[QUOTE=ManFlakes;44368322]Swimming animation doesn't seem like a gimmick to me since weapons don't shoot underwater anyway.[/QUOTE]
The pistol shoots underwater.
[t]http://i.imgur.com/9g7jUR6.jpg[/t]
Also:
[t]http://i.imgur.com/8BiS9Xh.jpg[/t]
You can see that G-Man only has an upper body here
[t]http://i.imgur.com/XfkiNz1.jpg[/t]
This patch of grass is on a wall.
[t]http://i.imgur.com/OwVzv1m.jpg[/t]
And you can see that there's no top to the bridge.
[QUOTE=Hideyoshi;44374926]
[t]http://i.imgur.com/8BiS9Xh.jpg[/t]
You can see that G-Man only has an upper body here
[t]http://i.imgur.com/OwVzv1m.jpg[/t]
And you can see that there's no top to the bridge.[/QUOTE]
I don´t see the issue with gman there, also the bridge doesn´t have a surface because you are not supposed to be able to see it, it´s optimization
about the pistol, it should eject casings, the default does not
[QUOTE=tehstrelok;44375091]I don´t see the issue with gman there
[/quote]
hes cut in half
[QUOTE=tehstrelok;44375091]I don´t see the issue with gman there[/QUOTE]
They're referring to this
[img]http://puu.sh/7M11O.jpg[/img]
[QUOTE=tehstrelok;44375091]The bridge doesn't have a surface because you are not supposed to be able to see it, it's optimization.[/QUOTE]
That's the thing though, if you turn around before going into the pipe-thing there, you can see it. Combine come down the walls there, so the player may turn around at that point, too.
Maybe you can make it similar to BF4 so that when Gordon swims or dives, he would hold his pistol on the right hand and swim with his left hand.
Say, whatever happened to that HEV model that was in the works a while ago? All this talk of body animations is making me wanna see it done.
[QUOTE=SimplePlanz69;44373839]Do you think it would be a cool idea if we added an ATV to the Docks; and allowed the player to choose between the ATV and the Buggy?
Valve originally intended have an ATV instead of the Buggy in the development stages of HL2. Sadly, I have the sounds Valve produced for it, but there was no model or textures made as it was probably scrapped early in development.
There was also a jet ski model made (which I also have) but no textures because there were too many technical limitations at the time to implement it in the game[/QUOTE]
That impacts gameplay.
[QUOTE=Tuskin;44375186]They're referring to this
[img]http://puu.sh/7M11O.jpg[/img][/QUOTE]
although you only see him for like 2 seconds on a tiny tv, and not from too close.
[QUOTE=tehstrelok;44376983]although you only see him for like 2 seconds on a tiny tv, and not from too close.[/QUOTE]
This is gonna be another keypad arguement :v:
[QUOTE=tehstrelok;44376983]although you only see him for like 2 seconds on a tiny tv, and not from too close.[/QUOTE]
omg lets not do this
just move him down and back by like two hammer units
boom, finished messing with it in like 3 seconds
[QUOTE=gk99;44377266]omg lets not do this
just move him down and back by like two hammer units
boom, finished messing with it in like 3 seconds[/QUOTE]
or move the camera up two units :smile:
Issue is he's too close to the camera, not a modelling issue. That can easily be fixed in the maps.
[QUOTE=I am Error;44374870]And what sort of sense would THAT make then?[/QUOTE]
i dont know as much sense as every single gameplay mechanic in the game
like not being physically attached to the combine wall sockets when recharging, it just makes more sense and makes the game more fluid
if you want the best of both worlds make the animation interuptable so when you're in a situation where you don't need to fire a gun you can see a somewhat entertaining animation of gordon stumbling like a baffoon, and if in a combat situation you can shoot during the middle of it and not have impeded control.
[editline]sd[/editline]
also to give perspective on that example; even that can be added but again make it interuptable so no matter what if the player wants to do something he can disconnect from the socket. there could even be cool effects for it like if he interupts it makes sparks or something.
you can work around gameplay and add details without changing the feel of half-life 2, you just need to make sacrifices to "realism" by making some of the added functions interuptable.
[QUOTE=FpShepard;44369661]As long as you don't pull beta code etc, it's fine. But this mod will apparently be on steam as well, which means beta content can't be used.[/QUOTE]
Oh, when was that said?
[QUOTE=Mr. Someguy;44379479]Oh, when was that said?[/QUOTE]
greenlight?
[QUOTE=Cone;44381149]greenlight?[/QUOTE]
you can use anything from any valve game but if you are using stuff like maps, story, gameplay etc, players will need to buy hl2 to play it
Aren't you guys going to be enhancing everything yourselves anyway?
I would have had this done sooner, but Valve's horrible ass optimization caused MANY leaks that I had to patch up myself.
Anyways, the trainstation now has real-time reflective floors!
[URL=http://s1333.photobucket.com/user/legoman6986/media/d1_trainstation_01_d0002_zpsd0ffe7c4.jpg.html][IMG]http://i1333.photobucket.com/albums/w626/legoman6986/d1_trainstation_01_d0002_zpsd0ffe7c4.jpg[/IMG][/URL]
[QUOTE=SimplePlanz69;44387314]I would have had this done sooner, but Valve's horrible ass optimization caused MANY leaks that I had to patch up myself.
Anyways, the trainstation now has real-time reflective floors!
[IMG]http://steamcommunity.com/sharedfiles/filedetails/?id=243213677[/IMG][/QUOTE]
That's quite shiney, perhaps too shiney...
Looks too shiny compared to how dirty the texture is.
[QUOTE=Tuskin;44387382]Looks too shiny compared to how dirty the texture is.[/QUOTE]
OK, I will see what I can change in the VMT or entity parameters to make it less shiny; but I don't think it is too shiny. Naturally, a marble floor will be shiny whether it is dirty of not.
That texture has actually been re-created already, you should grab it and use that instead of the old one
[QUOTE=pinecleandog;44387421]That texture has actually been re-created already, you should grab it and use that instead of the old one[/QUOTE]
OK then, do you have a link to it?
I've made some progress on that tile texture:
[T]http://img15.hostingpics.net/pics/7006092014032800018.jpg[/T] [T]http://img15.hostingpics.net/pics/2725782014032700042.jpg[/T] [T]http://img15.hostingpics.net/pics/8117302014032700018.jpg[/T]
Also, all the airduct variants are now finished:
[T]http://img15.hostingpics.net/pics/8519002014032800013.jpg[/T] [T]http://img15.hostingpics.net/pics/6392842014032600004.jpg[/T]
As the well as some of the lockers and container textures:
[T]http://img15.hostingpics.net/pics/2118112014032800002.jpg[/T] [T]http://img15.hostingpics.net/pics/1939292014032900003.jpg[/T]
(The locker texture didn't changed much since the last time I've presented it in fact, but the original lighting was [URL="http://img15.hostingpics.net/pics/4149602014032900007.jpg"]kind of odd[/URL] in my opinion so I went for a proper normal with phongmask instead)
That cargo container
It needs a normal map. It looks really flat right now.
Might as well make it or at least the bars a model
Love the cargo container, but it needs that thing that makes shadows, especially very deep shadows for the ribbed walls and the bars on the front end. There's also some white along the top of the doors, I'm sure you're aware of that.
your dedication is notable
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