Half Life Creations Forums

Content Creation => Work In Progress => Topic started by: SPRKH on February 12, 2016, 07:14:58 PM

Title: HLR
Post by: SPRKH on February 12, 2016, 07:14:58 PM
Something i've been working on in my spare time. Basically just another weapons pack, but with new hev arms, animations and content. What i've got so far:

Pretty much done (other than some tweaking):
- 9mmar (car-15 version) (http://i.imgur.com/3cCsPMn.jpg)
- 9mmar (mp5 version) (http://i.imgur.com/wPIjjk4.jpg)
- 9mmhandgun (http://i.imgur.com/WkIJtzu.jpg)
- 357 (http://i.imgur.com/79xlNIX.jpg)
- grenade (http://i.imgur.com/ocu3kxn.jpg)
- satchel (http://i.imgur.com/AzYpSFo.jpg)
- detonator (http://i.imgur.com/ye1xjHm.jpg)
- shotgun (http://i.imgur.com/sf9INNP.jpg)

Ongoing wip:
- crossbow (http://i.imgur.com/CL04DXz.jpg)
- crowbar (http://i.imgur.com/nmCtSZd.jpg)

Pics are straight outta jhlmv, other than the xbow. Also stole the sounds from ghost ops and edited them to suit the animations. Custom hud sprites will be done last.

Moddb page is here: http://www.moddb.com/mods/half-life-r. I'll put the link of this thread on there to lure nerds into visiting hlc.  :sagan:
Title: Re: HLR
Post by: Editor on February 12, 2016, 07:29:56 PM
Pro stuff here pal, really enjoyed you sharing it in the WIP thread too.

Might get me to play HL1 again just to try them out.
Title: Re: HLR
Post by: Burd! on February 12, 2016, 09:29:40 PM
Nahcorp, sounds legit.

Keep goin :O
Title: Re: HLR
Post by: The ghost of Cliffmas FALs on February 13, 2016, 01:09:20 AM
High praise from the DeamonD D himself.

Just noticed, is that a chrome overlay on the detonator switch? Pretty dang slick.
Title: Re: HLR
Post by: Besli on February 13, 2016, 12:16:36 PM
Dē is still alive, that's great! :cop:

Superb work Sporkeh!! :2pro:
If you still need something you are allway welcome.
Title: Re: HLR
Post by: SPRKH on February 16, 2016, 11:54:04 PM
Pakistan is threatening our borders once again.

Making small progress one bit at a time. Went back and edited the Glock textures a bit more to further enhance the lighting and contrast. Also fixed some small issues that I overlooked, such as small smoothing errors on the barrel and the guide rod being assigned to the slide.

(http://i.imgur.com/4kpCM6F.gif)

Also got around the shit clipping issues on bigger guns. Will see how well it'll work with the shotgun.


Might scale down the rail panels a bit vertically, idk
Title: Re: HLR
Post by: SPRKH on February 17, 2016, 03:57:47 PM
it does

(http://i.imgur.com/45ZBlre.gif)
Title: Re: HLR
Post by: Editor on February 17, 2016, 08:24:39 PM
Pretty basic modification but I agree it makes a huge difference. But that is the reason why you're  :2pro:.
Title: Re: HLR
Post by: SPRKH on February 18, 2016, 12:29:25 AM
(http://i.imgur.com/DIJDNJ3.jpg)

Ditched the crowbar entirely and just used the default HL2 one with verttrasher's textures. Seems like valve only employs either full-time trolls or retards in their art department, had to manually align every single vertex in the uv to match the texture.

Also getting kinda disgruntled with the way goldsrc straight up kills any contrast in the textures. The highlight on the bent area is nearly white in the diffuse, but it won't get brighter than a shitty gray shade in-game.
Title: Re: HLR
Post by: Besli on February 18, 2016, 09:59:49 PM
Also getting kinda disgruntled with the way goldsrc straight up kills any contrast in the textures. The highlight on the bent area is nearly white in the diffuse, but it won't get brighter than a shitty gray shade in-game.

Yeah. Hey Sporkeh, what Kind of engine will you use?
The regular Goldsource engine, or something like Xash3D?
Title: Re: HLR
Post by: SPRKH on February 18, 2016, 10:03:17 PM
It's intended to be compatible with plain goldsrc
Title: Re: HLR
Post by: SPRKH on February 18, 2016, 11:14:04 PM
(http://i.imgur.com/EG2VUwB.jpg)

How it's indended to look in-game. This is in xash3d, but honestly don't notice a big difference. Probably just happend to be in the right spot.
Title: Re: HLR
Post by: Lateralus on February 19, 2016, 01:05:31 AM
Looks Good.
Title: Re: HLR
Post by: SPRKH on February 29, 2016, 08:13:47 PM
(http://i.imgur.com/V0DYno-no-word.jpg)

long ways to go
Title: Re: HLR
Post by: Alex on February 29, 2016, 10:49:00 PM
That looks seriously rad. I can't understate just how badly that's been needed for such a long time.
Title: Re: HLR
Post by: SPRKH on July 13, 2016, 01:08:08 AM
Been on the backburner for too long. Model is straight from bms, but i'll be chopping up and editing the textures quite a bit. Sacrifices have to be made
Title: Re: HLR
Post by: Editor on July 13, 2016, 04:49:15 PM
Pretty rad pal, glad to see you are still at it!
Title: Re: HLR
Post by: SPRKH on July 14, 2016, 01:35:19 AM
Thanks pal. Quick update, chopped up the textures and edited the lighting

