Juniez is also working on the buggy.
[t]https://dl.dropboxusercontent.com/u/1157653/work/buggy-lp-1.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/1157653/work/buggy-lp-2.jpg[/t]
[t]http://puu.sh/7h6mz.png[/t]
[QUOTE=Hideyoshi;44217220]Juniez is also working on the buggy.
[t]https://dl.dropboxusercontent.com/u/1157653/work/buggy-lp-1.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/1157653/work/buggy-lp-2.jpg[/t]
[t]http://puu.sh/7h6mz.png[/t][/QUOTE]
I do not think his modelling work is actually getting put into the game however. Which is unfortunate because some of his models I really like. (but again some of them not so much)
Everything is open to change but the buggy rear tyres are like that because dune buggies have tyres like that, they may change later on but right now thats how they are. I am more concerned with finishing the model that re-iterating parts of it right now. Its early days guys. Also Juniez's model is very good but he is making a straight remake not so much a re-imagining of the model and he is making his models for his model pack that he is working with Fewes to release.
[QUOTE=Proj3ct_ZeRo;44217264]Everything is open to change but the buggy rear tyres are like that because dune buggies have tyres like that, they may change later on but right now thats how they are. I am more concerned with finishing the model that re-iterating parts of it right now. Its early days guys.[/QUOTE]
not implying that you should only listen to me, but don't you think it would be easier to get a shape that the majority likes, and work off of that instead of getting it all done then re-iterating parts later? sounds more painful. i would suggest posting your progress occasionally on the thread to see what users as a community think of each individual update so you're not pulling your hair out 3 months later when everything is perfect in your eyes then randomly someone says "x needs to by a little more y" and it gets 4,000 agrees and then you have to re-do a whole piece of the model. Happens fairly often in this thread.
I am aware of this which is another reason why the model is being made piece by piece, so I can swap out things that are extremely disliked or whatever, dont worry ive got you guys covered.
I Wheely need to steer this thread back on track with content! the highpoly for this was over 2 million polys because I decided I would model the stitches onto the leather.. I think it was worth the extra effort.
[IMG]http://i61.tinypic.com/2ush7if.jpg[/IMG]
[IMG]http://i59.tinypic.com/a3nqr9.png[/IMG]
some nice modelling and texture progress has been brought in these pages,
[QUOTE=Proj3ct_ZeRo;44217437][IMG]http://i61.tinypic.com/2ush7if.jpg[/IMG]
[IMG]http://i59.tinypic.com/a3nqr9.png[/IMG][/QUOTE]
You modeled each and every one of those stitches?
I salute you and your patience.
Please tell me it was worth it :c
[QUOTE=Proj3ct_ZeRo;44217437]I am aware of this which is another reason why the model is being made piece by piece, so I can swap out things that are extremely disliked or whatever, dont worry ive got you guys covered.
I Wheely need to steer this thread back on track with content! the highpoly for this was over 2 million polys because I decided I would model the stitches onto the leather.. I think it was worth the extra effort.
-pics- [/QUOTE]
This looks really good. And the steering wheel should be high poly anyways (not this high poly, but you know what I mean), since you have too look at it so often during that stage of the game. I also like how yo-
[QUOTE]I Wheely need to steer this thread back on track[/QUOTE]
No. Just....no.
[QUOTE=Clear_Strelok;44214450]Are you sure about that ? I'm not experienced at all with the source engine so I trust you, naturally. But before making the normal for the supply crates I've checked out the Half-Life 2 textures folder to see how normals works in this game and I saw a lot of them having the usual "correct" direction. Like this one for example:
[T]http://img11.hostingpics.net/pics/972803brickwall048anormal.png[/T]
I'm a bit confused here.
[/QUOTE]
The bricks are 'down' or 'flat' on that normal picture, while the grout is jutting out: this means that in engine it will be the opposite.
This is what the normal would shade if you put it into source:
[t]http://static.glitchvid.com/uw/forums/fp/vgm/hl2ey/correctnrmrender.png[/t]
And if you inverted those normals:
[t]http://static.glitchvid.com/uw/forums/fp/vgm/hl2ey/incorrectnormals.png[/t]
The render:
[t]http://static.glitchvid.com/uw/forums/fp/vgm/hl2ey/incorrectnormalrender.png[/t]
To flip the normals, just invert the green channel in Photoshop.
