• Black Mesa Source V5 - "They're still working on Xen?"
    5,007 replies, posted
[QUOTE=PaChIrA;41213276]Egh, I am not too big on VPKs. I prefer the classic drag and drop folders style.[/QUOTE] VPK is drag and drop.
[QUOTE=Tuskin;41215042]VPK is drag and drop.[/QUOTE] Unless you make your own mods, it adds an extra step. It's much more organised though.
[QUOTE=Tweevle;41195605]Yeah, you'd just have to add some stuff to the offending vmts that tell it what to do when running on pre-DX9 hardware. Valve did that with their own vmts (for example combinesoldiersheet.vmt in source 2007 shared materials.gcf), the BM devs probably just didn't think it'd be worth their time.[/QUOTE] I don't suppose anyone has made a list of what things need fixing, have they?
[QUOTE=Mr. Someguy;41215954]Unless you make your own mods, it adds an extra step. It's much more organised though.[/QUOTE] Well if they use SteamPipe, then it will be just as easy as normal and even more organized. When using mods, I found it much nicer. [url]https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491[/url] [QUOTE] Q. Can I still customize any game file? Yes. Create a folder such as tf/custom/my_custom_stuff/ and put your custom files there. For example, you might customize the scoreboard by extracting the resource/ui/scoreboard.res file from the appropriate VPK (using the VPK tool in the bin folder, or a free tool such as GCFScape) as tf/custom/my_custom_stuff/resource/ui/scoreboard.res, and then modifying it. When the game boots, it will see the subdirectory my_custom_stuff and add that folder as a search path. Then your version of resource/ui/scoreboard.res will take priority over the official shipping version of the file. You can have more than one such subfolder under tf/custom, (for example, you might be working on two different customization projects and don’t want to get the files mixed up), but each folder is another search path added in front of the VPKs will slow down load times a little more. When you’re done tweaking your customization, you can always pack it up into a VPK and delete the subfolder. Q. Why can't I just edit files directly in the game folder like I did before? Modifying files directly in game installation folders (tf/resource, tf/materials, etc) won't always work anymore. Here's why. Previously, when the engine looked for a file, it would first search folders on your hard disk, and then look inside the Steam GCF files. This meant that custom files in the tf folder would take priority over the files in the GCF. This method had two disadvantages: It slowed down loading, because the vast majority of files were in the GCFs. Booting the game or loading a level would cause many thousands of operating system calls to attempt to open files, most of which would fail. Files from many different sources were mixed together. (Files you intentionally customized, files downloaded from gameservers you visited, files from third party mods, and any official shipping games files that were not in the GCF.) Removing a mod was difficult because the files were scattered across several directories. This problem will be exacerbated with SteamPipe, because more game files are shipped loose on disk than was the case when GCF's were used. The new system searches VPK files first, and then search folders on your hard disk. This reduces load times significantly. But it means that the file in the VPK's we ship will always take priority over loose files in the tf folder. Users interested in understanding the filesystem search paths in more detail should take a look at tf/gameinfo.txt. [/QUOTE] You can still use VPK's if you want to though.
[video=youtube;Q77B_Mt3rcQ]http://www.youtube.com/watch?v=Q77B_Mt3rcQ[/video] I do this whenever I find explosive barrels that I can stack.
[video=youtube;_QGtSaLrmlg]http://www.youtube.com/watch?v=_QGtSaLrmlg[/video]
I hexed and recolored a guard model for Text's OAR Uncut, but it's evidently not good enough texture-wise. Anyone else wanna have a go at texturing it to look like a construction worker / custodian? [t]http://puu.sh/3sdAs[/t][t]http://puu.sh/3smqu[/t][t]http://puu.sh/3sdNW[/t] [editline]1st July 2013[/editline] [sub]ahaha the way I lined up the pictures looks like the right two are interacting and the left one doesn't give a fuck[/sub]
Needs a hardhat and safety vest, if you ask me.
Safety vest for sure, though that goes beyond a simple texture replacement. Hard hat is debatable.
[QUOTE=Blooper Reel;41273817]Needs a hardhat and safety vest, if you ask me.[/QUOTE] Unfortunately like 3none mentioned, both of those go beyond textures. Besides there's a hard hat prop that can be placed near the bodies. There's the guard vest and helmet, but those don't look 'construction' like at all.
If someone is going to try a new remake of the worker (already exists one in HD, I don´t remember now if is on Sven Co-op), it must be like the original: [img]http://combineoverwiki.net/images/thumb/a/a0/Construction_model.jpg/270px-Construction_model.jpg[/img]
[QUOTE=Maestro Fenix;41278386]If someone is going to try a new remake of the worker (already exists one in HD, I don´t remember now if is on Sven Co-op), it must be like the original: [img]http://combineoverwiki.net/images/thumb/a/a0/Construction_model.jpg/270px-Construction_model.jpg[/img][/QUOTE] Again, I think that goes way beyond texture work. I'm sure Text would love for someone to make a custom model just for him, but I don't think anyone's really gonna go that far. So far nobody's even picked up texturing (except me, but I'm not quality enough for text).
