf2MN.png[/IMG]
Recompiling using Portal 2's tools right now, it won't have any console stuff left!
[QUOTE=Fat-Corgi-Guy;43770770]What about something like one of these for the eyes?
[t]http://i.imgur.com/2ttd0CN.png[/t]
Like black with a very slight blue tint?[/QUOTE]
I'd say something between the 4th and the 5th setting, maybe a mixture between them would look good.
what if they lit up with the stunstick activation but quickly dimmed again?
I say #4 with no green.
how bout just tint and increase contrast on the env map. Any kind of result results in the beta blue otherwise it would be blackish.
[QUOTE=mdeceiver79;43775825]how bout just tint and increase contrast on the env map. Any kind of result results in the beta blue otherwise it would be blackish.[/QUOTE]
Personally, I would use a phong warp texture, a la the Hunter.
I would, BUUUUT it's dependent on if you put the lenses on a separate texture than the rest of the mask or body- if you put them on the head or body texture and used a phong warp it'd make everything that phong was applied to on that model that way. Where as if you used the selfillume shader parameters like above it acts very similar, but it also wouldn't need to use phong at all so that could be left untouched and look fine on the rest of the model.
Why not fix the shader its self?
[QUOTE=Sally;43776737]Why not fix the shader its self?[/QUOTE]
'Cause it's not a problem with the shader.
[QUOTE=Fat-Corgi-Guy;43776720]I would, BUUUUT it's dependent on if you put the lenses on a separate texture than the rest of the mask or body- if you put them on the head or body texture and used a phong warp it'd make everything that phong was applied to on that model that way. Where as if you used the selfillume shader parameters like above it acts very similar, but it also wouldn't need to use phong at all so that could be left untouched and look fine on the rest of the model.[/QUOTE]
You could have the rest of the model on full basetint (with the exception of the lenses) and have a 2 by 2 blue phongwarp to achieve that colored glint. It bypasses the whole no basetint bug phongtint itself has.
That is of course if you really want to do that on the lenses.
[QUOTE=SirLemon;43780555]Or just do a seperate texture[/QUOTE]
That's present in what was quoted I know. I was referring to this part of the post specifically.
[QUOTE=Fat-Corgi-Guy;43776720]if you put them on the head or body texture and used a phong warp it'd make everything that phong was applied to on that model that way.[/QUOTE]
[QUOTE=BlueFlytrap;43777637]You could have the rest of the model on full basetint (with the exception of the lenses) and have a 2 by 2 blue phongwarp to achieve that colored glint. It bypasses the whole no basetint bug phongtint itself has.
That is of course if you really want to do that on the lenses.[/QUOTE]
Or just do a seperate texture
Sorry, you need to Log In to post a reply to this thread.