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Forums > Maps and Mods

19 Apr 17, 15:44
By Trempler
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Member
I bet it is the Dildo of Nod ! grin - :D

Also cool that I gave you some ideas and the motivation to do some CNC stuff smile - :) canĀ“t wait for more to see
19 Apr 17, 18:56
By Windawz
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Member
I also wonder if I can somehow extract Renegade's data and use some of it's models for HL. But if there's no way to do that then I can try to model things I need myself. Thanks to mapping I've started to use and learn Photoshop and why not to try to get some skill in 3DS Max? smile - :)
19 Apr 17, 19:51
By Snehk
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Member
Another update. Took me the longest to model, I suck at modelling hands...







Smoothing preview:







Above 860 polies with quads. Goes up to 1800 after triangulation.
19 Apr 17, 20:11
By Windawz
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Member
If it is used as an NPC model in the half-life mod you're making the amount of epolys will be crazy. People with weak PCs may experience FPS drops because of that... Oh come on, how can I talk about the optimization if you get 1800 wpolys on dm_ascension at certain places? smile - :)
19 Apr 17, 20:29
By Archie
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My Empire of Dirt
I get confused when people talk about 2000 wpolies being high in 2017. The Core hits 6000 regularly and it runs just fine on a budget laptop. Just how wooden are these PCs that you're limiting yourself so strictly on wpolies for?
19 Apr 17, 20:37
By Snehk
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Member
@Windawz

It's not for a half-life mod. I'm making my project under Darkplaces engine following a mod->standalone approach (starting with quake mod using engine enhanced features, then moving to standalone once all quake dependencies are removed).

I make those models low-poly because I'm not aiming for extreme graphics, rather something that looks good enough but with great gameplay. And that's my first NPC model I ever made Ridiculous Ties! - :walter:
19 Apr 17, 20:50
By Trempler
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Member
Actually Archie, when it comes to MP wpolys still matter even on good hardware because the engine slows down there and you get MS/higher latency/lag.
19 Apr 17, 21:22
By Windawz
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Member
@Snehk

Oh ok then. Great gameplay is a great idea. Do you have a concept of it?

@Archie

Because of high amounts of wpolys people like Admer won't be able to play it. But dm_ascension is worth playing, believe me, and it's so bad that somebody can play it only at 10-20 fps. At least DM-Fractal has low wpolys (300-400), but the funniest thing about it is that I didn't optimize it, the map is just that simple grin - :D
I also have 8 Gb RAM and GTX 750 so my PC is not that wooden smile - :)
19 Apr 17, 21:50
By Snehk
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Member
Yes, I've written a setting for it and a story that starts simple, then gets more and more complex. Already written down most of ideas I had for it, and I'm still coming up with more additions.
20 Apr 17, 08:15
By Admer456
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Member
Quote:
"The Core hits 6000 regularly and it runs just fine on a budget laptop."

I doubt it would run on my peanut laptop. :3

Edit:
Well, Intel HD Graphics 3000 is perfect for GoldSrc games. That's what lower-budget laptops usually have. But my laptop has an Intel GMA 965, so it's considered an antique laptop, lol.
20 Apr 17, 09:23
By rufee
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Sledge fanboy
10 year old laptops are really considered "edge cases", practically nobody uses them for anything gaming related. I wouldn't even consider leaving out graphical details for the 10 of you who run these pc's.
20 Apr 17, 09:23
By Snehk
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Member
I had the same GPU paired with pentium dual in my previous laptop, which I used for like three years. Yeah, it's as good GPU as a wooden floor board. Managed to play BF2 with pretty decent framerate on screen native resolution with some customization. Witcher 1 stuttered like crazy in more graphics intensive areas though.

Good that I changed my rig in august...
20 Apr 17, 12:01
By Admer456
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Member
@rufee
Yeah well, bottom end. That's exactly why I wanted an R7 240 and an A4-6300 at first, hahaha. Because that's just overkill compared to what I have.

Now, I use my 2007 laptop for gaming, mapping, texturing, video-editing etc. and it all takes time and is limited a little bit.
However, that's what older software is for! So, 10-year-old laptops can still be used for gaming, but year 2000 gaming, not 2017, 2016, nor even 2007 gaming. Up to 2005 gaming.
20 Apr 17, 19:01
By Windawz
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Member
It's almost done:



The Obelisk of light will also be able to shoot players with it's laser and you will be able to shut it down - either by destroying the power plant or the obelisk itself.
21 Apr 17, 01:05
By Victor-933
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Member
Quote:
I get confused when people talk about 2000 wpolies being high in 2017. The Core hits 6000 regularly and it runs just fine on a budget laptop. Just how wooden are these PCs that you're limiting yourself so strictly on wpolies for?