(http://i.imgur.com/XmooVm0.gif)
Title: Re: HLR
Post by: Editor on July 14, 2016, 01:58:15 AM
That lighting looks really boss, you just doing models in HLR or are there things that require some testing? :ray:
Title: Re: HLR
Post by: Norman The Loli Pirate on July 14, 2016, 03:04:47 AM
I've been meaning to port over the Blackmesa: Source Tau Cannon, looks like you beat me to it. :P

The edits to the model/textures are really nice I really like the chrome you added to the orange metal parts, you are one of the few HL/Goldsrc modders I know that use the chrome effect right.

Also question about your HEV hands: does the chrome part of the hands have a UV? asking because I wanted have a jab at doing new textures for them and I'm not the biggest of fans of the plain chrome on the hands.
Title: Re: HLR
Post by: SPRKH on July 14, 2016, 01:05:52 PM
That lighting looks really boss, you just doing models in HLR or are there things that require some testing? :ray:

I'm just doing models and the related sounds and sprites.

Also question about your HEV hands: does the chrome part of the hands have a UV? asking because I wanted have a jab at doing new textures for them and I'm not the biggest of fans of the plain chrome on the hands.

Yep. I have textured glove variation that looks kinda weird with the hev parts on it - http://i.imgur.com/TcNgRww.jpg
Also spent some time trying to hack rimrooks hev gloves onto it, but it didn't really work out that well (the uv maps are quite different, doesn't translate well) - http://i.imgur.com/jw2mpGJ.jpg

Considered trying it with thanez's hev hands which can be downloaded from here - http://skins.thanez.net/hev/hev_raw_files.rar - but want to focus on getting the anims done first.

I've attached the hand mesh and uvmap if you want to take a stab at it. If you can come up with something leet i can just include it with the release
Title: Re: HLR
Post by: SPRKH on July 14, 2016, 04:34:51 PM
Holding the small blue thing is a bit eh, so i relocated it and added a grip to resemble the sd/beta model a bit more.

(http://i.imgur.com/ApLtvGy.gif)

Yay or nay?
Title: Re: HLR
Post by: Editor on July 14, 2016, 05:40:55 PM
Def 2. Although holding it by the blue thing makes it feel a bit more experimental, I don't see it withstanding the recoil well for several uses.
Title: Re: HLR
Post by: Norman The Loli Pirate on July 14, 2016, 08:31:26 PM
Yep. I have textured glove variation that looks kinda weird with the hev parts on it - http://i.imgur.com/TcNgRww.jpg
Also spent some time trying to hack rimrooks hev gloves onto it, but it didn't really work out that well (the uv maps are quite different, doesn't translate well) - http://i.imgur.com/jw2mpGJ.jpg

Considered trying it with thanez's hev hands which can be downloaded from here - http://skins.thanez.net/hev/hev_raw_files.rar - but want to focus on getting the anims done first.

I've attached the hand mesh and uvmap if you want to take a stab at it. If you can come up with something leet i can just include it with the release

Unfortunately I don't have the time right now to make some new textures, I still have 11 low poly world models to make for Ivan 2.0  :suicide: but I can be a nerd and show off my pro Blender skillz.

Baked Thanez HEV golves texture onto your hands uvmap, will need some edits for lighting and what have you, up to you if you want to use it.

Title: Re: HLR
Post by: SPRKH on July 14, 2016, 09:03:31 PM
Bueno. Could use a bit of cleaning up here and there, but it's a pretty solid base to work with  :coolbiden:

Done rearranging the bottle thing, properly added a grip, updated the lighting and added a glow effect around the spinny shit. Just the battery pack left, then on to animes
Title: Re: HLR
Post by: Norman The Loli Pirate on July 14, 2016, 11:11:23 PM
Fourth time's the charm. :coolbiden:
Title: Re: HLR
Post by: SPRKH on July 15, 2016, 12:13:55 AM
It's gucci, i'll be including it for sure
Title: Re: HLR
Post by: Norman The Loli Pirate on July 15, 2016, 12:46:40 AM
Dem hands.

Ohhh that's waaaaay better, and no problem!
Title: Re: HLR
Post by: Editor on July 15, 2016, 02:49:16 AM
This is some genuinely sick looking stuff. I don't normally get excited about another set of HEV hands but those are pretty epic.
Title: Re: HLR
Post by: SPRKH on July 15, 2016, 11:34:58 PM
I'll probably need to simplify the seams around the thumb area to make it look a bit cleaner, since doesn't work so well downsized to 512.

Finished up the gauss model: modeled some new batteries and a holder, plus the wires from the hd version. Textures will be done later, will do the animaymays first.