[QUOTE=mySvenLabs;41228356]I don't suppose anyone has made a list of what things need fixing, have they?[/QUOTE] Not as far as I know - you'd have to find all the vmts that use shaders that require DirectX 9. [QUOTE=Mr. Someguy;41273567]I hexed and recolored a guard model for Text's OAR Uncut, but it's evidently not good enough texture-wise. Anyone else wanna have a go at texturing it to look like a construction worker / custodian? [URL]http://puu.sh/3sdAs[/URL] [editline]1st July 2013[/editline] [SUB]ahaha the way I lined up the pictures looks like the right two are interacting and the left one doesn't give a fuck[/SUB][/QUOTE] If you make his trousers the same colour as his shirt he might look more construction-ey?
Can I jump in the wagon with my attempt? :D [t]http://i.imgur.com/71BLsuZ.jpg?1[/t] [t]http://i.imgur.com/27Q7B9L.jpg[/t] It's not perfect, there are still things to improve on (looks too plain right now). I tried to make it resemble the original model, and I think it's pretty close. Tell me if you want a link.
That actually looks quite nice, looks like more of a reskin than a recolour, it's probably so better than what I came up with.
More bumpmapping on the pants and crossback shoulder straps would make it look real nice.
At the moment it kind of reminds me of a silly looking SA uniform :v:
SA?
[QUOTE=Kyle v2;41292871]More bumpmapping on the pants and crossback shoulder straps would make it look real nice.[/QUOTE] How does this look? [t]http://imgur.com/q72RMYz.jpg[/t] [t]http://i.imgur.com/x85npVI.jpg[/t]
Add an ID plate on their chest and it´s done. It´s just HLMV, or it looks the model as it was made of plastic?
[QUOTE=Maestro Fenix;41294483]Add an ID plate on their chest and it´s done. It´s just HLMV, or it looks the model as it was made of plastic?[/QUOTE] I just thought that the suit must be reflective for safety reasons, so I made it look like plastic. I can easily turn down the phong if it seems a bit too much. As for the name tag, I don't know if it will work so well. I'm doing this all through the texture, so the ID will just look like a flat sticker on his chest. I'll try it out and see how it goes :).
[QUOTE=Impetuous;41294576]I just thought that the suit must be reflective for safety reasons, so I made it look like plastic. I can easily turn down the phong if it seems a bit too much. As for the name tag, I don't know if it will work so well. I'm doing this all through the texture, so the ID will just look like a flat sticker on his chest. I'll try it out and see how it goes :).[/QUOTE] It must be a model, not as a part of the texture. If you doesn´t have time/doesn´t know how to model, call me. I´m busy, but I can do a simple model like that (is just two rectangles, and as a much, the main one with a border): For example: [img]http://old.ambientimpact.com/images/models/preview_barney.jpg[/img]
[QUOTE=Mr. Someguy;41293627]SA?[/QUOTE] Sturmabteilung
[t]http://i.imgur.com/kdzBhSS.png[/t] What a coincidence! A dent in the model actually distorts the ID card, making it look even worse than I thought. I have absolutely no modelling experience, so if you are willing to do it I can give you the model + textures. It is basically a hex-edited Black Mesa guard model.
[QUOTE=Impetuous;41294784]I have absolutely no modelling experience, so if you are willing to do it I can give you the model + textures. It is basically a hex-edited Black Mesa guard model.[/QUOTE] Do it please. It hurts look at that.
Facepunch is being weird right now, so I'll post while I can. I fixed the human NPCs having checkerboard eyes in DX8, anybody want/need the missing files?
[QUOTE=Maestro Fenix;41295208]Do it please. It hurts look at that.[/QUOTE] I've sent you a PM with the files.
[QUOTE=Maestro Fenix;41295208]Do it please. It hurts look at that.[/QUOTE] Jigglebone it while you're at it, that'd look fantastic.
[QUOTE=Impetuous;41294405]How does this look? [t]http://imgur.com/q72RMYz.jpg[/t] [t]http://i.imgur.com/x85npVI.jpg[/t][/QUOTE] Alot better, really looks alot like the old model now. [QUOTE=Impetuous;41294784][t]http://i.imgur.com/kdzBhSS.png[/t] What a coincidence! A dent in the model actually distorts the ID card, making it look even worse than I thought.[/QUOTE] That's why I didn't bother suggesting the ID card lol.
[QUOTE=Impetuous;41294784][t]http://i.imgur.com/kdzBhSS.png[/t] What a coincidence! A dent in the model actually distorts the ID card, making it look even worse than I thought. I have absolutely no modelling experience, so if you are willing to do it I can give you the model + textures. It is basically a hex-edited Black Mesa guard model.[/QUOTE] The dent is because the model doesn't like HL2 animations. But the way the model is rigged though, that part will still stretch when the arm is moved. [editline]3rd July 2013[/editline] [QUOTE=Maestro Fenix;41295208]Do it please. It hurts look at that.[/QUOTE] Would it be possible for you to bodygroup the hard hat (it's in props_junk) as a helmet?
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