Half-Life: Static Friction Created 15 years ago2008-06-04 00:16:50 UTC by hlife_hotdog hlife_hotdog

Created 15 years ago2008-06-04 00:16:50 UTC by hlife_hotdog hlife_hotdog

Posted 14 years ago2009-10-16 16:01:56 UTC Post #274475
Paint...?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-16 16:07:56 UTC Post #274476
Yeah well that's an option. I'm just happier with pencil and paper.
Posted 14 years ago2009-10-16 16:34:02 UTC Post #274478
So am I, but I don't have a scanner either.
You did a good job with your SNES box, try taking a pic of the paper.
User posted image
ta... da?

Two other things: What kind of enviroments do you still need, and do you want a newer version of the civilian model I sent?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-16 17:42:53 UTC Post #274480
Blueprints that are actually blue tend to make my eyes suffer.
Posted 14 years ago2009-10-16 17:52:47 UTC Post #274481
Sorry...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-16 20:14:42 UTC Post #274483
Having to go through a line of rooms to find a vent so you can keep going is annoying.

That's just me though.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-10-16 20:25:13 UTC Post #274484
They could always add something interesting to make it worth the player's while, or have the pushable outside and have vent acess in all the rooms.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-16 23:04:44 UTC Post #274488
Absolutely. I Don't care how much detail you put in (chances are i'll modify it anyway) but if I have a floor plan then I have some constraint. Like that interview with the creator of Audiosurf. Too much freedom is project stranglehold. And you can design anything you want, as long as i could make it fit Black Mesa. So sewers, outdoors, whatever!
Posted 14 years ago2009-10-17 07:41:32 UTC Post #274499
Do you need more tunnels for the intro, or for your OAR-type level?

Also, congrats on finding the source code!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-17 08:41:11 UTC Post #274500
We need really anything, mapping is not moving because we can't find inspiration :tired:
Posted 14 years ago2009-10-17 14:39:41 UTC Post #274501
EDIT2: Hotdog, by the time you read this, there will be at least one PM waiting for you. Make sure you read it, as it has a link.
Okay. I'm all over it.
EDIT: You'd better appreciate the lengths I'm going to acuratley recreate this!
Damn, OAR rails are annoying.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-17 15:50:00 UTC Post #274504
TWHL4 could really use an "email on pm" feature.
Posted 14 years ago2009-10-17 16:08:37 UTC Post #274505
Most people don't need it, but Hotdog seems to overlook the user alerts at the top.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-17 16:15:59 UTC Post #274506
It takes me a while sometimes to notice them. Not that anyone really needs to PM me. :(
Jessie JessieTrans Rights <3
Posted 14 years ago2009-10-17 16:57:06 UTC Post #274510
Ditto @Darkie's, both points.
Posted 14 years ago2009-10-17 19:54:49 UTC Post #274516
Thanks Jeff, Got it this time, haha. I've got a little project for the mod that will hopefully get my aim back in.
Posted 14 years ago2009-10-18 15:36:32 UTC Post #274519
Speaking of which...
clears throught loudly at hotdog
EDIT: Note to hotdog: I find that decals will disappear sometimes if you try to move them, and sometimes even create leaks from disapearing.
I trust you'll understand where blood and explosion scorches have to go.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-20 21:14:09 UTC Post #274699
Thanks to JeffMOD for some help there, if anyone wants to contribute, make a portion of a map, whatever you want, i'll use it, trust me.

I am back in the swing, creating a Multiplayer map based on Rimrook's 'Node 6' map that he released unfinished some time ago. This is so we can work on some multiplayer aspects, not that we expect this to be part of any near release, but something for us to work on.

I'm sure, as you know, we promised a demo release, because of things 'aka, LIFE' this as been put on hold indefinitely. We have our reasons, mainly because neither of us have a way to upload/download large files. This will change soon when I buy a High-Speed Pre-Paid Broadband USB dongle. Finger crossed.

One last note, we have also been introducing some significant system updates for the mod. Vs is very proud of his latest achievement, replacing the out-of-date FMOD plugin with much more reliable and versatile FMODEx API. This means we have support for a wider range of audio files.

So Kudoes! :cool: We are still active, (also thanks to me ditching Facebook) so thanks for the support, and we are not going to die so easily.
Posted 14 years ago2009-10-21 06:38:27 UTC Post #274709
Good news, I'm glad.
This will change soon when I buy a High-Speed Pre-Paid Broadband USB dongle. Finger crossed.
I hope they don't cap your bandwith D:
We got an offer for one of those, but it only had 1GB/month, so we didn't get it (I also deleted the journal about it, I think.)
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-30 10:17:51 UTC Post #274980
I'm now in possesion of the source code. I like to experiment, haha, who is up for flying Ichthyosaurs??
User posted image
Posted 14 years ago2009-10-30 12:44:53 UTC Post #274981
Hahah, nice. :D
Daubster DaubsterVault Dweller
Posted 14 years ago2009-10-30 14:50:36 UTC Post #274983
That is very, very evil.
Posted 14 years ago2009-10-30 15:53:10 UTC Post #274984
1. I hope that's a different entity than normal ickies.
2. Is that a ported HL:S skybox?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-30 18:25:12 UTC Post #274996
1). Yes, there won't actually be flying Ichthyosaurs, I am creating a new monster based on their source code.
2). No, they were a simply a improved skybox pack I found on the internet.
Posted 14 years ago2009-10-30 18:37:34 UTC Post #274997
What does said new monster do/look like?

