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The Half-Life: Echoes mod was released and the mapping is incredible. Best mod I've played in a very long time.


https://www.moddb.com/mods/half-life-echoes
Yeah it's friggin' amazing.
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Tutorials / Re: VDU article archive mirror
« Last post by SPRKH on October 17, 2018, 06:56:54 AM »
No wonder, i've never even heard of this site
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Tutorials / VDU article archive mirror
« Last post by The303 on October 16, 2018, 05:00:40 PM »
VDU which was a GoldSrc and Source tutorial/article site was discontinued but there is a compact mirror here:
https://icequake.neocities.org/valvedev/guides.html
The original site is here but could go offline at any time:
https://valvedev.info/
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Releases / QWrap - A brand new Quake Source Port.
« Last post by Lateralus on October 14, 2018, 12:38:57 AM »
https://www.moddb.com/games/quake-wrapper

Quake Wrapper it's a mod for Xash3D Engine, which allows to play Quake (the 1st one) and its mods in Xash3D. It doesn't change the gameplay and doesn't add some new content or modern visual effects, you just can play old good Quake in 32-bit graphics with good resolution, using friendly interface compatible with current Windows systems.

List of Engine-exclusive Features:

-QWrap doesn't affect the engine, so you always have a stable core on any level of development.
-Models with skeletal animation and weight distribution.
-Powerful network engine with prediction and unlag system, with capability to download missing files.
-Decals.
-Smooth changelevel and capability to return on previous maps.
-Save/restore for decals, sounds, music.
-Enhanced sound engine with DSP effects.
-Possibility to hook through QWrap an advanced physics or a new renderer, even from your favorite Quake's fork, if you prefer to use it.
-Vertex lighting for static alias-models (Quake models).
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Remods and Mod Specific Model Packs / Re: [Chemical Existence] Remod
« Last post by Lateralus on October 12, 2018, 06:41:47 PM »
Meh, still a better Mod than Cry of Fear.
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Work In Progress / Re: [WIP] REV - Mod
« Last post by Heffernan on October 09, 2018, 08:32:24 AM »
i'd like to put down some Information

Firstly we tried to find a Modeller to Decapacitate our few Models especially the HD Zombies but it didnt work, i had someone in a PM on Discord tell me its impossible unless you have a Payd Experienced Professional, so we had 2 Choices left

MinuiT the original Programmer of RECB (Resident Evil Cold Blood) was nice enough on Discord to allow us to use his Models aka Zombies (see Pic1)

then i though about asking the Guys from BrainBread, so i contacted the BrainBread2 devs but noticed they are a completely different Team, i contacted IronOaks the Original Swiss Devs of BrainBread1, the website is still open aswell as the forum but dead since 2013 and not working (when you click a topic it opens a blank page) and even on all the mail addressed i got nothing exept Mail System Errors but a reply from info@ were Zpin told me it would ne ok to use his Zombie Models (https://puu.sh/BIgbD/599ca417e2.png)

so we have 2 Differents to chose from
 
1)


2)


2nd one looks a bit better but only has 3 Submodels wich look all similar, 1st one has 6 Submodels and is therefor preferred

Heres a Testvideo displaying Mecklenburg with the Item Pickups and Rebuilding of the City Effects.

we also found a Coder from TWHL Discord but once told what there is to do and the saying that it would be done asap he vanished from TWHL about 20days ago without any reply

what odo we need?

as above Coder for a bit of stuff, Mapper for Map9 and Beautificating and probably a Texture Artist to retexture the Zombies.

Thanks.
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Releases / Re: [HL1] RPG and Crossbow reanimated
« Last post by muted00 on October 08, 2018, 12:56:57 PM »
hey, i know this thread is 4 years old at this point, but is there a chance that anyone still has these models? the links seem to be down :/
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Releases / Re: [HL/SC] Maestro Fénix's Alien Controller
« Last post by Editor on October 08, 2018, 07:24:30 AM »
Always exciting to see content released and cheers to Norman for keeping it constructive. Seems like a good exchange between people. :coolbiden:
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Releases / Re: [HL/SC] Maestro Fénix's Alien Controller
« Last post by Maestro Fénix on October 08, 2018, 04:58:09 AM »
The increased poly count is barely noticeable in most areas and where it is noticeable it's worse then the original model, pointed ends like the fingers and the crotch rag are weirdly formed and there's overall more noticeable breakage when moving (it's really bad on the head).

Yes indeed. While the Source version doesn't suffer this problem, the GoldSrc one had to be rerigged quickly ( or better said, automatically by Milkshape 3D since Blender lately have problems with exported SMDs for GoldSrc ) due the vertex rig limit, which leads to that. This release was more of a little gift than anything else since I did it for Source and since it was just there,  I wanted to make it available for GoldSrc as well.

The only good thing I can say about the textures is that since they are on power of two maps the version of OpenGL that Steam Half-Life uses won't resize them, so technically they'll look better then the LD model's, But since you just upscaled with no further edits the textures they look blotchy and grainy.
Consequences of having little to zero skills at 2D art, I just took the original textures because is what I had at hand.

I thought at first asking Sproily and DiamonD for their textures of their version and then modify them to my needs, but I didn't want to wait more for a 30 min job, that's what it is actually this version ( which is not even an excuse ).

 
It also would have been better to stick the body and head onto one map and have the insides of the head on another, both of them being no bigger then 256x256,
You would lose quality by fusing both in a single texture, and more being only 256x, but I agree that the brain could be either smaller or just within an existing texture.
( It would be debatable if it would really matter with the original textures since they are just upscaled, but with a full new one it would for sure happen ).

 
the current maps are a mess with lots of wasted space and colors
I could have done better with the UV maps, I give it. Since I focused on trying to reuse the original textures, I sticked on adapting the old UV configuration when a fully new one would have been way better, especially with the head texture. Then again I had no time to remake the textures.

 
Chrome eyes should be illegal. :cop:
I swear I tried, but god, neither the original ones or custom made textures looked good, so I just went with the "classic" solution.




Thanks for the feedback, I will try to improve it but considering I have a map and some code on my ToDo list, is gonna be a miracle if it happens before the year ends.
But for sure I gonna do it, at least attempt to fix the rig and the finger/cloth parts, as well as attempting again to integrate the eyes directly into the mesh rather than being separate ( it was turning too poly on the cuts it was making and I just went the fastest route ).
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Releases / Re: [HL/SC] Maestro Fénix's Alien Controller
« Last post by Norman The Loli Pirate on October 07, 2018, 06:22:16 PM »
I'm gonna be turbo nerd and give you my honest opinion.

The increased poly count is barely noticeable in most areas and where it is noticeable it's worse then the original model, pointed ends like the fingers and the crotch rag are weirdly formed and there's overall more noticeable breakage when moving (it's really bad on the head).

The only good thing I can say about the textures is that since they are on power of two maps the version of OpenGL that Steam Half-Life uses won't resize them, so technically they'll look better then the LD model's, But since you just upscaled with no further edits the textures they look blotchy and grainy. It also would have been better to stick the body and head onto one map and have the insides of the head on another, both of them being no bigger then 256x256, the current maps are a mess with lots of wasted space and colors.
Chrome eyes should be illegal. :cop:

More polys and upscaled textures a better model it does not make.
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