/e mismatched batteries because i can
Title: Re: HLR
Post by: Besli on July 16, 2016, 09:19:29 PM
 :2pro: I really like that Gauss! :cop:
Title: Re: HLR
Post by: Norman The Loli Pirate on July 16, 2016, 10:46:51 PM
That looks really freaking pro Sporkeh, I'm getting all excited thinking about what the RPG is gonna look like.
When you do animate it you better do the fidget anim where Gordon spins the spiny thingy. :cop:



Title: Re: HLR
Post by: Besli on July 17, 2016, 04:16:22 AM
(http://images.akamai.steamusercontent.com/ugc/529515390080376075/B5AE1196F4D993593611414DF137D79CAE8589B5/)
Title: Re: HLR
Post by: Besli on July 17, 2016, 04:21:39 AM
(http://wiki.blackmesasource.com/images//0/06/Depleted_Uranium.jpg)
Title: Re: HLR
Post by: SPRKH on July 17, 2016, 10:06:49 PM
(http://i.imgur.com/I25Wke4.jpg)

 :coolbiden:

They do look pretty cool though. I'm not sure if i'll also be including ammo pickup models, want to focus on v_ models first.
Title: Re: HLR
Post by: Editor on July 17, 2016, 10:52:15 PM
(http://images.akamai.steamusercontent.com/ugc/529515390080376075/B5AE1196F4D993593611414DF137D79CAE8589B5/)

Where are the bullets in the model attached though?
Title: Re: HLR
Post by: Norman The Loli Pirate on July 18, 2016, 05:48:02 AM
They do look pretty cool though. I'm not sure if i'll also be including ammo pickup models, want to focus on v_ models first.

I'd just use the HL:E ones, they look nice and are already make for Goldsrc.
Title: Re: HLR
Post by: Besli on July 18, 2016, 09:07:34 PM
Where are the bullets in the model attached though?

That's why it's called "WiP" :cop:
Title: Re: HLR
Post by: SPRKH on July 20, 2016, 01:58:22 AM
Title: Re: HLR
Post by: Editor on July 20, 2016, 01:59:59 AM
Pretty sweet how the carry handle vibrates when charging. :coolbiden:
Title: Re: HLR
Post by: SPRKH on July 20, 2016, 02:29:20 AM
Pretty sweet how the carry handle vibrates when charging. :coolbiden:

Didnt want it flopping about, so its cool to see people can even notice. Not yet happy with the fidget animation. It still needs some work, bit then again you barely see it in-game. Textures need an overhaul as well at some point
Title: Re: HLR
Post by: Besli on July 20, 2016, 09:11:22 PM
Like I said I really like that Gauss! :2pro:
Title: Re: HLR
Post by: Alex on July 21, 2016, 05:13:04 PM
Man, those hands are awesome. The amount of polish going into this is really impressive, it's really nice to have such a pro looking pack getting put together.

Edit: I may have said something like that before, but yeah. Now you have double the love :V
Title: Re: HLR
Post by: SPRKH on July 25, 2016, 03:49:40 PM
Tau/gauss is on the backburner, it's decent enough for now.

Working on the BMS egon at the moment, early start. I think it'll need more work than the tau gat
Title: Re: HLR
Post by: Editor on July 25, 2016, 07:00:48 PM
Always found that to be the blandest of experimental death rays. Really looking forward to what you do with it.
Title: Re: HLR
Post by: SPRKH on July 25, 2016, 08:04:50 PM
Bland how? I don't think i'll be changing the geometry all that much other than restoring the deleted faces, unfortunately it's an ugly "gun" whatever you do with it. I'm only thinking of chopping up the textures and editing them a bit, maybe figure out something cool with the small screen. The BMS glow effects look pretty rad, but i'm not sure if i can make something like that look decent in goldsrc.

Suggestions are always welcome
Title: Re: HLR
Post by: SPRKH on July 31, 2016, 05:00:00 PM
(http://i.imgur.com/SpoND5d.gif)

Need to adjust colors
Title: Re: HLR
Post by: Besli on July 31, 2016, 05:09:53 PM
I didn't like that BMS Egon much. :sigh:
Title: Re: HLR
Post by: SPRKH on July 31, 2016, 05:23:47 PM
I didn't like that BMS Egon much. :sigh:

Could you be more specific as to why? I'll be editing the model and textures quite a bit - like with the tau - and am using this as a base since there are no other good replacements around
Title: Re: HLR
Post by: SPRKH on July 31, 2016, 09:41:06 PM
After some more tinkering i got this. I think it looks pretty good against black, but of course once you bring it in-game goldsrc does its magic making it look ass, especially in dark areas. Even shittier considering there is a built-in function to make textures "fullbright," but there's no way to apply it on models without custom code.  :slow:

/e Apparently attaching gifs isnt supported

(http://i.imgur.com/a5wq42T.gif)
Title: Re: HLR
Post by: Besli on July 31, 2016, 09:45:54 PM
Mostly it's the handle on top and the texture...

