• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
What happened with the new Combine APC and Helicopter models, seen many pages ago/old threads? They are finished? Those who making new textures could try to remake the ones of the bigger props, such as the stuff that contains the H.E.V. at the Kleiner lab. Those have a really low resolution, even for HL2, and it hurts when you look at it.
[QUOTE=BenjaminTennison;44337465]The Cinematic Mod (But why...?) apparently uses some models from L4D, mostly the dead bodies. The Special Infected's models are also there, but aren't used...[/QUOTE] I don't think Cinematic Mod plays by the rules though, since he also took models from Metro 2033 and S.T.A.L.K.E.R. Then again, nobody denounced him officially, just for his bad taste in design, blatant perversion, and horrible character modelling skills :v:
[QUOTE=Maestro Fenix;44337713]What happened with the new Combine APC and Helicopter models, seen many pages ago/old threads? They are finished? Those who making new textures could try to remake the ones of the bigger props, such as the stuff that contains the H.E.V. at the Kleiner lab. Those have a really low resolution, even for HL2, and it hurts when you look at it.[/QUOTE] IIRC the APC was a third-party model/concept and the farthest the Hunter-chopper ever got was my vector diagram. I'd help with the modelling, but I'm not sure how well Sketchup exports to whatever you guys are using :v:.
I can sorta model, but the most I know how to use is Inventor, which is CAD stuff aimed at mechanical and structural shit :v:
[QUOTE=Pilotguy97;44338157]IIRC the APC was a third-party model/concept and the farthest the Hunter-chopper ever got was my vector diagram.[/QUOTE] Nah someone was making an APC based on a modified version of the leak model awhile back, which had a higher poly count iirc. A lot of leak models were higher quality, then got dumbed down for release, since Valve at the time wanted to cater to all gaming computers, old and new.
[QUOTE=Mr. Someguy;44336060]You could take the Valve route and make brush versions as a place-holder until a real model is made, at least that way you aren't limited in what you can do, it could also give you a better idea in how you'd use the props you want. If you make a really nice brush and want it to be a prop, there's also [url=https://developer.valvesoftware.com/wiki/Propper]propper[/url], a tool that turns brushes into props.[/QUOTE] I am fully aware of propper, and I have been using it, then recreating the mesh in higher quality.
[QUOTE=Mr. Someguy;44336161]I'm not sure if L4D assets are allowed on non-L4D Source mods. On one hand, I've never seen any arguments or cases against it. But on the other hand, I haven't seen many mod-makers using them either. It'd be amazing if the team could root through L4D for models, there's a treasure trove in there (including scaffold like Stiffy360 requested), but it's even more of a grey area that use of leak models.[/QUOTE] If they have the mod on steam then they should have a contact at valve they can ask questions to. I don't see why they wouldn't be able to include some models as Garry's mod does this with some CSS models. It would save a lot of trouble because like you said there is all kinds of useful models that would work.
[QUOTE=MaxOfS2D;44337426]Guys. Stop fucking overthinking small props and move on to other ones. [editline]24th March 2014[/editline] No one is going to ever stare at a small prop for more than 3 seconds as it was already said above. You don't need to make it extremely polished: you're making a game asset, not a portfolio piece.[/QUOTE] Speaking of which, has anyone made note of possibly giving the Citadel model itself a little update? Or do you guys think it's really not even necessary?
fakefactory apparently is also using the sounds from an old pack of mine and never asked for permission or anything. What a great role model.
[QUOTE=Marcolade;44339429]Speaking of which, has anyone made note of possibly giving the Citadel model itself a little update? Or do you guys think it's really not even necessary?[/QUOTE] If any prop would be worth obsessing over it would be one that's constantly in the background and is 3km tall, so yes, I think it'd be necessary
[QUOTE=tehstrelok;44339500]fakefactory apparently is also using the sounds from an old pack of mine and never asked for permission or anything. What a great role model.[/QUOTE] File a DMCA claim.
I think some of the problem with the revisions here is that you're trying to focus in on detail way too early. Corgi's doing it right, he's looking at broad, sweeping revisions, stuff that covers a lot of ground so he doesn't have to go back to it later. When I was working on my game, I felt like stuff progressed a lot faster when the more visible areas of it were worked on first, which meant walls and railings were worked on first and the game looked so much more complete when those things were in, far more than focusing any individual prop would. Little props that people won't look at twice should not be the main body of the work right now.
[QUOTE=lintz;44340095]I think some of the problem with the revisions here is that you're trying to focus in on detail way too early. Corgi's doing it right, he's looking at broad, sweeping revisions, stuff that covers a lot of ground so he doesn't have to go back to it later. When I was working on my game, I felt like stuff progressed a lot faster when the more visible areas of it were worked on first, which meant walls and railings were worked on first and the game looked so much more complete when those things were in, far more than focusing any individual prop would. Little props that people won't look at twice should not be the main body of the work right now.[/QUOTE] Very true, also since we hope to re-make a fair few of the props in higher poly (like barrels, crates, etc.) the textures for those are put on hold anyways.
