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Author Topic: HLR  (Read 13550 times)

Norman The Loli Pirate

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Re: HLR
« Reply #90 on: October 18, 2016, 11:54:29 AM »
Is the scope lens just a bunch of chrome layers over top each other? looks pretty cool
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SPRKH

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Re: HLR
« Reply #91 on: October 18, 2016, 12:48:14 PM »
Is the scope lens just a bunch of chrome layers over top each other? looks pretty cool



Basically, but it's a slightly different setup than usual

Norman The Loli Pirate

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Re: HLR
« Reply #92 on: October 18, 2016, 01:20:07 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
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SPRKH

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Re: HLR
« Reply #93 on: October 19, 2016, 01:21:47 PM »
Some quick texture edits. Pretty much ready for animating other than for the sling.

/e fixed some lighting issues on the receiver
« Last Edit: October 19, 2016, 02:39:50 PM by SPRKH »

SPRKH

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Re: HLR
« Reply #94 on: October 24, 2016, 04:40:44 PM »
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.

SPRKH

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Re: HLR
« Reply #95 on: October 31, 2016, 05:49:03 PM »




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

/e Now does collision as well

« Last Edit: October 31, 2016, 06:36:22 PM by SPRKH »

SPRKH

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Re: HLR
« Reply #96 on: November 01, 2016, 02:00:29 PM »
Since sven 5 is out. Fullbright is working fine, textures still need tweaking.

« Last Edit: November 01, 2016, 03:36:12 PM by SPRKH »

SPRKH

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Re: HLR
« Reply #97 on: November 02, 2016, 08:22:29 AM »
quad post idgaf

Thomas

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Re: HLR
« Reply #98 on: November 03, 2016, 05:36:33 AM »
Looking superpro pal. Thanks for teasing us.

The ghost of Cliffmas FALs

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Re: HLR
« Reply #99 on: November 03, 2016, 06:20:04 AM »
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
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SPRKH

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Re: HLR
« Reply #100 on: November 03, 2016, 08:08:28 AM »
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.

SPRKH

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Re: HLR
« Reply #101 on: November 09, 2016, 05:21:55 AM »

crowbar p.much done

/e bonus
« Last Edit: November 09, 2016, 05:32:59 AM by SPRKH »

SPRKH

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Re: HLR
« Reply #102 on: November 13, 2016, 04:30:13 PM »
Time to take the plunge

SPRKH

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Re: HLR
« Reply #103 on: December 13, 2016, 12:02:26 PM »




New job, goodbye life  :coolbiden:

Thomas

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Re: HLR
« Reply #104 on: December 13, 2016, 05:07:54 PM »
Congrats on the new line of work. Pistol looks great too.

XChiz

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Re: HLR
« Reply #105 on: December 13, 2016, 09:11:23 PM »
The return to idle on draw seems kinda snappy.

SPRKH

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Re: HLR
« Reply #106 on: December 15, 2016, 04:59:50 AM »
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

SPRKH

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Re: HLR
« Reply #107 on: January 18, 2017, 02:53:06 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:

Thomas

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Re: HLR
« Reply #108 on: January 18, 2017, 07:38:41 PM »
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...

AleKK

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Re: HLR
« Reply #109 on: January 19, 2017, 07:25:14 AM »
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
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SPRKH

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Re: HLR
« Reply #110 on: January 19, 2017, 03:36:45 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

SPRKH

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Re: HLR
« Reply #111 on: April 20, 2017, 04:08:01 PM »

SPRKH

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Re: HLR
« Reply #112 on: June 06, 2017, 05:20:44 AM »
Trying to figure out how this shit works

Thomas

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Re: HLR
« Reply #113 on: June 06, 2017, 05:37:05 AM »
Front toward enemy is a good start.

SPRKH

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Re: HLR
« Reply #114 on: June 06, 2017, 05:00:16 PM »
Bumped up the texture quality and did some basic edits. Chrome lenses. Further texture edits to be done later




SPRKH

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Re: HLR
« Reply #115 on: June 07, 2017, 01:57:51 PM »

AleKK

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Re: HLR
« Reply #116 on: June 08, 2017, 01:19:32 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?
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SPRKH

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Re: HLR
« Reply #117 on: June 08, 2017, 01:32:38 AM »
Its the exact same size as the original

Josef

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Re: HLR
« Reply #118 on: June 08, 2017, 09:11:08 AM »
I always thought the tripmine world model was comically large, but it was probably that big for gameplay reasons. Easier to hit.

RavenGT

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Re: HLR
« Reply #119 on: June 08, 2017, 12:21:24 PM »
Easier to hit.
Don't forget speed runners scale walls using tripmines like boosting with nailguns in Quake.