In case anyone doesn't know that. I see a lot of skins and textures with inverted normals and no one seems to notice (not in this thread, just in general).
[QUOTE=TheRealRudy;44220844]The model looks great, but I think you need to add some more rusty textures. Right now, it looks like it comes straight out of ToonTown Online.[/QUOTE]
[url=http://facepunch.com/showthread.php?t=1266112&p=44220864#post44220864][img]http://i.somethingawful.com/forumsystem/emoticons/emot-stare.gif[/img][/url]
[QUOTE=Uberslug;44220684]To flip the normals, just invert the green channel in Photoshop.
In case anyone doesn't know that. I see a lot of skins and textures with inverted normals and no one seems to notice (not in this thread, just in general).[/QUOTE]
Yeah it annoys the piss out of me, it makes the model look like shit and nobody's smart enough to realize you need to press one hotkey to fix it.
[QUOTE=Hideyoshi;44217220]Juniez is also working on the buggy.
[t]https://dl.dropboxusercontent.com/u/1157653/work/buggy-lp-1.jpg[/t][/QUOTE]
hopefully the enhancement mod buggy will be similar. as in, an enhanced version of the original model, not [I]completely[/I] revised.
[QUOTE=Clear_Strelok;44214450][T]http://img11.hostingpics.net/pics/6905192014031200049.jpg[/T]
However I am still wondering why some normals like the one I posted above are not inverted.[/QUOTE]
Eh, still looks boring. It looks really off. I'm not talking about the textures, I'm talking about the crate model. It's too bland, like a 3 year old made using a cardboard box and a professional painted it for him. Like a guy said before at the top of the page, a new ammo crate model is in need.
[T]http://4.bp.blogspot.com/_sn4jYQ4LKTk/SwZVNVuWpdI/AAAAAAAAFjE/PqfnMXvf62w/s1600/AmmoCrate2.jpg[/T]
[I]at least it's not boring and looks more like an ammo crate.[/I]
[QUOTE=iAmaNewb;44221603]
[T]http://4.bp.blogspot.com/_sn4jYQ4LKTk/SwZVNVuWpdI/AAAAAAAAFjE/PqfnMXvf62w/s1600/AmmoCrate2.jpg[/T]
[I]at least it's not boring and looks more like an ammo crate.[/I][/QUOTE]
That makes no sense, your picture looks even less like an ammo crate than the HL2 one, it's a generic crate with text on it :v:
[QUOTE=TheRealRudy;44220844]The model looks great, but I think you need to add some more rusty textures. Right now, it looks like it comes straight out of ToonTown Online.[/QUOTE]
i may or may not be correct.. but it seems to be completely un textured at moment..
on something else
[url]http://gamebanana.com/models/3357[/url]
talk about "tacticool" :v
[QUOTE=tehstrelok;44221931]on something else
[url]http://gamebanana.com/models/3357[/url]
talk about "tacticool" :v[/QUOTE]
Tactical = more pouches and untextured guns
[editline]13th March 2014[/editline]
Also knee and elbow pads on top of your full body armour
[QUOTE=tehstrelok;44221931]on something else
[url]http://gamebanana.com/models/3357[/url]
talk about "tacticool" :v[/QUOTE]
Not a bad idea, but I can't avoid shudder on the aspect of the mesh that it will have with X animations. It will end looking bad (or just everything clipping).
[QUOTE=tehstrelok;44221931]on something else
[url]http://gamebanana.com/models/3357[/url]
talk about "tacticool" :v[/QUOTE]
Why does he have bread glued on his vest.
What.
I would like ammo pouches and pistol holsters, but that's a good example on how [I]not[/I] to do it.
[QUOTE=kaze4159;44221988]Tactical = more pouches and untextured guns
[editline]13th March 2014[/editline]
Also knee and elbow pads on top of your full body armour[/QUOTE]
Also being bright yellow
[QUOTE=Yourself;44200794]To the sound guys, it would be a big step up if you changed the standard gunshot/whizby sounds into
supersonic cracks (a la Battlefield 3,4 and Bad company 2) it feels much more visceral[/QUOTE]
Well, I tried something, what do you think of this?