Very nice glowing Animation! :cop:
Title: Re: HLR
Post by: Editor on August 01, 2016, 01:25:51 AM
Pretty pro looking stuff; really digging that circular glow effect.
Title: Re: HLR
Post by: SPRKH on August 03, 2016, 12:06:47 AM
Tinkering with ideas and taking a better look at what needs to be done. Since the support bar is horizontal i rotated the gun a bit sideways, should be more comfortable to hold that way and looks a bit more interesting as well. Could anyone convert the attached file to 3ds, obj or fbx? It's a max 2010 file, i'm still using 2009.  :sagan:

Open to suggestions
Title: Re: HLR
Post by: Norman The Loli Pirate on August 03, 2016, 03:06:17 AM
How about some sort of trigger mechanism on the left handle? no idea how this weapon is supposed to be fired but a pistol grip with a regular trigger on the bottom doesn't fit the experimental weapon theme.

see my shitty modeling attempt to get an idea what I'm thinking about.
Title: Re: HLR
Post by: SPRKH on August 03, 2016, 04:28:17 PM
How about some sort of trigger mechanism on the left handle? no idea how this weapon is supposed to be fired but a pistol grip with a regular trigger on the bottom doesn't fit the experimental weapon theme.

see my shitty modeling attempt to get an idea what I'm thinking about.

Yeah that'd be pretty leet, i'll add something like that
Title: Re: HLR
Post by: Besli on August 03, 2016, 10:50:48 PM
The thing that you don't know what it is could be a sensor, but I have no clue.
Title: Re: HLR
Post by: SPRKH on August 04, 2016, 02:16:27 AM
It might be a geiger counter sensor built into the case together with the screen.

Might add something like this, but a bit more visually appealing:

(https://images-na.ssl-images-amazon.com/images/I/41aQE6kygHL.jpg)

Iirc the beta version has a box and cylinder similar to this sort of setup.

/e
(http://hackadaycom.files.wordpress.com/2013/09/geiger.jpg)
Title: Re: HLR
Post by: Besli on August 07, 2016, 11:40:33 AM
Nice.
Title: Re: HLR
Post by: Norman The Loli Pirate on August 15, 2016, 06:58:24 AM
Hay Sporkeh, just so you know the next update to Sven Co-op enables fullbright. :coolbiden: You should make a Sven version with your HEV hands
Title: Re: HLR
Post by: SPRKH on August 16, 2016, 01:20:12 PM
Hay Sporkeh, just so you know the next update to Sven Co-op enables fullbright. :coolbiden: You should make a Sven version with your HEV hands

Tbh i never really cared for sven and am kinda reluctant to just say yeah, since i have no idea how much additional work that'd actually be. If it uses the same models/animation set/lengths as the vanilla hl ones: maybe?
Title: Re: HLR
Post by: Norman The Loli Pirate on August 16, 2016, 07:16:03 PM
Classic weapons are the same as HL's (so the MP5SD and SPAS) any of the Sven or Op4 specific weapons could just have your new hands rigged onto them, at the most you'd have to make a auto-fire animation for the SPAS, but it's entirely up to you on whether or not you do it.

Someone else could always make a Sven version after you finish the HL version.
Title: Re: HLR
Post by: Editor on August 16, 2016, 07:44:42 PM
Well the MP5 in Sven has no grenade launcher and the M16 is a separate weapon with a grenade launcher.
Title: Re: HLR
Post by: SPRKH on August 16, 2016, 11:37:55 PM
Those seem like pretty simple changes to make. Would it be necessary to use a compiler to make textures fullbright in sven, or do the textures need to be named a certain way?

For now its not a yes nor a no. We'll see by the time the vanilla hl pack is done.
Title: Re: HLR
Post by: Norman The Loli Pirate on August 17, 2016, 12:44:19 AM
Just add $texrendermode "TEXTURE NAME HERE.bmp" "fullbright" to the .qc

EDIT: You may or may not need Sven's custom studiomdl so I attached it just in case.
Title: Re: HLR
Post by: SPRKH on August 17, 2016, 12:32:06 PM
How does that work with additive textures? My qc already has the following stuff:

$texrendermode "gaussCHROME.bmp" "additive"
$texrendermode "glow1.bmp" "additive"
$texrendermode "glow2.bmp" "additive"

Do i just duplicate the relevant lines and put in fullbright as well?
Title: Re: HLR
Post by: Norman The Loli Pirate on August 17, 2016, 07:01:21 PM
yep, so:

$texrendermode "gaussCHROME.bmp" "additive"
$texrendermode "gaussCHROME.bmp" "fullbright"

$texrendermode "glow1.bmp" "additive"
$texrendermode "glow1.bmp" "fullbright"

$texrendermode "glow2.bmp" "additive"
$texrendermode "glow2.bmp" "fullbright"
Title: Re: HLR
Post by: SPRKH on August 19, 2016, 10:58:18 PM
I've been trying to find a decent way around the fixed shell locations. Made the default shells transparent so they still spawn and make proper sounds when hitting geometry, and added an animated one in the v_ model.


