Half-Life: The Core Created 12 years ago2012-08-14 00:16:23 UTC by Archie Archie

Created 12 years ago2012-08-14 00:16:23 UTC by Archie Archie

Posted 10 years ago2013-12-20 08:39:31 UTC Post #317179
He certainly is.
monster_urby monster_urbyGoldsourcerer
Posted 10 years ago2013-12-20 10:39:20 UTC Post #317181
thecoo;gmam
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 10 years ago2013-12-20 16:16:23 UTC Post #317188
The question isn't if the gman is in, it's if gman is interested in the player. For example - Decay.
Posted 10 years ago2013-12-20 19:02:24 UTC Post #317191
Whenever he is witnessed in the core he is always on the move, never actively observing the player. It's very easy to miss his appearances.
monster_urby monster_urbyGoldsourcerer
Posted 10 years ago2013-12-21 08:41:25 UTC Post #317203
So, by my calculations the player won't do anything super important. You know, things like Gordon and Adrian did.
Posted 10 years ago2013-12-21 14:08:00 UTC Post #317207
I'd say surviving something like the Black Mesa Incident is important in and of itself, personally.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-21 14:21:57 UTC Post #317208
We put a lot of thought into making Andrews an important character without getting in the way of HL's canon.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2013-12-21 14:35:36 UTC Post #317209
That's why this mod will turn out awesome.
Posted 10 years ago2013-12-22 21:30:25 UTC Post #317214
Besides a visit to what appears to be the famous Area 9 Hub, will The Core feature the Black Mesa transit system to any extent? If so, what stations will the player see?
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-12-24 11:57:20 UTC Post #317246
PC Gamer says hi.
Posted 10 years ago2013-12-24 23:44:28 UTC Post #317253
Yup.
monster_urby monster_urbyGoldsourcerer
Posted 10 years ago2014-01-06 06:31:51 UTC Post #317383
Urby, 2014 holds a lot of great things for you and S&C, I and all of us await release and you will be top 10 next year broham!

Stay strong!
Posted 10 years ago2014-01-09 12:43:25 UTC Post #317443
User posted image
Result of an all-nighter spent watching Doctor Who and mapping.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-09 13:50:18 UTC Post #317444
Awesome as per usual, the lighting and everything else looks fantastic!

Do you pretty much have to use texlights in GS, or can you make pointlights look better with high-res textures and the new compile tools?

BTW, a little trick to make your conduit look rounder
1. build the three 3 90's of conduit complete at a bigger scale(1 or 2/3 should be enough) with 8 or 12-sided cylinders, or whatever you like.
2. scale the whole thing to .75 or smaller as needed.
3. check alt-p for any invalid problems
4. profit

If you scale it too small, of course hammer will tell you to fuck right off, but you should be able to scale down very generously without any errors ;)

Also for a quick-extra detail, lathe the ends of the pipes to make it appear they have collars or fittings attached, where they connect at the base of the circuit box.

I realize this is small-detail stuff, but every little bit helps, right? Using this simple method, you can make paper-thin brushwork quite easily, just don't too crazy or it will obviously crash the compile.

Again, great work as usual mate! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-09 13:57:34 UTC Post #317445
Cheers for the tips, dude, but I think you may be forgetting Goldsource's limitations without HLfix which we're making a point of not using.
Sub-grid geometry, particularly on shadow-casting brushes will cut into the surrounding brushwork to such an extent that the entire wall would split into more than a hundred additional brushes. Even if it wasn't visually noticeable, the performance hit on older rigs would be nightmarish.

To answer your question, all lights in The Core are either texlights or spotlights. Point lights are still terrible, even with Vluzacn's Radiosity calculations and double res textures.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-09 14:03:55 UTC Post #317446
Yes, it has been a long time since i mapped GS, so... (maybe i just burned that goldsource mapping memory block out of my mind forever?) ;)

If i get some time, i will experiment a little without HLFix and see what kind of results i can get. Also, i totally forgot about RAD errors these things can create...

That is quite a challenge doing it without HLFix, God bless you! <signs the cross and then runs>
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-09 14:07:29 UTC Post #317447
We'll probably use HLFix for the final pass of every map, but during development its absence is forcing us to map very efficiently and cleanly. Definitely got long-term benefits, particularly in some of the... ambitiously scaled areas.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-09 20:38:39 UTC Post #317452
I can't wait to see this done.
Posted 10 years ago2014-01-10 12:49:03 UTC Post #317460
Damn...

Nice work guys!

Btw, you could convert those tubes in models, and then leave the current brushwork as an invisible func_wall only to make RAD projects its shadows. Using the CapT method in Hammer 4 to prevent any invalid solids of course, just to be sure. :P

Less WPoly and a bit more Epoly. But probably worth it. You decide. :)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-01-10 15:13:52 UTC Post #317461
COPLANAR COPLANAR COPLANAR COPLANAR....BTW COPLANAR COPLANAR COPLANAR....
Yeah about that, I tried for a while to make some pipes using the down-scaling method i described, and ya, NOOOOOPE. ;)

Archie and Alberto are absolutely correct: Use those scale methods in Hammer 4 ONLY! :P

