hey guys lets give gordon the ability to shootdodge
Its always has been in the half life series boyo
[t] https://dl.dropboxusercontent.com/u/118716000/Crossbow_HP_Facepunch.jpg [/t]
Finished the high poly, crits and comments appreciated.
[QUOTE=Hzsharp;40429600][t] https://dl.dropboxusercontent.com/u/118716000/Crossbow_HP_Facepunch.jpg [/t]
Finished the high poly, crits and comments appreciated.[/QUOTE]
Awesome work! can't wait to shoot some combine's with it.
That crossbow is a fine piece if work. I can't wait to see it textured and in action.
I think the model of the gravity gun looks damn good. Sure, there might be some size/shape differences but overall it still looks like the original only better detailed.
Now I hope you can get it look just like the image in [URL="http://facepunch.com/showthread.php?t=1263005&p=40420857&viewfull=1#post40420857"]this post[/URL].
[QUOTE=Hzsharp;40429600][t] https://dl.dropboxusercontent.com/u/118716000/Crossbow_HP_Facepunch.jpg [/t]
Finished the high poly, crits and comments appreciated.[/QUOTE]
Very nice, all I really have to say is to make the bolt look less screwy (not supposed to be a joke). It should be more ribbed, and with a cut instead of a cap. It's supposed to be rebar, so use this as an example:
[t]http://southernstructural.ipower.com/assets/images/rebarFabrication/fullSize/REBAR%20BUNDLE.JPG[/t]
[QUOTE=Mkt778;40429827]Adding to Crossbow ideas, Imo I think the heating and glow of the bolt should be a very gradual thing, instead of just:
*PING. Super heated*
Of course, heated or not- you can still fire bolt immediately after reloading.[/QUOTE]
Agreed, keep the sparks when you first set it down though, just 'cause they're cool.
Also this suggestion might be more geared toward the mappers but:
What if instead of finding supply crates and caches with seemingly random stacks of rebar in them, we instead pick up individual pieces of rebar that can be found laying in or around piles of rubble? You can still have stacks in places like rebel hideouts on the Coast, since that type of rebar would not be common out there, so it'd make sense that some rebels would gather it for their crossbow and leave it at outposts. But for the better part of Nova Prospekt and City 17, I think it'd be neat if we found individual snippets of rebar around destroyed areas instead of random caches.
Also, when you do the first person anims for it, please make Gordon hold the battery with his left had. The way he holds it normally is awkward because he holds it barely in front of the trigger, and I can't help but cringe a little when I see someone holding too far back on a gun.
[QUOTE=Hzsharp;40429600][t] https://dl.dropboxusercontent.com/u/118716000/Crossbow_HP_Facepunch.jpg [/t]
Finished the high poly, crits and comments appreciated.[/QUOTE]
The bolt was already mentioned. I think the handle has a very strange shape. Is it based on some real handle? Otherwise amazing.
[QUOTE=Marden;40430208]The bolt was already mentioned. I think the handle has a very strange shape. Is it based on some real handle? Otherwise amazing.[/QUOTE]
[t] https://dl.dropboxusercontent.com/u/118716000/CrossBow_BP.jpg [/t]
Well i used a view ref images to get the shape right. And i used those ref images to make a blue print, because it's easyer to moddel with a blue print in 3ds max
Here is an interesting read I found about what it would take to make a Crossbow that works like this: [url=http://ask.metafilter.com/35284/Is-a-somewhat-practical-rebar-crossbow-possible]Link[/url]
[editline]26th April 2013[/editline]
Sort of unrelated but still neat
I don´t remember if someone already said it, so, I gonna say it anyways:
You are going to change the HUD image for the crossbow? It has a magazine, like if at first it was planned for HL2 a similar model like the HL1 crossbow:
[img]http://combineoverwiki.net/images/1/15/Crossbow_hud_icon.svg[/img]
I wish we would have seen more rebel make-shift weapons in HL2. The crossbow is my favorite weapon in HL2 design wise.