I think in this case the cyclic rate is too high, cutting off the anim before the shell has fully left the screen. Looks okay-ish so far though.
Trying to spice up the draws a bit as well, but having 15-18 frames to work with is pretty eh
Title: Re: HLR
Post by: Editor on August 19, 2016, 11:34:34 PM
I've been trying to find a decent way around the fixed shell locations. Made the default shells transparent so they still spawn and make proper sounds when hitting geometry, and added an animated one in the v_ model.


I think in this case the cyclic rate is too high, cutting off the anim before the shell has fully left the screen. Looks okay-ish so far though.
Trying to spice up the draws a bit as well, but having 15-18 frames to work with is pretty eh

Pretty sure that will be the next and last MP5 I use pal.  :2pro:
Title: Re: HLR
Post by: Norman The Loli Pirate on August 19, 2016, 11:58:55 PM
God damn, I want that M5SD on my hard drive in my possession right now, that is
My only suggestion is to use better sounds for the SPAS' pump
Title: Re: HLR
Post by: SPRKH on August 20, 2016, 12:44:05 AM

Last update before bed time. Haven't touched the pistol draw yet

My only suggestion is to use better sounds for the SPAS' pump

Got any suggestions?
Title: Re: HLR
Post by: Matuka on August 21, 2016, 12:41:23 AM
Powerful, I like 'em.
Title: Re: HLR
Post by: SPRKH on August 21, 2016, 10:46:36 PM
I know it's probably getting lame seeing videos on the same kind of shit over and over, but it just occurred to me that i can and should make vids in 60fps to better show how things actually look in-game - especially considering that a lot of animations are short and fast (ie. the draws are in the 15-21 frames range), meaning in 30 fps half of those frames are left out


Of course the video is way too dark to be useful (it's fine in the video editor), but it's a start
Title: Re: HLR
Post by: SPRKH on August 26, 2016, 01:30:48 AM

Needs a new draw animation, don't really like the throw but eh
Title: Re: HLR
Post by: Editor on August 26, 2016, 04:19:54 PM

Needs a new draw animation, don't really like the throw but eh

Pretty pro though, I think part of the challenge is HL has some of the strangest grenade physics of any game. It's like they are made out of marshmallows or something.
Title: Re: HLR
Post by: SPRKH on August 27, 2016, 11:45:25 PM

live commentating in 60 fps
Title: Re: HLR
Post by: SPRKH on August 30, 2016, 08:43:21 PM
Quick start, yes that's an rpg-7 rocket
Title: Re: HLR
Post by: Editor on August 30, 2016, 09:14:14 PM
You steal that tube from an AR15 you did? Looks like a birdcage flashhider on the end of a barrel.
Title: Re: HLR
Post by: SPRKH on August 30, 2016, 10:59:23 PM
You steal that tube from an AR15 you did? Looks like a birdcage flashhider on the end of a barrel.

Nah m8 not that gay  :smile:

Last update for now. I'm gonna combine elements from the smaw (sight mounts/grips/fcg large enough to fit a side-folding screen), and redslug's rpg model with the cylindrical battery (because it looks cool). Hopefully it'll turn out into something decent
Title: Re: HLR
Post by: SPRKH on September 08, 2016, 12:48:56 AM
Wasted a few hours of my life trying to find a decent enough scope that both looks appropriate for a guided missle launcher, and doesnt obstruct your view too much. Then was the issue of scaling and positioning the fucker. Took a few notes from the carl gustav launcher, mostly the dovetail style of mount on the side which would take up less space vs. the smaw setup.

Put on a temporary screen thing, but i dont like the looks of it (nor the entire concept of having a "bolted-on" screen on the side). Saw a pic of the cornershot and the way the screen is integrated into the panel looks neat. Think i'll just go with that.
Title: Re: HLR
Post by: Editor on September 08, 2016, 05:11:43 AM
Probably best that it doesn't look like it would snap off if you put it on its side, so likely a good call.
Title: Re: HLR
Post by: SPRKH on September 09, 2016, 03:36:19 PM
Fuck everything. Just based the triggerpack on the stinger.

Only did the back of the screen so far and had to change the position of the optic. Looks kinda big in 1st-person.
Title: Re: HLR
Post by: SPRKH on September 26, 2016, 02:35:58 PM
Been busy with irl shit. Moved the battery pack to the front and moved the screen toward the back, think it looks better this way. Still need do a lot of modeling
Title: Re: HLR
Post by: SPRKH on September 26, 2016, 06:18:31 PM
Sorted out the screen
Title: Re: HLR
Post by: Megan on September 26, 2016, 11:18:28 PM
Looks pro.
Title: Re: HLR
Post by: SPRKH on October 13, 2016, 11:34:46 PM
Feels like i've hit a brick wall with all the non-standard weapons. There's so much stuff to be done with those, they're time sinks. Wanted to get back to something simple to keep things in motion, so i've taken a look at a replacement for the m40a1 (since all the other conventional weapons are basically done). The model and textures are still untouched.

Wanted to add a sling to it to make it reminiscent of the default one, but there are no sling points on this rifle as far as i can tell. Need something else to spice it up a bit. Was thinking about lens covers on the scope. Suggestions?