(Lathing in GS is fine though,as long as you don't go to crazy!)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-11 03:50:14 UTC Post #317464
Now if only there was a mapping platform with drag and drop model support..
oh hello UDK...
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-01-11 19:31:40 UTC Post #317471
oh hello UDK...
Lulz. xD
Archie and Alberto are absolutely correct: Use those scale methods in Hammer 4 ONLY!
Indeed. I never scale any damn thing in Hammer 3... I'm too scared of the results. :P
Making big detailed brushworks, then converting them as models and scale them, is a perfect technique to have ANY wanted structure without messing up with WPolys and invalid shit. ;)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-04 03:57:03 UTC Post #317742
Urby felt he was slacking on the promotional side of things after I made our trailer so he went and made this:

Click Clack Cluck

Damn fine work, if I may say so!
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-04 04:04:55 UTC Post #317743
Sexy.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2014-02-04 04:23:03 UTC Post #317744
Sexy indeed. Though it's a "combined" effort, not "combine".
Jessie JessieTrans Rights <3
Posted 10 years ago2014-02-11 19:01:38 UTC Post #317745
The Free Texture thread is locked, so I'll just chuck these here. I made a bunch of new tool textures for The Core and I really like working with them, so I thought I'd share. The gridded null in particular is weirdly useful.

They are indexed bitmaps, so they'll go straight into Wally.

User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-16 00:36:04 UTC Post #317966
Bitmaps? On the Internet? Good lord!
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 10 years ago2014-02-16 01:41:31 UTC Post #317967
Pretty nice work, Archie. :3

And, why you renamed BEVEL as PRECISE in the texture?
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-16 03:03:46 UTC Post #317968
Archie's a Sourcey one.
monster_urby monster_urbyGoldsourcerer
Posted 10 years ago2014-02-16 03:03:51 UTC Post #317969
It causes precise clipping and has been referred to as 'precise' in VHLT for a while. I got used to it.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-16 03:23:46 UTC Post #317970
Oh, yeah. I forgot about this.

Anyway, an in-editor screen. Looks pretty good :3
User posted image
Are you going to create even the new VHLT tools textures like "BoundingBox", "SolidHint", etc...?
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-16 06:52:16 UTC Post #317971
Sure thing, glad you like them :walter:

User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image User posted image
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-18 07:18:16 UTC Post #318003
Nice one! I really like the Bounding Box one. :3

Saving images
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-20 07:57:34 UTC Post #318011
Almost finished a tutorial for making the Evolution of a Map videos that proved very popular for The Core.
Screenshot of the edit. Premiere inside Premiere. I'm fairly sure I should have written 'Yo dawg, I heard you like' at some point in that sentence.
User posted image
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-02-20 16:30:31 UTC Post #318018
Hohoho! You know I like that shit Archie! :crowbar: :hammer:
Can't wait. :3
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-21 18:12:27 UTC Post #318025
Love the track title in winamp btw.
Classic.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-02-21 21:56:23 UTC Post #318028
Lol. Agree with Tet. :P
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-23 17:11:22 UTC Post #318093
I've made a WAD file for The Core's tool textures. I've named it "snchlt" (Scotch and Coffee Half Life Tools). :P

You can have it here.

Just remove your "zhlt.wad" from your wads list on Hammer and replace it with the "snchlt.wad" (also in the wad.cfg file if you use it).

Happy mapping with 128x128 tool textures! :D
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-23 23:53:23 UTC Post #318094
Do you have permission from the author? :P
Posted 10 years ago2014-02-24 01:33:02 UTC Post #318096
Hohoho you're funny SugarMan! Mascalzone! :D <3 (me and you spamming again! Yeee! xD)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-24 03:24:15 UTC Post #318097
D: Come ti osare! TU MASCALZONE!
Posted 10 years ago2014-02-24 15:11:41 UTC Post #318103
You need an italian teacher, SugarMan... Seriously. xD
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-02-24 21:11:12 UTC Post #318110
Yeah, I do. I always say I'll try to learn it but... I never do. I'm lazy.
Posted 10 years ago2014-03-23 04:50:42 UTC Post #318367
WIP
User posted image
This facility is under military command. My command. It has come to my attention that some of the former employees of this fine establishment have refused to submit themselves to my men and are in fact planning some sort of rebellion. Make no mistake, this is a futile endeavour. Relinquish your weapons and surrender yourselves to the friendly platoon who will be with you shortly. You are all a threat to national security and if you love your country you will lay down your arms.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-03-23 23:49:18 UTC Post #318381
Sweet. I like the light variations and the atmosphere. :3

Good job SnC, once again. ;)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-03-24 15:12:02 UTC Post #318382
I got a question about that last picture: Will sky texture be made from scratch, HL ones or from internet?
Just curious.
Posted 10 years ago2014-03-24 19:40:32 UTC Post #318384
Don't you think that a mod this caliber should have custom self made skies ?
rufee rufeeSledge fanboy
Posted 10 years ago2014-03-24 19:59:28 UTC Post #318386
We're currently using the HL standard skyboxes. We've had a few people suggest new HD ones but they're not easy to make and would require coding for higher resolutions (as far as I know)
monster_urby monster_urbyGoldsourcerer
Posted 10 years ago2014-03-25 00:26:03 UTC Post #318392
YOU SHALL ACHIEVE THIS OR BE DESTROYED!!!
User posted image
Rimrook RimrookSince 2003
Posted 10 years ago2014-03-25 18:06:04 UTC Post #318396
Very well. I'll prod our coder in the ribs.
monster_urby monster_urbyGoldsourcerer
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