Do you want a new version of the civilian model?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-30 18:59:07 UTC Post #274999
I don't have a placement model for it yet, I have to find something as we have no modeller :cry:

And sure, if he fits in with the other models definately.
Posted 14 years ago2009-10-30 19:21:37 UTC Post #275001
It's the same model with a couple changed textures and more animations.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-30 19:36:20 UTC Post #275002
Cool, i'd be glad to have a look :D
Posted 14 years ago2009-10-30 20:24:01 UTC Post #275003
I'll try to upload it later, Rapidshare quit on me fsr.
Hotdog, check your PMs! It's done!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-31 09:51:14 UTC Post #275018
Is it like the AI director in L4D but for music? :o
You could write scripted sequences based on the NPC lines you have, draw concept art, make media releases, get a site up (again) all sorts of stuff!
EDIT: You could practice your mapping, practice your modeling, practice your voice skills (It'll come in handy in a few years, I'm sure) Practice texture-making, make a skybox, make a candy store, make a jack-o-lantern, eat leftover halloween candy, watch TV, come here more often, TP Hotdog's house, learn to drive, learn to fly... [more ramblings]
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-31 10:59:44 UTC Post #275019
Well to get a site up I'm pretty sure they need web hosting :P
If you have no web hosting, get it at really great prices from https://www.nearlyfreespeech.net/
Penguinboy PenguinboyHaha, I died again!
Posted 14 years ago2009-10-31 11:01:51 UTC Post #275020
Haha, Since i've got no model to work with on the Xenfly, I am implementing new weapons. Currently wrapping up the Desert Eagle, laser sight and everything.

As for vs's music system, it basically is. Simply put, the alert level of enemies triggers different tempos of music. So enemies in a combat state will play a fast tempo. When they are alerted, or hunting the player after losing sight of the, a mid-range tempo. When it's quiet or all the enemies are dead, it returns to a slow tempo.

Next up on my list, some of the Opposing Force weapons, ie, Shock Rifle and Spore Launcher and maybe even the Displacer. I also want to add some new monsters and enhance weapon effects.
Posted 14 years ago2009-10-31 12:26:34 UTC Post #275021
Enhance weapon effects? Yes.
Deagle? Well, I guess since you're giving it to NPCs, yeah, okay.
Race X? Try to either keep it to a minimum, only have it in near the end of the BMI, or have the player wipe them out.
Displacer? There are two, or did G-man just dump it where he didn't think anyone would find it?

Just my two cents. Also, do you have concept art for the Xenfly? Someone here might be able to model it.
EDIT: Do you guys already have material-based sprite gibs for weapons?
Eg. You shoot wood and small splinter sprites come out, or shoot metal and it sparks
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-10-31 19:45:53 UTC Post #275044
Do you guys already have material-based sprite gibs for weapons?
That is definately something i've wanted to implement for some time now, without much success.

I think we may have found a model for the Xenfly, based on a mosquito, but i'll be tweaking it to make it a little more Xenian.

As for most of the new weapons, I will admit, alot of them won't really be used except in Multiplayer. We try to balance them, like the Deagle and 357. The 357 is more accurate and has a zoom function in multiplayer. The Deagle has a larger clip, does more damage, and shoots faster, but without the laser sight, it is incredibly inaccurate. However, put the laser sight on and fire rate decreases and laser sight gives you away.

I am slo not keen on adding 'Race X' monsters. I will add the Shock rifle bug, maybe as a standalone monster without the shocktrooper. The big problem is we don't have any hi-def models for them, which makes them look poor in comarison to the rest of the world. I want to add teh Pitdrone though, I love those and they are generic enough, and those big ugly things, whatever they were.
Posted 14 years ago2009-10-31 19:54:02 UTC Post #275046
Yeah, I guess it could be explained away the same as Freeman didn't see any antlions in HL1, they just weren't teleported to where he was.
Also, about the gibs, It should just shoot sprites away from the point of impact with a different sprite for each material sound. I know it's possible in HL, because The Specialists has it.
Also, 'grats on the Xenfly model!
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-01 01:06:26 UTC Post #275054
Maybe it depends on the type of texture being shot? Of course, you'd then need a way to flag all textures with a material type...
Posted 14 years ago2009-11-01 08:47:15 UTC Post #275061
Yeah, that's how it works; Depending on the material sound set for the texture (how it sounds when you walk on it) you get different sprites:
Wood splinters on wood, Sparks on metal, chunks of dirt on ground, nothing on glass, ect.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-01 09:58:15 UTC Post #275063
If I have time once you get hosting.
Penguinboy PenguinboyHaha, I died again!
Posted 14 years ago2009-11-01 20:49:42 UTC Post #275095
saw1833
Hotdog has awoken, yawns, and has more coding to do do today before work, he sighs.
JeffMOD
Hotdog must make a flying alien and a displacement module Mark II(Now with convinient carrying strap and smaller cooling unit)
You guys want me to port the displacer to HEV arms and make it slightly different from Gearboxes? (So it's an older/newer displacer prototype)
Or do you already have it done?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-01 20:58:35 UTC Post #275096
Well, we already have it with the HEV arms, because most of our weapons come from Half-Life 1.5 Weapons Edition (with Ghoul-BB's permission too). But it looks exactly the same. So if you want to, be my guest.

