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Author Topic: HLR  (Read 28981 times)

Norman The Loli Pirate

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Re: HLR
« Reply #60 on: August 16, 2016, 10:16:03 AM »
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.
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Re: HLR
« Reply #61 on: August 16, 2016, 10:44:42 AM »
Well the MP5 in Sven has no grenade launcher and the M16 is a separate weapon with a grenade launcher.

SPRKH

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Re: HLR
« Reply #62 on: August 16, 2016, 02:37:55 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.

Norman The Loli Pirate

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Re: HLR
« Reply #63 on: August 16, 2016, 03:44:19 PM »
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.
« Last Edit: August 16, 2016, 03:48:38 PM by Norman The Loli Pirate »
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SPRKH

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Re: HLR
« Reply #64 on: August 17, 2016, 03:32:06 AM »
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?

Norman The Loli Pirate

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Re: HLR
« Reply #65 on: August 17, 2016, 10:01:21 AM »
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"
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SPRKH

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Re: HLR
« Reply #66 on: August 19, 2016, 01:58:18 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
« Last Edit: August 19, 2016, 02:06:57 PM by Sporkeh »

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Re: HLR
« Reply #67 on: August 19, 2016, 02:34:34 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:

Norman The Loli Pirate

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Re: HLR
« Reply #68 on: August 19, 2016, 02:58:55 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
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SPRKH

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Re: HLR
« Reply #69 on: August 19, 2016, 03:44:05 PM »

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?

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Re: HLR
« Reply #70 on: August 20, 2016, 03:41:23 PM »
Powerful, I like 'em.

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Re: HLR
« Reply #71 on: August 21, 2016, 01:46:36 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

SPRKH

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Re: HLR
« Reply #72 on: August 25, 2016, 04:30:48 PM »

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

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Re: HLR
« Reply #73 on: August 26, 2016, 07:19:54 AM »

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.

SPRKH

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Re: HLR
« Reply #74 on: August 27, 2016, 02:45:25 PM »

live commentating in 60 fps

SPRKH

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Re: HLR
« Reply #75 on: August 30, 2016, 11:43:21 AM »
Quick start, yes that's an rpg-7 rocket

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Re: HLR
« Reply #76 on: August 30, 2016, 12:14:14 PM »
You steal that tube from an AR15 you did? Looks like a birdcage flashhider on the end of a barrel.

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Re: HLR
« Reply #77 on: August 30, 2016, 01:59:23 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

SPRKH

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Re: HLR
« Reply #78 on: September 07, 2016, 03:48:56 PM »
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.

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Re: HLR
« Reply #79 on: September 07, 2016, 08:11:43 PM »
Probably best that it doesn't look like it would snap off if you put it on its side, so likely a good call.

SPRKH

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Re: HLR
« Reply #80 on: September 09, 2016, 06:36:19 AM »
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.

SPRKH

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Re: HLR
« Reply #81 on: September 26, 2016, 05:35:58 AM »
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

SPRKH

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Re: HLR
« Reply #82 on: September 26, 2016, 09:18:31 AM »
Sorted out the screen

Megan

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Re: HLR
« Reply #83 on: September 26, 2016, 02:18:28 PM »
Looks pro.

SPRKH

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Re: HLR
« Reply #84 on: October 13, 2016, 02:34:46 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.

Norman The Loli Pirate

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Re: HLR
« Reply #85 on: October 13, 2016, 04:43:43 PM »
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.
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SPRKH

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Re: HLR
« Reply #86 on: October 14, 2016, 06:38:11 AM »
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.
« Last Edit: October 14, 2016, 07:04:54 AM by Sporkeh »

SPRKH

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Re: HLR
« Reply #87 on: October 14, 2016, 01:10:12 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.

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Re: HLR
« Reply #88 on: October 15, 2016, 11:09:19 PM »
It looks Pretty Good.
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SPRKH

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Re: HLR
« Reply #89 on: October 18, 2016, 09:19:40 AM »
Done baking. Need to do some cleaning up and edit the textures, then it's ready for animaymays.