[QUOTE=Cookie;44230464]I'm sorry if it sounded like I wanted to argue. I simply wanted input in case there was something wrong with the wheels I made and since you seem to know what you are doing, I figured I should ask while the subject was still fresh.
I am by no means offended by you declining my offer.[/QUOTE]
Haha no problem man, I didnt get the vibe you wanted to argue. And as for the wheels feeback is good, especially since this mod thrives on feeback on the visuals its how some of the best assets came to fruition.
Oh god page king quick have a viewport screenshot.
[IMG]http://i59.tinypic.com/351sf1k.jpg[/IMG]
[QUOTE=Proj3ct_ZeRo;44231201]Haha no problem man, I didnt get the vibe you wanted to argue. And as for the wheels feeback is good, especially since this mod thrives on feeback on the visuals its how some of the best assets came to fruition.
Oh god page king quick have a viewport screenshot.
[IMG]http://i59.tinypic.com/351sf1k.jpg[/IMG][/QUOTE]
Some of those joints need nice welding beads
[t]http://web.a-znet.com/~dave1w/Max2010%20welding.jpg[/t]
[QUOTE=glitchvid;44231598]Some of those joints need nice welding beads
[t]http://web.a-znet.com/~dave1w/Max2010%20welding.jpg[/t][/QUOTE]
You could get away with just throwing them in at the texturing/normal mapping stage
[QUOTE=glitchvid;44231598]Some of those joints need nice welding beads
[t]http://web.a-znet.com/~dave1w/Max2010%20welding.jpg[/t][/QUOTE]
As far as weld go I think it needs bad looking welds, other then the frame itself because it was probably built before the combine came.
The welds you posted are were done with an experienced welder in good conditions and proper equipment, the welds on the buggy wouldn't be so smooth and even but [url=http://www.weldmyworld.com/.a/6a0120a57627b9970b014e5f66319e970c-500wi]bloby[/url], [url=http://3.bp.blogspot.com/-3XN_Mj8kaVM/URCDj8y_XKI/AAAAAAAADNI/R--qIeOR2Cg/s1600/IMG_20120728_201939+copy.jpg]uneven[/url], [url=http://www.freeimageslive.co.uk/files/images001/rusty_weld_2503.jpg]rusted[/url] and even just [url=http://www.everlastgenerators.com/forums/attachment.php?attachmentid=2589&d=1309326451]down right terrible.[/url]
[QUOTE=highvoltage;44232426]As far as weld go I think it needs bad looking welds, other then the frame itself because it was probably built before the combine came.
The welds you posted are were done with an experienced welder in good conditions and proper equipment, the welds on the buggy wouldn't be so smooth and even but[/QUOTE]
Alyx says her dad built it and that she last drove it over a year ago. I'm pretty sure he built it post invasion, else they would have just used a normal car.
Also you're forgetting that the rebels have access to proper equipment, you see people welding in Episode 2 multiple times (the content didn't exist in HL2 so it was never shown but we see lots more of the rebel capability in EP2.)
I don't remember her ever saying that her dad built it, but I'm sure they could find the right rebel to weld it together properly. As said, they even had a repair shop set up in EP2.
[QUOTE=Mr. Someguy;44232666]I don't remember her ever saying that her dad built it, but I'm sure they could find the right rebel to weld it together properly. As said, they even had a repair shop set up in EP2.[/QUOTE]
Checked the dialogue
[quote="Alyx"]That's why I called you, Leon. I was hoping you still had the scout car we left with you last summer. The one my Dad rigged with the tau cannon.[/quote]
So she didn't mention who built it, just that Eli put the Tau cannon on it
[QUOTE=Proj3ct_ZeRo;44228689]Oh dont get me wrong, I mean the wheels would look out of place on MY model, we both have very different texturing/modelling styles and if I put your tyres on it would impact the overall aesthetic of the piece, anyway to save argument I WILL be replacing the rear buggy tyres with something more akin to the original.
Suspension.
[IMG]http://i58.tinypic.com/2ppld2h.jpg[/IMG]
And crappy max render,
[IMG]http://i59.tinypic.com/2ez2vbm.jpg[/IMG][/QUOTE]
Even though I really like how this looks, I just can't see how this would work in real life. Take a look at a real-life suspension:
[IMG]http://static.ddmcdn.com/gif/car-suspension-11.gif[/IMG]
or
[IMG_THUMB]http://texaslocost.homestead.com/front_suspension_001.jpg[/IMG_THUMB]
This more represents suspension of a buggy. Also I don't think that it would be a good idea to have only three bolts holding a wheel on a buggy.
Maybe it's just me, but in HL2 buggy was one of few things that bugged me more than it should have. Overall it looked too squishy. It looks like it wouldn't be rigid at all. Also the PC box in the back was really out of place. I remeber in my playthrough I was analyzing everything and when it came to the buggy, took me quite a while to realise that the box was its engine.
I know this mod is supposed to enhance the experience, not to change it, but it would be really nice to see some changes to the buggy.
Great work nevertheless on the modeling part.
[QUOTE=Wulfyx;44232719]Even though I really like how this looks, I just can't see how this would work in real life. Take a look at a real-life suspension:
[IMG]http://static.ddmcdn.com/gif/car-suspension-11.gif[/IMG]
or
[IMG_THUMB]http://texaslocost.homestead.com/front_suspension_001.jpg[/IMG_THUMB]
[/QUOTE]
I think it's easier to tell what's going on when it's actually in action
[img]http://imgkk.com/i/rmb8.gif[/img]
Mechanically it makes sense (Aside from the piston just floating there), just some of the details might have been skipped out. The suspension does look pretty flimsy though
What I think it could have added is another support here, something holding the piston in place
[img]https://lh3.googleusercontent.com/-mVRjMMe518Y/UyLsBjPuKMI/AAAAAAAADLs/jbcb9H8hS44/s0/2014-03-14_21-46-13.png[/img]
Yeah basically i cant change the suspension to much or it wont work on the rig i think i did my best as far as making it more realistic, i can luckily change up the steering rack a fair bit and it would fit the rig.