/e Also downloaded sven. Didn't know it had akimbo uzis and miniguns in it.
Title: Re: HLR
Post by: Norman The Loli Pirate on October 14, 2016, 01:43:43 AM
Wanted to add a sling to it to make it reminiscent of the default one, but there are no sling points on this rifle as far as i can tell.
There is, check the attached pic for reference.

Need something else to spice it up a bit. Was thinking about lens covers on the scope. Suggestions?
I say yes to lens covers, not sure what else to add besides maybe a bi-pod.

/e Also downloaded sven. Didn't know it had akimbo uzis and miniguns in it.
My apologies I completely forgot to mention them.
Title: Re: HLR
Post by: SPRKH on October 14, 2016, 03:38:11 PM
Thanks for the input. Spent almost the whole afternoon just looking for scope caps, since i'm too lazy to model and texture those myself. The sling (model) is a placeholder until i'm done setting up reactor for it. Pretty happy with the setup overall. I'll still need to bake the model down to 512's and do some texture editing, but that's not a big deal.

/e The sling will be hooked up to some imaginary spot on the stock. It'd be a pain in the ass to hook it up just above the grip.
Title: Re: HLR
Post by: SPRKH on October 14, 2016, 10:10:12 PM
That's it for today. I think i'm using way too many textures for this, but whatever, it doesn't really hurt. The barrel, receiver, trigger and some misc other bits still need to be done. The smoothing also broke at some point. Messing around with a "dynamic" lens effect as well, we'll see where that goes.
Title: Re: HLR
Post by: Lateralus on October 16, 2016, 08:09:19 AM
It looks Pretty Good.
Title: Re: HLR
Post by: SPRKH on October 18, 2016, 06:19:40 PM
Done baking. Need to do some cleaning up and edit the textures, then it's ready for animaymays.
Title: Re: HLR
Post by: Norman The Loli Pirate on October 18, 2016, 08:54:29 PM
Is the scope lens just a bunch of chrome layers over top each other? looks pretty cool
Title: Re: HLR
Post by: SPRKH on October 18, 2016, 09:48:14 PM
Is the scope lens just a bunch of chrome layers over top each other? looks pretty cool

(http://i.imgur.com/3Xv57Bw.gif)

Basically, but it's a slightly different setup than usual
Title: Re: HLR
Post by: Norman The Loli Pirate on October 18, 2016, 10:20:07 PM
You're going to have to tell me how you did that so I can make my scope lens look cool
Maybe I can get Sniper to add that lens effect Cry of Fear had to Sven
Title: Re: HLR
Post by: SPRKH on October 19, 2016, 10:21:47 PM
Some quick texture edits. Pretty much ready for animating other than for the sling.

/e fixed some lighting issues on the receiver
Title: Re: HLR
Post by: SPRKH on October 25, 2016, 01:40:44 AM
Been thinking of aligning the css hands with the hlr ones. With proper projection you could theoretically rtt any custom css hand texture to these, and there are a ton out there. Would make the hands very "modular" in a sense.
Title: Re: HLR
Post by: SPRKH on November 01, 2016, 01:49:03 AM
(http://i.imgur.com/HBeUEUu.gif)

(http://i.imgur.com/uABjnQV.jpg)

Figured out a non-shitty way to do straps (that can be exported to hl)

/e Now does collision as well

Title: Re: HLR
Post by: SPRKH on November 01, 2016, 10:00:29 PM
Since sven 5 is out. Fullbright is working fine, textures still need tweaking.

Title: Re: HLR
Post by: SPRKH on November 02, 2016, 04:22:29 PM
quad post idgaf
Title: Re: HLR
Post by: Editor on November 03, 2016, 01:36:33 PM
Looking superpro pal. Thanks for teasing us.
Title: Re: HLR
Post by: The ghost of Cliffmas FALs on November 03, 2016, 02:20:04 PM
Figured out a non-shitty way to do straps (that can be exported to hl)

Been trying to do that for ages... reveal secrets plx
Title: Re: HLR
Post by: SPRKH on November 03, 2016, 04:08:28 PM
Figured out a non-shitty way to do straps (that can be exported to hl)

Been trying to do that for ages... reveal secrets plx

Probably will at some point, just have one kink to sort out first. Since the bone chain uses splineik you dont get any manual control over the bones. This makes returning the sling perfectly back to idle bit of a pain. You could just export the anim to smd, reimport, then manually edit the sling bones to go back to ref position, but there ought to be a smarter way to handle that.
Title: Re: HLR
Post by: SPRKH on November 09, 2016, 01:21:55 PM

crowbar p.much done

/e bonus
Title: Re: HLR
Post by: SPRKH on November 14, 2016, 12:30:13 AM
Time to take the plunge
Title: Re: HLR
Post by: SPRKH on December 13, 2016, 08:02:26 PM
(http://i.imgur.com/KcCllam.gif)

(http://i.imgur.com/SidriI4.gif)

New job, goodbye life  :coolbiden:
Title: Re: HLR
Post by: Editor on December 14, 2016, 01:07:54 AM
Congrats on the new line of work. Pistol looks great too.
Title: Re: HLR
Post by: XChiz on December 14, 2016, 05:11:23 AM
The return to idle on draw seems kinda snappy.
Title: Re: HLR
Post by: SPRKH on December 15, 2016, 12:59:50 PM
Congrats on the new line of work. Pistol looks great too.