[QUOTE=MaxOfS2D;44337426]Guys. Stop fucking overthinking small props and move on to other ones. [editline]24th March 2014[/editline] No one is going to ever stare at a small prop for more than 3 seconds as it was already said above. You don't need to make it extremely polished: you're making a game asset, not a portfolio piece.[/QUOTE] What? The keypad is the most important prop in this game. Without it, the game would not function.
[QUOTE=MaxOfS2D;44337426]Guys. Stop fucking overthinking small props and move on to other ones. [editline]24th March 2014[/editline] No one is going to ever stare at a small prop for more than 3 seconds as it was already said above. You don't need to make it extremely polished: you're making a game asset, not a portfolio piece.[/QUOTE]I agree. But that being said, people's remarks, even on minor details don't bother me because these details do not require an additional amount of work. About that Keypad for example, I must have spend five minutes adding or modifying the details some requested since I've finished the texture. I must have twenty textures on which I am actually working and those five minutes will not prevent me to concentrate on the rest. So just because that comments on a forum are focused on a Keypad doesn't mean that I stop everything I work on until everyone is satisfied with the way that fingerprint on the left look. I have also presented other finished textures in the meantime that are used for much larger props and no one commented about it by the way. [QUOTE=lintz;44340095]I think some of the problem with the revisions here is that you're trying to focus in on detail way too early. Corgi's doing it right, he's looking at broad, sweeping revisions, stuff that covers a lot of ground so he doesn't have to go back to it later. When I was working on my game, I felt like stuff progressed a lot faster when the more visible areas of it were worked on first, which meant walls and railings were worked on first and the game looked so much more complete when those things were in, far more than focusing any individual prop would. Little props that people won't look at twice should not be the main body of the work right now.[/QUOTE]I say this because it seems to have been forgotten: I'm not in any way a part of the team. I just want to contribute to what I think is quite a promising mod. So I make these textures in case the team will need them and also because that's a good way for me to learn how the Source Engine handle textures. So first, I can't see how my way to do things (Usually just launching the game, taking a screenshot of the textures that seems to have the lower quality in the whole scene and that I think I can redo the most quickly) can affect the process of the mod. Then, as I already said, just because people are obsessing about the smallest props I can present (First the watermelon I posted as a joke, then the quickly made Keypad) doesn't mean I AM obsessing over them myself or only work on the most minors textures. I've presented textures that are to be seen very often in the game, most of the time they were either ignored or already been made. I have also major textures on which I am working but I don't show them this early because they require a little more time than the minor objects but since I have no way to know what textures have already been made by the team, I also tend to focus more on textures of average importance. Really, a comprehensive list of which textures have been made by the team so far could come in handy.
Well if you want to do that, you [B]might as well join the team[/B]. ya great big dingus
hi i'll join as ideas guy pls
[QUOTE=a-cookie;44341400]hi i'll join as ideas guy pls[/QUOTE] We already have an ideas guy you can be assistant ideas guy
The whole "But this really small, meaningless prop is like the most important thing ever" shtick has gotten extremely old and tiresome
not to mention that the person working on the texture has already stated that he stopped working on it because it's done. The only reason it seems like "we" (team+community) are obsessing on every single prop, is because the community is just very vocal. when the texture artists are done working they don't exactly say it the most flamboyantly so everyone notices. People bringing this up every time anyone ever posts progress and 3 or 4 people (that are in no way part of the mod) say x looks weird, doesn't mean that the entire mod team is doing it, maxofs2d needs to calm down, he is playing like a broken record.
As it's been stated before, we need a public list of textures/models/sounds that are being worked on and are finished.
[QUOTE=supersnail11;44342473]As it's been stated before, we need a public list of textures/models/sounds that are being worked on and are finished.[/QUOTE] People just need to stop being lazy and read all five threads :downs:
[QUOTE=Sally;44342581]People just need to stop being lazy and read all five threads :downs:[/QUOTE] -i said something dumb again-
[QUOTE=SirLemon;44342607]It's not lazy if you don't want to search through five threads (one of which has almost 200 pages), and check on each individual texture posted every time you want to get reference for what's been made. Also there's nothing saying which textures/models are just WIP and not posted.[/QUOTE] that was sarcasm
[QUOTE=supersnail11;44342617]that was sarcasm[/QUOTE] Sorry, it's hard for me to tell sarcasm from text
[QUOTE=SirLemon;44342793]Sorry, it's hard for me to tell sarcasm from text[/QUOTE] The : downs : smiley didn't give it away? That's what it was there for :v:
Smilies are like English punctuation. You read the whole sentence the same way you would any other sentence, but then it adds meaning. Also does [noparse][noparse][/noparse][/noparse] work on smilies? Let's find out. [noparse]:v:[/noparse] [editline]24th March 2014[/editline] That's a yes, cool.
[QUOTE=ProZak;44334690][sp]Nobody is going to stop to look at the keypad for more than 5 seconds.[/sp][/QUOTE] Oh, well, that's fine then. Let's not bother putting in any work to the majority of models because no one till look for more than five seconds. Fuck anyone else.
Is it me or is this project slowly but surely spiraling into hell Public collaboration without organization is terrifying
Facepunch tries Mod Developing Viewer: Many enough to ruin the task.
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