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Work In Progress / Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Last post by SPRKH on July 15, 2018, 01:12:01 PM »
Other than getting an error about MSVCR120D.dll being missing, the tool and batch file work as intended. Both the stripped .bsp and custom halflife.wad file seem to load just fine when placed in the _addon folder so there's no need to overwrite any original files.



Sadly, custom textures need to be the same dimensions as the original, otherwise there will be scaling errors. There isn't a whole lot you can do to bump up the resolution.
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Requests / Re: Looking for someone to rig FPS hands
« Last post by James on July 15, 2018, 07:02:43 AM »
Awesome, thanks! Updated the original post with the new chopped up model.
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Requests / Re: Looking for someone to rig FPS hands
« Last post by SPRKH on July 15, 2018, 06:24:35 AM »
Dunno if i'll have time to properly rig this thing, but i've chopped it up into 512s for now.
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Requests / Looking for someone to rig FPS hands
« Last post by James on July 15, 2018, 04:34:28 AM »
Hi! I'm getting back into GoldSrc modding just for personal stuff, and I'd like to fix up some of my old projects. I lost the model source but found the code source, so I would like to update some old models.

I bought these arms that just under 2000 quads (will have to hack around some magic to get it to compile, but I'm fine with doing that) and would like to animate with them:



Could somebody please rig them for me? It's in Max 2009 format, and I would very much prefer if it stayed in Max 2009 format. IK would be preferred. You're all of course free to use these arms in your own project if you want to just download and use them. Psd is included if you want to make texture edits.

You may download them here: https://www.dropbox.com/s/kiz6t5bhoxbloc6/fps_hands.rar?dl=0
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Work In Progress / Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Last post by James on July 15, 2018, 03:43:01 AM »
Hey Jordy, how are you?. Thought I'd check in here because I'm doing a bit of GoldSrc modding myself these days.

I know for sure that you can open a .bsp with just GCFScape and see what textures are used in there (they're just listed as .bmp files) if you're purely interested in seeing what is actually embedded into a .bsp.

However,  I found this tool which seems to do exactly what you want - Remove the textures embedded into the .bsp so that it reads straight from halflife.wad, xeno.wad or liquids.wad (the 3 main wad files for Half-Life). I've gone ahead and compiled it for you and created a mini-tool to batch convert all .bsp files. Here's how it works:

- Download BSPTexRM_BatchRunner.exe and BSPTexRM.exe from the post here.
- Copy all .bsp files from Half-Life into some new folder (just as a safe back-up) and place BSPTexRM_BatchRunner.exe and BSPTexRM.exe in there.
- Run BSPTexRM_BatchRunner.exe - It will detect all .bsp files in that folder and run BSPTexRM.exe automatically on it
- When it's done removing the embedded textures from all bsps, all fixed bsps will be copied with _trimmed added to their name
- If you want, my batch tool can automatically delete the old unfixed bsps in that folder and rename the new fixed bsps to the correct filename. Press Y in the program (it will ask) if you want it to do that
- Copy all .bsp files back into the Half-Life maps folder
- One note. For whatever reason, Half-Life bsps expect a file called sample.wad to exist. Because it does not exist, copy any random .wad and rename it to sample.wad (the same folder as halflife.wad, xeno.wad and liquids.wad) - Alternatively, just create an empty .wad with a program like Wally

Let me know if you have any questions! (or if my shit tool does not work)
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Work In Progress / Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Last post by SPRKH on July 14, 2018, 03:24:54 PM »
SPRKH about detail textures. I have gathered many for all the HL games and put them in a pack for Sven Coop, you might find it useful in the forums here:

https://forums.svencoop.com/showthread.php/44464-Sven-Co-op-5-0-Overhaulin-Packs-Campaign-(Ultra-Def)

I found that the best way (even if some people hate it), is to replace the wad's textures with a blank texture, and recreate that texture yourself entirely. That is what works best imho. Still, never got around to fix the pack or complete it, thats why some textures may be missing or overlap with old ones.

With a global detail texture file that replaces all textures in the wad, for all maps it could be easy (I have asked for this but nobody seemed interested) but as there is no way to do that you'd have to copy that file for each map.

But I believe if done correctly, replacing every texture this way, you'd end up with real higher quality textures in your game. Keep in mind they must have the same size proportions even if the detail textures are bigger (meaning that a 64x64 texture can have a 256x256 or 512x512 detail texture and so on).

My question wasn't so much about detail textures, but rather on the actual map textures. Making a texture pack would be an interesting idea. The issue seems to be that most of the campaign maps have a lot of the textures baked into the map, and i'm not big enough of a nerd to figure out if and how these textures could be replaced. Simply setting up hammer is above my pay grade.

If the method you're suggesting isn't an absolute fucking nightmare to implement and deal with -like everything else goldsrc- i'd be interested in hearing more about it.
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SPRKH about detail textures. I have gathered many for all the HL games and put them in a pack for Sven Coop, you might find it useful in the forums here:

https://forums.svencoop.com/showthread.php/44464-Sven-Co-op-5-0-Overhaulin-Packs-Campaign-(Ultra-Def)

I found that the best way (even if some people hate it), is to replace the wad's textures with a blank texture, and recreate that texture yourself entirely. That is what works best imho. Still, never got around to fix the pack or complete it, thats why some textures may be missing or overlap with old ones.

With a global detail texture file that replaces all textures in the wad, for all maps it could be easy (I have asked for this but nobody seemed interested) but as there is no way to do that you'd have to copy that file for each map.

But I believe if done correctly, replacing every texture this way, you'd end up with real higher quality textures in your game. Keep in mind they must have the same size proportions even if the detail textures are bigger (meaning that a 64x64 texture can have a 256x256 or 512x512 detail texture and so on).
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Requests / Re: LD (Low-Def) barney_vest and barney_helmet for Blue Shift.
« Last post by Besli on July 02, 2018, 09:23:58 AM »
Wow, a post from Liquidator!
Yeah, I also like -Rusty-'s face texture.
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Requests / Re: LD (Low-Def) barney_vest and barney_helmet for Blue Shift.
« Last post by Liquidator on July 02, 2018, 03:57:48 AM »
But guys. Read his post again. He asked about vest and helmet in low-def style :)
Original Gearbox's vest and helmet models were in HD quality initially. Sorry.

But if someone is looking for LD-style Barney check the Cleaner's Adventures Barney (Submodel 3).
Yeah. It has creepy vest for todays 2k18  :daza: But you can edit it or take just a head.

Wow -Rusty-! Like yours one!
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Requests / Re: LD (Low-Def) barney_vest and barney_helmet for Blue Shift.
« Last post by -Rusty- on June 29, 2018, 07:17:26 AM »
Made one for Sven, so that'll be a thing in the future at least.
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