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Work In Progress / Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Last post by H3000 on September 12, 2018, 10:36:11 AM »
I'm currently working on the perfect Character Recreation pack for all Sven Co-Op campaigns.
Super-Definition Classic Pack with Low-Definition Theme. Balanced textures, i find it hard though to do the weapons, but maybe i can figure something out with them. I dispise ultra unbalanced textures and models, i prefer to have model graphics balanced with maps. What i do is i fix UV-Mapping and remake too low textures and keep the original theme.
 - Half-Life
 - Blue Shift
 - Oppossing Force
 - Decay
 - Poke 646
 - Sven Co-Op General models.
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Tutorials / GoldSrc map optimization ( r_speeds , hint/skip brushes, func_detail )
« Last post by The303 on August 26, 2018, 12:26:59 PM »
A recent VHLT specific tutorial with lots of pictures:
https://forums.svencoop.com/showthread.php/45301-Tutorial-Total-Map-Optimisation
(A few things are sven specific like the upcoming "wireframe color" command)

StarBlarty's func_detail document:
https://docs.google.com/document/d/1XYpW70E8bgSi-uSwUqBSH6RQIplrBV_gtkW9TL6Uk9c/edit?usp=sharing

Few odd tips:
-If you have a detailed bush-model set it to func_illusionary with a clip brush for collision
-some details are best done with masked transparency images or for an always facing sprite use an Parallel Upright for signs or some trees

Legacy stuff:
http://www.slackiller.com/tommy14/rspeeds.htm
http://www.countermap2.com/Tutorials/tutorial0b30.html?id=2
https://twhl.info/wiki/page/Tutorial%3A_R_Speeds
https://web.archive.org/web/20000609203718/http://www.halflife.gamedesign.net:80/resources/fpschart.shtml
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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
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Work In Progress / Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Last post by The303 on August 16, 2018, 04:33:15 PM »
Truth;  practice is what I need.

Also I just found out about LoneWolf Aka Yaron Levi's 2002~2005 era stuff and oh my goooood its sooo gooood.  That is the style I want to go with, especially after seeing the full resolution version source CSS USP
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Work In Progress / Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Last post by SPRKH on August 16, 2018, 12:24:10 AM »
Eh, tutorials teach techniques and workflow. Judging by this piece and your previous work you have those down already. If you wanna git gud just spend more time doing it. Painting textures isn't an exact science.

A quick and easy way to practice is to just paint up a panel of whichever material you want, and put some doodles on top of it. Think of text (engraved, embossed), spheres, cylinders, panels, screws, wear patterns, or whatever else you can come up with.
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Work In Progress / Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Last post by The303 on August 15, 2018, 08:02:19 PM »
Ah nice, ill have to look for more of those.   I do like the frontal lighting approach he seemed to pull off and the trigger design is something I should have gone with.   Yeah the more I look into this stuff from the era the more I like it and want to do more.  So far ive only found one complete video on the texturing process which was Stormy101's G18 video (which a lot of what I learned from in addition to some other tutorials I posted in this thread.) from back in the day (also on youtube).  Millenia did a now unlisted video of a shotgun texturing in the oldstyle but stopped partway through and left it incomplete which was annoying.
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Work In Progress / Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Last post by SPRKH on August 15, 2018, 05:49:55 PM »
Man, the assets of Ghost Ops lived longer than the player base did.

Tbh the assets are the only thing worth while. The mod was released when HL2 came out, so it was pretty much dead on arrival, even though people were pretty hype about it at the time.

Oh well, the gameplay wasn't anything to write home about anyway.
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Work In Progress / Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Last post by Editor on August 15, 2018, 05:57:31 AM »
Man, the assets of Ghost Ops lived longer than the player base did.
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Work In Progress / Re: [56K Turbosmooths] Developer's Work-In-Progress Thread Redux
« Last post by SPRKH on August 14, 2018, 11:45:32 PM »
old style of texturing

That looks pretty cool. I can remember a distinct period in which black lines were really rad, and i think that style would mesh well with what you're trying to achieve. It also helps adding contrast to your textures. I've attached the Glock model from the 'Ghost Ops' mod. The texture is done by 'Wannabe', who was/is a gr8 texture artist from the old Counter-Strike days. The model is from 03-04.

I dunno if that's a style you're aiming for, but it should be worth taking a glance at.
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