What do you guys think of Created 17 years ago2006-08-29 13:03:23 UTC by Unbreakable Unbreakable

Created 17 years ago2006-08-29 13:03:23 UTC by Unbreakable Unbreakable

Posted 17 years ago2006-08-29 13:03:23 UTC Post #195022
my idea to create a black and white mod, which will give the SinCity feel. I'll be editing the textures and turning them into a grayscale. All the models and special artifacts will be normal color.

I got the idea from a map I seen called Cs_Noir.
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Posted 17 years ago2006-08-29 13:37:18 UTC Post #195025
Could be nice. It reminds me of the idea Tosse had once. http://twhl.co.za/forums.php?action=viewthread&str=momo&type=1&pg=1&id=9703
Posted 17 years ago2006-08-29 13:45:09 UTC Post #195026
if done right, it would be fucking sweet.
Luke LukeLuke
Posted 17 years ago2006-08-29 14:00:27 UTC Post #195028
Yeh, it damn would, controlling all the little pople and such.

I say go for it!
38_98 38_98Lord
Posted 17 years ago2006-08-29 14:06:46 UTC Post #195029
ok.. cool, I'm going to go and edit some textures and make a room, and see how it turns out.
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Posted 17 years ago2006-08-29 15:38:46 UTC Post #195035
Bump:

Ok, heres a screenie, kinda looks bad here, might improve in bigger areas with different white light styles. (brighter, dimmer, flicker, etc.)
User posted image
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Posted 17 years ago2006-08-29 16:09:38 UTC Post #195039
Looks great! Just wondering but CS_Noir although made for CSS used an overlay...Is it not possible in HL1? Perhaps Spirit has these options to use a black and white shader on the screen...It would save you time...

Mind you I would enjoy spending time converting models etc...Makes you feel like you worked hard.

Good luck ;)
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-29 17:04:20 UTC Post #195050
The scientists wrecks that whole picture.

And this would be 10000000 x better in source.
Luke LukeLuke
Posted 17 years ago2006-08-29 17:20:59 UTC Post #195054
Black and white textures? Try env_fade -> check the "modulate" flag and set the color to a dark gray. There, now you have a noir setting without those messy textures. Make sure to use PLENTY of light_spots to get that dark/light contrasted feeling.
Edit: On the second thought, plain grayscale just looks cheesy. Try adding a hint of brown to the env_fade color.
Posted 17 years ago2006-08-29 19:10:47 UTC Post #195067
ok I'll give it a go tomorrow.
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Posted 17 years ago2006-08-30 02:22:04 UTC Post #195083
Env_fade won't work, if you want all of your models in normal colour.
Although it would let you customize the effect more.
Daubster DaubsterVault Dweller
Posted 17 years ago2006-08-30 04:03:03 UTC Post #195088
The models would look much better if they were only black and white, and one other vibrant colour (like how that dude's shoes are always red in Sin City). I would also NOT use any custom versions of original HL textures, they don't really suit the stylistic theme (such as the door and sign in that screenshot, but this is just me).

Contrast is really necessary in something that doesn't use a whole array of colours, so try and highlight details like cracks, doors, windows etc. with more distinguished shades of black/white. Otherwise i think it'd get pretty dull quickly looking at constant grey.

I really like the idea of this mod/map, one more thing to look forward to when i finally get a new pc. =P
Strider StriderTuned to a dead channel.
Posted 17 years ago2006-09-04 14:39:13 UTC Post #195626
ok.

I've been also working on model effects for HL1, mostly fades for lights, windows etc..

so heres my first one. tell me what you think, also don't mind the light_spots, they have no source.. :/

anyways.. this is a model for window light beams:
http://youtube.com/watch?v=GgJiqw_syAQ
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Posted 17 years ago2006-09-04 16:37:35 UTC Post #195637
Update!

Just made one for the light_spot:
User posted image


What do yas think?
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Posted 17 years ago2006-09-04 17:17:33 UTC Post #195641
That doesn't look too good :| The fading isn't smooth from the inside to the edge, its very noticeable. I'd recommend making a sprite that looks like a spotlight and using it on an env_laser. That's what source games use(or at least that's the basic principle). There's a texture set of nothing but sprite textures at the Wadfather. I'll find it and post a link for you.
Edit: ok, I couldn't find them but I know they are out there somewhere.
Posted 17 years ago2006-09-04 19:06:22 UTC Post #195644
If that was for HL2 then I'd agree but for HL1 that's great! I reckon it's fine.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-04 19:53:05 UTC Post #195648
oh, I know about all the other ways of doing it with the sprites and such, but I just made a way to make it with a model so it would take up less resourses.
and ya its for HL1. And also using an env_beam for a light beam in HL1 does'nt work great.. unless it was possible to make one end of the env_beam wider, than it would work.. but you get my drift.
plus, it looks alot better in-game then in the screeny..

also, what did you think of the window light beam model?
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Posted 17 years ago2006-09-04 19:57:56 UTC Post #195649
nd also using an env_beam for a light beam in HL1 does'nt work great.. unless it was possible to make one end of the env_beam wider
That's what I'm saying, using an env_laser with the sprite set to a spotlight sprite. It'll lock the sprite along the z axis and the sprite that it's set to will make it wider at the bottom than the top. The same method was used for the patches of grass in de_aztec(1.6).
Posted 17 years ago2006-09-04 19:58:59 UTC Post #195650
really.. hmm.. I'll have to look into that.

edit:

Wait, I know what you mean.. and yes, but you don't get the effect that you do when you walk through it like my model gives. my model is like a cone, with a numerous amount of layers so when you walk through it and look at the light, it gets brighter or if walking out, it gets dimmer.. etc.
also, theres the 'Sprite Fixer' that I use for situations light that.
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