[QUOTE=UberMunchkin;40431801]The only problem I have with the cans in HL2 is the fact that they're always open. Seriously :v:
[editline]26th April 2013[/editline]
Also it's nice to see that my joke texture has became something amazing[/QUOTE]
Do you really think that can textures are a joke? Mate this is a serious discussion, if you don't even want to discuss this super serious topic just get out.
Actually it's Garrison's texture he made, touched up a little bit with a combination of little parts from UberMunchkin's texture and my own edits.
[QUOTE=Fat-Corgi-Guy;40432127]Actually it's Garrison's texture he made, touched up a little bit with a combination of little parts from UberMunchkin's texture and my own edits.[/QUOTE]
I never would've thought so many people could collaborate to make one can.
[QUOTE=Pocket Medic;40432527]I never would've thought so many people could collaborate to make one can.[/QUOTE]
[t]http://24.media.tumblr.com/tumblr_m9ntogwMAy1replr4o1_1280.jpg[/t]
[QUOTE=Pocket Medic;40432527]I never would've thought so many people could collaborate to make one can.[/QUOTE]
You see? The world is magic!
Sometimes, we need lots of materials or people to do one small thing.
[QUOTE=Matsilagi;40432656]You see? The world is magic!
Sometimes, we need lots of materials or people to do one small thing.[/QUOTE]
I think "need" is a bit too strong a word for a can texture.
[QUOTE=MaxOfS2D;40427350]so AAA, so HD.
honestly though, [I]perceived[/I] polycount/resolution matters a lot in games, that's one of the things that separates greeble and clutter from stuff you should pay attention to. there's no point in having something so high res on something so tiny, it's even counter-productive because this'll be so sharp it'll actually stand out too much.
i'd rather see actual improvements at a gameplay level. i think this mod needs to focus on the actual flaws of HL2 if you want to make something worth replaying[/QUOTE]
I think you're forgetting the environment textures are being remade with higher quality. If we left the cans and other props with low quality textures, they'd be out of place compared to the high quality textures of the maps and characters.
Be patient, this mod is still pretty early in development. Gameplay, and map improvements, as well as fixing HL2's flaws take time.
Cans aside, I spent some time mapping out Episode 1 to see if the two streets I posted work as the same street. Short answer: not quite, but with a bit of tinkering they actually do fit together quite nicely.
First here's an overview map of the City 17 section of Ep1, with an overlay I did to make working this out easier:
[img_thumb]http://i.imgur.com/PQgLKRU.jpg[/img_thumb]
Now, here's what it looks like if you superimpose it on the HL2 maps, using the street as the point where they match up:
[img_thumb]http://i.imgur.com/UsKhD13.jpg[/img_thumb]
The major flaws are the map has to be rotated 180 degrees to fit (so the Citadel is in the wrong direction), the carpark you emerge from after Lowlife is in the same place as the train line at the beginning of Route Canal, some sections overlap HL2's trainstation and plaza, and the Ep1 trainstation and hospital overlap sections of Anticitizen One. However, I worked out that by altering the maps in key locations it should be possible to make them all fit together (changes in blue):
[img_thumb]http://i.imgur.com/5lqzm14.jpg[/img_thumb]
If you move the top section up somewhat and extend the road to fit, it stops it from overlapping the trainstation and plaza, and they fit together quite well. Then if you rotate the carpark, the trainstation, and the majority of the hospital (or more precisely, keep those in their original rotation), it prevents them from overlapping the HL2 bits and also keeps the Citadel in the right direction for key places such as the vista at the beginning and the train leaving the city. There are a couple more minor things that I've put on the diagram, but that's the basic drift.
This all really applies to Ep1, which I know you're not doing right now, but it's good to keep in mind for consistency's sake. All you have to do for HL2 is fix up and extend the shared road to make it the same as in Ep1, and perhaps change the buildings you go past after that so they match the gunship attic. Hope this all makes sense!