I started doing it because a bunch of Eastern Europeans on Gamebanana were complaining that my maps ran like shit, and then I decided it was a neat challenge (not unlike restricting myself to stock assets).
21 Apr 17, 01:44
By Windawz
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Member
I'm not sure will all this even compile:

21 Apr 17, 05:13
By Admer456
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Member
Are you kidding me? Of course it will. Just take a look at ts_untergrund, lol.
21 Apr 17, 05:23
By Windawz
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Member
Ok... But I'm sure something will go wrong as always grin - :D
21 Apr 17, 10:56
By Snehk
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Member
Base model completed! Poly count turned out higher than expected, with 7524 faces. I'm going to make lower-poly versions of all models for LOD and lower graphics quality settings anyway.







Smooth:







Tesselated + scene info (info might look blurry):

21 Apr 17, 11:50
By Windawz
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Member
@Snehk

I think arms look so strange because you didn't add the elbows. You should try to remodel them I think.
21 Apr 17, 13:32
By Instant Mix
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Mr. Good Map!
Got round to trying to replicate Cabal's vocal FX in Reason.. using some TTS programmes, this as close as I can get.

vocaroo link

Have tried recording my own vocals but haven't figured out the accent / intonation of the original VA.
21 Apr 17, 13:40
By Windawz
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Member
The best vocal is 00:00 - 00:12. I liked it the most.
00:12 - 00:22 sounds more like LEGION from C&C3 than CABAL.
21 Apr 17, 14:46
By Snehk
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Member
Looks better now?



21 Apr 17, 15:07
By Windawz
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Member
@Snehk

To be honest I can't see the difference, elbows are still missing, sorry. However, I don't know the way you model things in Wings3D and maybe it's more difficult than it seems to be. I've never tried to model something myself.
You can leave this model as is and remake it later when you get better.
However, except arms, the model looks pretty good overall.
21 Apr 17, 15:08
By Snehk
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Member
I thought that you meant edges creating elbow joint that'd allow model's hand to bend better during animation. Making those armored elbows would be quite easy without remodelling whole hands.
21 Apr 17, 15:15
By Windawz
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Member
Oh, I'm sorry. It's just my bad English then. Should have said cubit instead of elbow smile - :)
21 Apr 17, 15:21
By Snehk
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Member
Something similar to this?



21 Apr 17, 15:23
By Windawz
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Member
Yeah, this looks much better!
21 Apr 17, 15:58
By Snehk
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Member
Went ahead and armored up some more bits.







Smooth:





21 Apr 17, 16:30
By Windawz
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Member
@Snehk

One more question to ask: which genre will your mod belong to? Is it going to be an RPG-mod or it will be something like Strife?
21 Apr 17, 17:49
By Snehk
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Member
Something like Hexen or Heretic, with more RPG mechanics thrown in (a bit like in Dark Souls, but more forgiving). Already posted some info on my ModDB page (link in my journal).
21 Apr 17, 18:29
By Windawz
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Member
Used some blend textures for a smooth transition between the normal area and the tiberium field:

21 Apr 17, 19:57
By Trempler
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Member
That starts to look really cool man ! smile - :) Why not make it for svencoop ? you have higher engine limits there smile - :)
21 Apr 17, 19:57
By Trempler
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Member
Double fuck.
21 Apr 17, 21:53
By Windawz
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Member
@Trempler

As far as I know Sven Coop has it's own hammer version, so no. I can't just switch from J.A.C.K. to Hammer because of the .jmf format and because I really like Jackhammer, can't say that about Sven Coop though. I think those limits are enough for me. Maybe I will swith to PowerSource when it's done, but there are several problems I may encounter. So I'll keep mapping for the original HL.