Also, would you be able to port a model of a grunt in a radiation suit so that it works in Half-Life? All the animations are different, I don't want them reanimated, I just want them ported to animations that will work to replace a Grunt. You think you could do that for me?

And can you convert MAX models?
Posted 14 years ago2009-11-01 23:03:47 UTC Post #275097
EDIT4: I finally got them to fire their Mp5s -half of the time. I'll sort out the rest and make him look pretty/use the original HD weapons later.
Good Morning, Good Day, and Good Night!
EDIT3: I am having difficulty making the Hazmat Hgrunts shoot!
Send me the HEV arms and I can try to improve the displacer. I'm not good at porting though, just simple model hacks, but if it can be loaded in HLMV, I could take a look...
Also, I have no Idea how to convert MAX models... I'm not really a modeler, I can only reskin and hack...
EDIT: 1.Where is the hazmat grunt from?
2. WHERE THE HELL IS THE DOWNLOAD LINK?!
EDIT: They can now move, melee, and drop grenades, if not more than that.
EDIT2: They can now die and shoot AR grenades, but I'm baffled on why they won't fire their weapons...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-01 23:05:38 UTC Post #275099
Darn, you are having the same problem as me. Let me guess, says no sequence for Act:28?

EDIT: Dammit, stop editing your posts Jeff :P

Ok, at least you had some success. Thanks
Posted 14 years ago2009-11-02 09:12:52 UTC Post #275103
Don't bother, then. We can wait until the demo is uploaded properly.
Also, a few things about the model: I got them to shoot their Mp5's, but I'm afraid this comes with some bad news. I realized this morning that the walk, run, shoot standing, idles, and sleeping animations (except the death one) are ported fully from AVP2. I'm going to make two three (in case you want ragdolls) versions once I get functionality sorted out, one with Sysop's animations, and one with Valve player animations for shooting, death, ect. (The model seems to use the player bone structure)
EDIT: Oh, yeah, and they walk slowly away to reload when they're injured :P
I blame the ported animations.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-02 09:53:07 UTC Post #275104
It doesn't matter much, they are in suits, so for one, they suffer limited movement, and second they aren't really soldiers (or are they? :P ). They are more like recon guys who scope out hazardous environments but are armed because of the Xen creatures.
Posted 14 years ago2009-11-02 19:14:19 UTC Post #275108
Edit: Modelers! Attention! I need a fix (in MS3D)for this problem: The model makes all forign meshes (Grunt face, M4, shotgun) have a flat-shaded mesh ingame.
User posted image
It's the only thing stopping this from being finished... and me working on the displacer...
Good news, I got them to work more or less fully (don't use ARgrenades, though, they only toss them in the animation) and upon further inspection, they don't quite move like the guards from AVP2, so the animations aren't ported! Only one snag so far, and I will work on it more; The model is only using the white grunt's face, and the black grunts face isn't even in the model, even though I reference both in the skins section! :/ I'll work on it, though.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-02 19:46:55 UTC Post #275111
Jeff. What you can do is go to groups and select the face group. Go to tools and select smooth. Make sure you check the 'only selection' box. This should work. Thanks :) i'm at work so i won't be on for the next 8 hours
Posted 14 years ago2009-11-02 21:44:22 UTC Post #275112
Okay, I'll try that. Thanks.
Nope, only makes is worse. Whatever, hopefully the player won't get a good look at their face until they're dead. (when the problem fixes itself exept for the lower part of the nose :/)
EDIT: Hotdog, check your PMs! Also, you were talking about .MAX files?
http://www.twhl.co.za/tutorial.php?id=147
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-03 07:43:28 UTC Post #275119
You've done an awesome job Jeff. They both look fantastic. As for MAX files, yes I know about that program, but I can't download it, i've almost reached my monthly download limit.
Posted 14 years ago2009-11-03 08:40:26 UTC Post #275120
Dammit, you got a stick with a download cap?!

I hate ISPs who do that! (And it's the beginning of the month D:)
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-03 10:54:13 UTC Post #275127
No, actually it based on a month from start date. So my month ends on the 22nd. I'm allowed 5gb per month
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