Thanks m8

The return to idle on draw seems kinda snappy.

Yee, just the gif though. It looks better at 60 fps
Title: Re: HLR
Post by: SPRKH on January 18, 2017, 10:53:06 PM
Does anyone know if it's cool to use Steam version BMS content in mods? I honestly don't have time for this shit any more.  :sagan:
Title: Re: HLR
Post by: Editor on January 19, 2017, 03:38:41 AM
No clue, if it isn't posted publically then you might need to ask? I'd imagine since its retail content that some green light would be encouraged. Unless you used their pre-retail content...
Title: Re: HLR
Post by: AleKK on January 19, 2017, 03:25:14 PM
http://gamebanana.com/skins/150514
Free to use! Grab it all!
By the way, member Schiff from Gamebanana working on his own "BMS to Half-Life" pack
Title: Re: HLR
Post by: SPRKH on January 19, 2017, 11:36:45 PM
http://gamebanana.com/skins/150514
Free to use! Grab it all!
By the way, member Schiff from Gamebanana working on his own "BMS to Half-Life" pack

Just because its on GB doesnt mean its legal to use or modify.

No clue, if it isn't posted publically then you might need to ask? I'd imagine since its retail content that some green light would be encouraged. Unless you used their pre-retail content...

Im fairly certain the mod version would be good to go, but am more interested with the commercial assets. Ill snoop around some more
Title: Re: HLR
Post by: SPRKH on April 21, 2017, 01:08:01 AM
Title: Re: HLR
Post by: SPRKH on June 06, 2017, 02:20:44 PM
Trying to figure out how this shit works
Title: Re: HLR
Post by: Editor on June 06, 2017, 02:37:05 PM
Front toward enemy is a good start.
Title: Re: HLR
Post by: SPRKH on June 07, 2017, 02:00:16 AM
Bumped up the texture quality and did some basic edits. Chrome lenses. Further texture edits to be done later

(http://i.imgur.com/J9ZMNWi.jpg)

(http://i.imgur.com/ynp7QVI.gif)
Title: Re: HLR
Post by: SPRKH on June 07, 2017, 10:57:51 PM
Title: Re: HLR
Post by: AleKK on June 08, 2017, 10:19:32 AM
In my opinion, W model of tripmine is a bit too big, maybe you should scale it down a little? I think, that size of the original mine will do, because original mine have good enough size - not too big and not too small. What do you think?
Title: Re: HLR
Post by: SPRKH on June 08, 2017, 10:32:38 AM
Its the exact same size as the original
Title: Re: HLR
Post by: Megan on June 08, 2017, 06:11:08 PM
I always thought the tripmine world model was comically large, but it was probably that big for gameplay reasons. Easier to hit.
Title: Re: HLR
Post by: RavenGT on June 08, 2017, 09:21:24 PM
Easier to hit.
Don't forget speed runners scale walls using tripmines like boosting with nailguns in Quake.
Title: Re: HLR
Post by: AleKK on June 11, 2017, 09:04:42 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
Title: Re: HLR
Post by: SPRKH on June 11, 2017, 10:51:04 PM
The front is a bit wider/bulkier, but they're the same overall size
Title: Re: HLR
Post by: Norman The Loli Pirate on June 12, 2017, 01:59:23 AM
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
Title: Re: HLR
Post by: SPRKH on June 13, 2017, 01:38:10 AM
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.
Title: Re: HLR
Post by: Editor on June 13, 2017, 04:39:52 PM
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:
Title: Re: HLR
Post by: SPRKH on June 29, 2017, 02:23:10 AM
(http://i.imgur.com/j6fpPy8.jpg)
Title: Re: HLR
Post by: Editor on July 18, 2017, 12:27:38 AM
You could say, you are "raising the bar" with that one. :coolbiden:
Title: Re: HLR
Post by: Alex on August 04, 2017, 08:34:07 PM
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)
Title: Re: HLR
Post by: SPRKH on August 06, 2017, 04:24:20 PM
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

(http://i.imgur.com/wKxvlEN.jpg)
Title: Re: HLR
Post by: SPRKH on August 24, 2017, 01:57:58 AM
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.
(http://i.imgur.com/Ps5fhs6.jpg)

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.
Title: Re: HLR
Post by: Editor on August 24, 2017, 03:21:10 PM
Better not be a non-release nerd with all these juicy bits you've been teasing us with pal.
Title: Re: HLR
Post by: SPRKH on August 25, 2017, 02:35:11 AM
(http://i.imgur.com/20LTGsv.jpg)

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
Title: Re: HLR
Post by: SPRKH on August 31, 2017, 03:52:02 PM
Playing around with the "scope" to see if it'd fit the design
Title: Re: HLR
Post by: Editor on September 03, 2017, 05:29:43 AM
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.
Title: Re: HLR
Post by: SPRKH on September 03, 2017, 09:57:24 PM
Correcto, it's from the Ghost Ops LR300
Title: Re: HLR
Post by: JohnChronic on September 10, 2017, 04:05:43 PM
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?
Title: Re: HLR
Post by: SPRKH on September 10, 2017, 05:34:57 PM
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
Title: Re: HLR
Post by: JohnChronic on September 10, 2017, 07:20:38 PM
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.
Title: Re: HLR
Post by: SPRKH on September 12, 2017, 12:16:23 AM
All good m8. Just feel like its a necessary compromise ill have to make.