EDIT: Gonna unpack some of .mix files Renegade uses. Finally I'll be able to use some of the game's sounds.
21 Apr 17, 22:12
By Admer456
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Member
You can use J.A.C.K. for Sven Co-op with 0 issues. smile - :)
That's how I started out with sc_sandstorm.
21 Apr 17, 22:52
By Solokiller
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Member
The only differences between Hammer 3.4 and SC Hammer are the increased grid size and a few bug fixes, no features were added.
Any map editor will do.
21 Apr 17, 22:55
By Windawz
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Member
If no features were added, then there's no point for me to switch to SC. The standart limits of the original Half-Life are enough for me, at least for now.
21 Apr 17, 23:02
By Crollo
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Member
Quote:
The only differences between Hammer 3.4 and SC Hammer

Not the engine.
21 Apr 17, 23:10
By Windawz
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Member
@Crollo

Oh, my bad. unsure - :\
For some reason I just don't want to switch to sc. Maybe I'm just lazy.
22 Apr 17, 07:08
By Admer456
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Member
@Windawz
Sven Co-op is really nice to map for. But if you want good ratings, you'll have to make your standards higher (just a little bit) compared to Half-Life 1.

Basically, there's not much to do other than installing Sven Co-op and the SC SDK. The FGD comes with the SDK, and you can grab everything else (WADs, sprites and sounds) from SC itself.

Though, what I like about the good old Half-Life 1 is:
1. Its limits are a nice challenge for 2017 mapping
2. It lags less than Sven Co-op
3. It supports co-op even though it wasn't made for it

Yes, HL1 natively supports co-op if you didn't know. Though, it's not as explicit as in Sven Co-op. It's literally deathmatch with the addition of monsters, and you need mp_allowmonsters 1. (I think I wrote it right)
22 Apr 17, 08:57
By Windawz
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Member
@Admer456

Yes, Half-Life indeed was supposed to have a coop mode. You can find some info_nodes on valve's hldm maps and even a level change on boot_camp which makes the game crash.
What about sven coop... I doubt I'll ever switch to it anyway because I will need to adapt my levels for multiple players and I just don't like sven coop. It's not as satisfying to play as Half-Life is. And I don't think that mapping for a game you don't like is a good idea.
I don't even know will my map compile without problems like missing faces anyway so first I need to compile it, fix all errors I can find and maybe then I'll think about SC.
However if I could make sp maps for sc with it's features I'd switch.
22 Apr 17, 09:08
By Admer456
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Member
Here's something I made a long while ago:


Apparently, I might pick it up and work on it again. smile - :)
Maybe...

But with Sven Co-op, I'll definitely not have such a hard time extending the terrain.
22 Apr 17, 09:53
By Windawz
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Member
@Admer456

You can make a great map/mappack/mod without such effects like moving terrain.
You could make it move slower, then add an env_fade and trigger_teleport with master, and then make an another moving terrain near the first one, so player teleports there, so the scene will take more time.

Also, did you use ZHLT Lightflags for the shadows? Because I wonder how it was made in Op4 along with changing skybox at the ending cutscene.
22 Apr 17, 11:15
By Admer456
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Member
There's a tutorial on that about the Op4 opening sequence.
I just used a lot of func_trains with ZHLT Lightflags: Opaque (Concave Fix).

Next, I'd like to add some sandstorm fog. >:D
22 Apr 17, 12:14
By Windawz
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Member
@Admer456

I don't think Gearbox had at least Zoners Half-Life Tools at that moment, but maybe I'm wrong.
And still, how did they make skybox to change during the ending sequence without changing the level?
22 Apr 17, 12:14
By Snehk
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Member
Signature weapon of sunrise knights. I think I need to adjust the blade to look better when smoothed.



22 Apr 17, 13:34
By Dr. Orange
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Member
Quote:
And still, how did they make skybox to change during the ending sequence without changing the level?

It's actually pretty clever how they did that. One half of the skybox they used in that map is the cliff skybox, and the other half is the Xen skybox. You can't see both sides at the same time while in that level.
22 Apr 17, 14:26
By Windawz
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Member
@Dr. Orange

Uhh... How could I not think about that? Damn it, it sounds so simple and I haven't been able to understand how it works for a really long time until now.
What's interesting is there's no info at the web how it's done, except TWHL of course.

@Snehk

As always - nice. But can you use smoothing on a certain part of a model or you can only smooth the whole model?
22 Apr 17, 15:50
By Snehk
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Member
Thanks! There are many things to improve in my models yet.

As for smoothing: pretty much yes. Quick smoothing preview in Wings 3D shows the whole model smoothed after subdivisions. I'll be using different smoothing methods, less poly intensive.

After exporting the model to Milkshape i could re-group the model and apply different smoothing on each body group for example. Not sure about Blender, I keep it mostly for .iqm export/import scripts.

I'm thinking about giving the knight a scabbard for this sword, but can't decide in which place. Strapped to belt, or on the back?
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Forums > Maps and Mods

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