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Author Topic: HLR  (Read 11157 times)

AleKK

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Re: HLR
« Reply #120 on: June 11, 2017, 12:04:42 PM »
Its the exact same size as the original
Huh, that's interesting. Because this tripmine looks giant to me, for some reason. Maybe that's because i've played a lot of Sven Co-op recently? Or, maybe not
It's great to be part of the greater good!

SPRKH

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Re: HLR
« Reply #121 on: June 11, 2017, 01:51:04 PM »
The front is a bit wider/bulkier, but they're the same overall size

Norman The Loli Pirate

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Re: HLR
« Reply #122 on: June 11, 2017, 04:59:23 PM »
Sporkeh you're gonna have to teach me your secrets on making lenses look that pro.

Huh, that's interesting. Because this tripmine looks giant to me, for some reason. Maybe that's because i've played a lot of Sven Co-op recently? Or, maybe not
Tripmine's world model was made smaller in Sven Co-op because Sniper hates anything that could help in speedrunning a map, think it's about half the size of the original.
When we redo the weapons I'm going to restore it to its original size but don't don't tell him that
« Last Edit: June 11, 2017, 05:01:14 PM by Norman The Loli Pirate »
Signatures are for nerds

SPRKH

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Re: HLR
« Reply #123 on: June 12, 2017, 04:38:10 PM »
The secret is merely being overly nitpicky and willing to spend way too many hours perfecting a 64px bmp tbh.

Does anyone have a good stinger launcher model? I really cbf touching the one I was working on any more.

Thomas

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Re: HLR
« Reply #124 on: June 13, 2017, 07:39:52 AM »
Does anyone have a good stinger launcher model? I really cbf touching the one I was working on any more.

Good? Not by today's standards.  :coolbiden:

SPRKH

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Re: HLR
« Reply #125 on: June 28, 2017, 05:23:10 PM »

Thomas

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Re: HLR
« Reply #126 on: July 17, 2017, 03:27:38 PM »
You could say, you are "raising the bar" with that one. :coolbiden:

Alex

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Re: HLR
« Reply #127 on: August 04, 2017, 11:34:07 AM »
Nice work on the gloves! Those are such a massive improvement.

It's probably worth playing with the levels of the texture, maybe baking out AO (throw in normals for added awesome here)

SPRKH

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Re: HLR
« Reply #128 on: August 06, 2017, 07:24:20 AM »
It's probably worth playing with the levels of the texture, maybe baking out AO (throw in normals for added awesome here)

Already did son


SPRKH

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Re: HLR
« Reply #129 on: August 23, 2017, 04:57:58 PM »
Dunno if it's even worth finishing this project tbh. It's become such a time sink with no real return on investment.

Default cs 1.6 glock with downscaled hev textures. Want to see if it fits better within the "HL world", which would give me another excuse to just use the vanilla content.


Considering doing the other animations with the oldskool/default models since i dont have the time nor willpower to find or make quality replacements myself. Would at least get the animations out there.
« Last Edit: August 23, 2017, 04:59:50 PM by SPRKH »

Thomas

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Re: HLR
« Reply #130 on: August 24, 2017, 06:21:10 AM »
Better not be a non-release nerd with all these juicy bits you've been teasing us with pal.

SPRKH

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Re: HLR
« Reply #131 on: August 24, 2017, 05:35:11 PM »


Pulling a ubisoft and downgrading the visual quality to make it fit with the rest of hl  :coolbiden:

Removed the hev padding on the fingers and using a simple texture for it instead and will be using Norman's leet ld edits so everything will be pretty much consistent. Hopefully i can finish this thing within the next decade

SPRKH

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Re: HLR
« Reply #132 on: August 31, 2017, 06:52:02 AM »
Playing around with the "scope" to see if it'd fit the design

Thomas

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Re: HLR
« Reply #133 on: September 02, 2017, 08:29:43 PM »
Playing around with the "scope" to see if it'd fit the design

That's from that one LR300 right? Pretty sure I recognize it from an old school CS compile.

SPRKH

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Re: HLR
« Reply #134 on: September 03, 2017, 12:57:24 PM »
Correcto, it's from the Ghost Ops LR300

JohnChronic

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Re: HLR
« Reply #135 on: September 10, 2017, 07:05:43 AM »
Dude, you started out making the best HD weapons pack ever known to Half-Life and now you're gonna settle for a quasi-LD pack?
Fairly pro texture artist.

SPRKH

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Re: HLR
« Reply #136 on: September 10, 2017, 08:34:57 AM »
Dude, you started out making the best HD weapons pack ever known to Half-Life and now you're gonna settle for a quasi-LD pack?

Due to rl i don't have time to produce high quality models any more. There is no good rpg, egon and hgun models available, other than the retail bms ones which i obviously cannot use. It's easier to use existing content - ld/sd being the most consistent - and work with that. Would get the animations out at least.

/e The content i already made will be released at some point

JohnChronic

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Re: HLR
« Reply #137 on: September 10, 2017, 10:20:38 AM »
Well, I can certainly respect the time constraints daily life imposes. After all, it's not exactly a quick and easy hobby being a modder. Thank you for explaining the situation, I'm relieved to hear that the existing high resolution/ high poly versions will be released. I've been keeping and eye on HL:R for the last two years now, and I'm very impressed with what you've accomplished Spork. I meant no disrespect in my original comment.
Fairly pro texture artist.

SPRKH

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Re: HLR
« Reply #138 on: September 11, 2017, 03:16:23 PM »
All good m8. Just feel like its a necessary compromise ill have to make.

Now to get back at it

AleKK

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Re: HLR
« Reply #139 on: September 13, 2017, 01:11:21 PM »
It's a shame that the rest of this pack won't be HD, but you have done astonishing job! Even with downgraded models i'm still eager to see this pack finished and released. Good luck with that project!

By the way, you have done amazing job on the shotgun animations
It's great to be part of the greater good!