Now to get back at it
Title: Re: HLR
Post by: AleKK on September 13, 2017, 10:11:21 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
Title: still being worked on? (and handpad textures)
Post by: muted00 on October 02, 2018, 05:24:34 PM
not to be pushy or anything, but is this mod still being worked on? nobody has posted on this thread in over a year and i'm starting to get a bit worried...if it is though, then i'm glad, and you can take as much time as you need, i just want to know if it's even still alive. by the way, everything you've done so far is astonishing, even with downgraded models. I remember reading this
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
and i want to know if it's possible for you to release the original hand pad textures (if they haven't already been lost to time) so that i can choose which one i want to go with, as i personally do prefer the hand pads being...well, pads. anyways, thanks for working on this, and i hope that it'll be completed someday (if it's even still being worked on.)
Title: Re: HLR
Post by: Garompa on October 02, 2018, 09:25:05 PM
I'd suggest not to throw away your HD work. Do like me, put it in a pack even if its unfinished and throw it to the crowd. I know many people will find all of it really useful. I don't know about you, but I rather not waste my time doing something that will never see the light of day.
Title: Re: HLR
Post by: SPRKH on October 02, 2018, 11:51:51 PM
It's on life support, but not dead yet. I'm currently adding the finishing touches on the shotgun. What's holding back progress is a lack of HD egon and rpg models, and the HL crossbow being stupid by design.

Also fired up a discord server where i'm more likely to post small updates:
https://discord.gg/pT9vWky
Title: Re: HLR
Post by: muted00 on October 02, 2018, 11:59:16 PM
alright, thanks for responding! i'll see if i can dig up a good rpg model (i think i saw one before) and if you need a hive hand there's one over here (https://gamebanana.com/skins/160770), which looks really good, fits the original color scheme and isn't black mesa. as for the egon/gluon, i don't really know.
Title: Re: HLR
Post by: SPRKH on October 03, 2018, 03:36:18 AM

preview vid until i finish mixing the sounds
Title: Re: HLR
Post by: muted00 on October 03, 2018, 05:51:03 AM
not only does the model itself look amazing, but the animations do too! nice job! also, since you're doing a spas w/ folded stock, does that mean you'll be including an m4 along with the mp5, or is it just gonna be an mp5?
Title: Re: HLR
Post by: AleKK on October 03, 2018, 09:19:32 PM
He had plans on adding AR-15 as an optional model

(https://media.moddb.com/images/mods/1/29/28006/hlr9mm.jpg)
Title: Re: HLR
Post by: SPRKH on October 05, 2018, 12:47:59 AM
The AR-15 is actually already animated. It just sucks atm.

Title: Re: HLR
Post by: muted00 on October 05, 2018, 08:13:01 PM
i'm really liking the spas and the sounds that go with it, although i can't help but feel that something's missing from the firing sound. i can't quite put my finger on it, but there's not enough oomph with it, although i can live with it as is. anyways, fantastic job as usual!
Title: Re: HLR
Post by: SPRKH on October 05, 2018, 09:46:52 PM
I made the firing sounds softer in the video to prevent ear rape
Title: Re: HLR
Post by: AleKK on November 21, 2018, 10:38:06 PM
Hey, here's a suggestion. What if you add top handle for satchel? I noticed, that your satchel is very faithful to original design, but lacks that handle on top
Title: Re: HLR
Post by: Besli on February 26, 2019, 08:15:29 PM
Hey, here's a suggestion. What if you add top handle for satchel? I noticed, that your satchel is very faithful to original design, but lacks that handle on top
There was a Version with handle, but i don't know why he decided to remove it.
(https://media.moddb.com/images/mods/1/29/28006/satch.jpg)

I downloaded this:
https://www.moddb.com/mods/half-life-1-remastered
There is a nice Gluon gun in it.

One Suggestion from me:
Please add the "FACE TORWARD ENEMY" on top of the tripmine.
https://gamebanana.com/skins/160161
Title: Re: HLR
Post by: AleKK on February 27, 2019, 11:21:37 PM
One Suggestion from me:
Please add the "FACE TORWARD ENEMY" on top of the tripmine.
https://gamebanana.com/skins/160161

Oh, hey! That's the tripmine skin i've made! :D
But the significant part of the job was done by Norman and DGF D:

HD tripmine had this detail, and i thought it would be pretty nice to include it with this skin. Original BMS model didn't had this