At the moment, it is limited to the sounds that play ingame so it´s a combination of bullet crack noises with flybys, also to how close the bullet must pass to make the noise, it will require some coding (or scripting?) to make it work properly.
NOTE: none of the skins are part of the mod
[video=youtube;6M8mFyB8qUM]http://www.youtube.com/watch?v=6M8mFyB8qUM[/video]
[QUOTE=tehstrelok;44222264]Well, I tried something, what do you think of this?
At the moment, it is limited to the sounds that play ingame so it´s a combination of bullet crack noises with flybys, also to how close the bullet must pass to make the noise, it will require some coding (or scripting?) to make it work properly.[/QUOTE]That sounds really great right now ! Maybe you could just make the crack noises a bit less frequent like:
[I](Only Flybys)
whine_1
whine_2
whine_3
(Crack and Flyby)
whine_4
(Only Flybys)
whine_5
whine_6
whine_7
(Crack and Flyby)
whine_8[/I]
[QUOTE=tehstrelok;44222264]Well, I tried something, what do you think of this?
At the moment, it is limited to the sounds that play ingame so it´s a combination of bullet crack noises with flybys, also to how close the bullet must pass to make the noise, it will require some coding (or scripting?) to make it work properly.
NOTE: none of the skins are part of the mod
[video=youtube;6M8mFyB8qUM]http://www.youtube.com/watch?v=6M8mFyB8qUM[/video][/QUOTE]
Just a suggestion, a good place to test the wizzing sound might be in that street war level where you come out of a tunnel and hide from a strider and scanners in that building. If you noclip up onto the ledge opposite of the tunnel you exited, there are sprites shooting back and forth (or something, I dunno) and they make wizzing noises if you stand in them :v:
[QUOTE=Mr. Someguy;44222346]Just a suggestion, a good place to test the wizzing sound might be in that street war level where you come out of a tunnel and hide from a strider and scanners in that building. If you noclip up onto the ledge opposite of the tunnel you exited, there are sprites shooting back and forth (or something, I dunno) and they make wizzing noises if you stand in them :v:[/QUOTE]
Is just like having them shoot at you, although, without having to mute the hit sounds
or you can just use the duck view exploit
duck, let go and quickly hold it down again. your view will stand but your hitboxes are still down and combines will shoot at your face view (but you wont lose health and you will hear nothing but bullet flyby)
I don't know if the team is heading for this kind of changes, but here's a small suggestion. During the sandtrap level, just before you have to defend the lighthouse with a couple of rebels, you can visit the houses they use to store their equipement. [URL="http://img15.hostingpics.net/pics/4149972014031300001.jpg"]This one[/URL] in particular has a [URL="http://img15.hostingpics.net/pics/1403152014031300003.jpg"]small room[/URL] filled with a couple of supply crates.
What bothers me a bit is that one of the crates is "hidden" in the attic which is inaccessible so you have to use the gravity gun to catch it. This is kind of odd: why hiding this crate in a place that is normally inaccessible like it was some sort of stash placed in a hostile area since that house is used as a shelter by the rebel squad ? So I thought it would be more consistent to add a ladder so we can acess this attic normally and to gather the rest of the crates there instead of having them placed randomly. (However infinite ammo crates should propably remain on the ground floor to indicate to the player that the house is worth exploring)
[T]http://img15.hostingpics.net/pics/6864122014031300002.jpg[/T]
[QUOTE=iAmaNewb;44221603]Eh, still looks boring. It looks really off. I'm not talking about the textures, I'm talking about the crate model. It's too bland, like a 3 year old made using a cardboard box and a professional painted it for him. Like a guy said before at the top of the page, a new ammo crate model is in need.
[T]http://4.bp.blogspot.com/_sn4jYQ4LKTk/SwZVNVuWpdI/AAAAAAAAFjE/PqfnMXvf62w/s1600/AmmoCrate2.jpg[/T]
[I]at least it's not boring and looks more like an ammo crate.[/I][/QUOTE]
This guy gets what I'm saying. Don't bother with the texture, round the edges of the crate. It's literally just a box with hard edges, same as it was 10 years ago. You're supposed to be improving the models.
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