1985 Honda CRX

Half-Life HL
1985 Honda CRX by srry
Posted 9 years ago2009-04-09 00:01:05 UTC • Unfinished • Half-Life
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Name
1985 Honda CRX
By
srry srry
Type
Map
Engine
Goldsource
Game
Half-Life
Category
Unfinished
Included
BSP, BSP
Created
9 years ago2009-04-09 00:01:05 UTC
Updated
9 years ago2009-04-09 00:01:05 UTC
Views
1504
Downloads
430
Comments
7
Rating
5.00 (2)
full star full star full star full star full star Download

I'm uploading this at the request of Captain Terror. It's an ultra-realistic brush-based model of a 1985 CRX, like the one I used to own. I made this a long time ago, and never finished it for some reason. I didn't know about HLFix at the time, so I think I gave up after seeing the awful condition the brushes were in after compile. The lighting is also severely screwed, which makes the body panels look as though they've been smashed. I didn't put much effort into getting the doors to work, so the windows operate separately, and there's some extra bits that are not supposed to be included in the func_door.

If anyone wants to get this in working condition, just upload it here and I'll post it as completed and give you credit for your work. I have no interest in completing it myself.

7 Comments

Commented 9 years ago2009-04-09 02:57:17 UTC Comment #17427
hmm... how about a body kit and some 20" chrome rims
and why not some zoomies and a blower too? i bet a dashboard mary would go a long way! dont forget the curb feelers, heated seats and cup holders too.
Commented 9 years ago2009-04-09 03:09:25 UTC Comment #17428
Uh... okay? Did that serve any purpose? I see you haven't downloaded it.
Commented 9 years ago2009-04-09 03:30:11 UTC Comment #17429
i see you havnt either.

would you like me to download it Mr srry?
Commented 9 years ago2009-04-09 06:04:46 UTC Comment #17430
NineTnine is ass hole :P
Commented 9 years ago2009-04-10 17:47:47 UTC Comment #17431
That's some awesome brush work I see there.
Commented 9 years ago2009-04-13 18:41:27 UTC Comment #17438
That is an INSANE amount of detail!

++surprisingly LOW amount of visual errors for such a detailed world model!
++epic brushwork.
+good textures
++surprisingly detailed and proportioned/scaled correctly!

So cool, and probably the most detailed world model i've ever seen, period. You might be able to eliminate some of the weird face lighting by alternating sections of the car as world brushes and func_walls/func_illusionaries: like, make a piece of the fender a world brush, and make an adjoining piece a func_wall. Just don't go crazy and make entire sections brush entities, as this will still cause splitting(hence the alternating idea).

i noticed you have a lot of complicated brushwork left as world models, which actually makes it more amazing there aren't more visual errors! Questions for you?

-did you use hlfix?
-what compile options if any did you use from stock(there may be some rad options that will smooth the lighting better for something this complicated)

Besides the driver-side door bein foobared for me--opens inward independent of the window, easily fixed with mm and invisible button--, it's goddamn amazing work... Maybe a little bit later i'll pull this baby into my garage and see if i can tweak it up a bit. = )

Thanks so much for uploading this! I haven't done this in a while, but maybe you'd be interested in this small token appreciation:
ONLY click here for epic win

5 for amazing attention to detail and as i said before, probably the most carefully-detailed world model i've ever seen.
  • * * * *
Commented 9 years ago2009-04-13 19:35:40 UTC Comment #17439
Goly gee wiz, thanks for the glowing review. No, I didn't use HLFix for this , as I wasn't aware of its existence at the time. I don't remember really, but I think this was the first or second compile of this map. I just gave up after seeing how wonky it looked after it compiled. It really wasn't as huge of an endeavor as it seems just looking at it. I completed the brushwork in some two days. With that in mind, I doubt I really did that much for the lighting at all, except probably full RAD and some other trivial settings, but I didn't use any smoothing effects.

Oh, and I just realized I didn't include all the textures needed to compile. Two or three are in the Poke646 WAD. Oh well.

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