Incidentally, it was interesting to realise that Barney's safehouse in Ep1 was in this building all along:
[IMG]http://i.imgur.com/eKrYUxp.jpg[/IMG]
[QUOTE=mySvenLabs;40432783]I think "need" is a bit too strong a word for a can texture.[/QUOTE]
Im not talking only about the can, im talking about stuff in general
[QUOTE=Tweevle;40433078]Cans aside, I spent some time mapping out Episode 1 to see if the two streets I posted work as the same street. Short answer: not quite, but with a bit of tinkering they actually do fit together quite nicely.
First here's an overview map of the City 17 section of Ep1, with an overlay I did to make working this out easier:
[img_thumb]http://i.imgur.com/PQgLKRU.jpg[/img_thumb]
Now, here's what it looks like if you superimpose it on the HL2 maps, using the street as the point where they match up:
[img_thumb]http://i.imgur.com/UsKhD13.jpg[/img_thumb]
The major flaws are the map has to be rotated 180 degrees to fit (so the Citadel is in the wrong direction), the carpark you emerge from after Lowlife is in the same place as the train line at the beginning of Route Canal, some sections overlap HL2's trainstation and plaza, and the Ep1 trainstation and hospital overlap sections of Anticitizen One. However, I worked out that by altering the maps in key locations it should be possible to make them all fit together (changes in blue):
[img_thumb]http://i.imgur.com/5lqzm14.jpg[/img_thumb]
If you move the top section up somewhat and extend the road to fit, it stops it from overlapping the trainstation and plaza, and they fit together quite well. Then if you rotate the carpark, the trainstation, and the majority of the hospital (or more precisely, keep those in their original rotation), it prevents them from overlapping the HL2 bits and also keeps the Citadel in the right direction for key places such as the vista at the beginning and the train leaving the city. There are a couple more minor things that I've put on the diagram, but that's the basic drift.
This all really applies to Ep1, which I know you're not doing right now, but it's good to keep in mind for consistency's sake. All you have to do for HL2 is fix up and extend the shared road to make it the same as in Ep1, and perhaps change the buildings you go past after that so they match the gunship attic. Hope this all makes sense!
Incidentally, it was interesting to realise that Barney's safehouse in Ep1 was in this building all along:
[IMG]http://i.imgur.com/eKrYUxp.jpg[/IMG][/QUOTE]
why do i not catch this stuff when i first play the games
[QUOTE=Fat-Corgi-Guy;40432882]I think you're forgetting the environment textures are being remade with higher quality. If we left the cans and other props with low quality textures, they'd be out of place compared to the high quality textures of the maps and characters.
Be patient, this mod is still pretty early in development. Gameplay, and map improvements, as well as fixing HL2's flaws take time.[/QUOTE]
I think what he's saying is to not to put a 2048x2048 texture on a model that's that small.
[QUOTE=Snood_1990;40433905]I think what he's saying is to not to put a 2048x2048 texture on a model that's that small.[/QUOTE]
Ah, which is why it's not, it's 1024^512.
[QUOTE=Fat-Corgi-Guy;40434235]Ah, which is why it's not, it's 1024^512.[/QUOTE]
That's still fairly large for a model that size. :v:
[QUOTE=Hzsharp;40429600][t] https://dl.dropboxusercontent.com/u/118716000/Crossbow_HP_Facepunch.jpg [/t]
Finished the high poly, crits and comments appreciated.[/QUOTE]
I remember there being talk of changing the battery to the combine power cell, has that idea been dropped? I know it would be a bugger of a job to change it, but I quite like the idea, integrates the weapon into the HL2 universe a little bit more.
[quote=Tweevle]
mapping genius
[/quote]
That's some really impressive work you've done. I know I'm stepping a bit out of line here, as I can't contribute anything, but I'd really like to see this in the mod. Valve's level design is a bit slap-dash, seeing it all moulded together into something cohesive would be incredible. And seeing the same areas change and evolve as the games progress really gives the impression of a dynamic world which keeps moving regardless of the player.
I noticed that in episode two the overwatch announcer has subtitles. Would it be possible to do the same for the half life 2 announcer for those who don't understand what it's saying?
Well, in case this mod needs translations, im up to translate it into Brazillian Portuguese.
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