For everyone (devs included):
Had plans for a management system for the team, where tasks could be created/claimed/updated for team members individually so people actually know what they're doing. This would be a web application, and so I was considering making a public view of the tasks in progress (if the tasks have been marked down for public view), so you guys can actually watch progress on there, perhaps even add suggestions for tasks/models etc.
Probably didn't explain this well, but if you are:
- FOR this idea as a whole, rate agree
- AGAINST, rate disagree
- if you would like the idea WITHOUT public access, rate winner
Any suggestions/questions just ask, but I'd like a response big enough to let me know if i should bother starting it.
Preferably leave it open to public access, not for peaks, but because this is like the third time someone's come in showing off their work on something that was already done earlier.
[QUOTE=voltlight;44233318]For everyone (devs included):
Had plans for a management system for the team, where tasks could be created/claimed/updated for team members individually so people actually know what they're doing. This would be a web application, and so I was considering making a public view of the tasks in progress (if the tasks have been marked down for public view), so you guys can actually watch progress on there, perhaps even add suggestions for tasks/models etc.
Probably didn't explain this well, but if you are:
- FOR this idea as a whole, rate agree
- AGAINST, rate disagree
- if you would like the idea WITHOUT public access, rate winner
Any suggestions/questions just ask, but I'd like a response big enough to let me know if i should bother starting it.[/QUOTE]
I know the FP devs use [url=https://trello.com/]Trello[/url] for Rust, [url=https://trello.com/b/lG8jtz6v/rust-main]it looks pretty much like what you said[/url]
Not sure if it has a public suggestion system though
We used Trello for a while, but it stopped being used..
You're making some great progress guys, keep up the great work!
[QUOTE=voltlight;44233674]We used Trello for a while, but it stopped being used..[/QUOTE]
For reasons. It's hard to find a good bug tracker that's useful for things other than code. I was looking into Apache Bloodhound, and Trac. Both only really seem useful for code.
[QUOTE=glitchvid;44234878]For reasons. It's hard to find a good bug tracker that's useful for things other than code. I was looking into Apache Bloodhound, and Trac. Both only really seem useful for code.[/QUOTE]
Google Spreadsheet?
Where is the Half-Life 2 : Female Enhancement Mod?
I've actually been using Google Spreadsheets, and it's been boosting my productivity [t]http://i.imgur.com/uLHXDiX.png[/t]
It allows you to basically see what's done, what isn't, and it really helps us get along with doing work rather than just sitting around and doing whatever we feel like. And it's free.
[QUOTE=Gamerman12;44241405]I've actually been using Google Spreadsheets, and it's been boosting my productivity [t]http://i.imgur.com/uLHXDiX.png[/t]
It allows you to basically see what's done, what isn't, and it really helps us get along with doing work rather than just sitting around and doing whatever we feel like. And it's free.[/QUOTE]
The issue is the sheer amount of textures in total (Sure, you could break it down into sets, but even then). And the various stretches of textures that are done (Like, usually a bunch in each texture folder - but not all)
I dunno' about Corgi, but if he wants to get someone on the team that just sifts through the SVN and makes bug tracker or Spreadsheet entries: It might work.
I really need to get back to work on the airboat....
[QUOTE=Gentleman Cat;44241270]Where is the Half-Life 2 : Female Enhancement Mod?[/QUOTE]
Fakefactory Cinematic Mod
[QUOTE=Gentleman Cat;44241270]Where is the Half-Life 2 : Female Enhancement Mod?[/QUOTE]
Fakefactory.
[editline]15th March 2014[/editline]
[QUOTE=Pigbear;44241934]Fakefactory Cinematic Mod[/QUOTE]
Damnit, why didn't I hit submit [I]before[/I] I went to the bathroom.
[QUOTE=Mr. Someguy;44241972]Damnit, why didn't I hit submit [I]before[/I] I went to the bathroom.[/QUOTE]
That is a good goddamn question.
[QUOTE=Mr. Someguy;44241972]
Damnit, why didn't I hit submit [I]before[/I] I went to the bathroom.[/QUOTE]
You do that too?
I queue up posts and make all of 'em at once.
[QUOTE=glitchvid;44242553]You do that too?
I queue up posts and make all of 'em at once.[/QUOTE]
If I'm typing and then I need to do something, sometimes I'll finish typing and then go do it, without hitting submit. I don't know why :v:
[QUOTE=glitchvid;44241845]The issue is the sheer amount of textures in total (Sure, you could break it down into sets, but even then). And the various stretches of textures that are done (Like, usually a bunch in each texture folder - but not all)
I dunno' about Corgi, but if he wants to get someone on the team that just sifts through the SVN and makes bug tracker or Spreadsheet entries: It might work.[/QUOTE]
I can do this
[QUOTE=Mr. Someguy;44242740]If I'm typing and then I need to do something, sometimes I'll finish typing and then go do it, without hitting submit. I don't know why :v:[/QUOTE]
You should always put your body first before posting on a forums.
[QUOTE=Sally;44243916]You should always put your body first before posting on a forums.[/QUOTE]
Forums are love.
Forums are life.
[QUOTE=gk99;44243970]Forums are love.
Forums are life.[/QUOTE]
I wonder how neanderthals lived without them.
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