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Author Topic: [Sven?] Sako TRG source files  (Read 1482 times)

SPRKH

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[Sven?] Sako TRG source files
« on: January 19, 2018, 11:05:05 PM »


Once intended for Sven, it's only been collecting dust on my hdd. It uses a stupid amount of textures and reference smds but whatever. Contains an mdl, smds, bmps, and psds to ungay the textures.

http://files.half-lifecreations.com/users/spork/sakotrg.zip

JohnChronic

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Re: [Sven?] Sako TRG source files
« Reply #1 on: January 30, 2018, 09:17:18 PM »
This is awesome. No such thing as too many reference smds!
Fairly pro texture artist.

AleKK

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Re: [Sven?] Sako TRG source files
« Reply #2 on: January 31, 2018, 01:21:35 AM »
This is awesome. No such thing as too many reference smds!

You know, Norman would be highly disagreed with you. He says, that it is important to keep the poly-count low and not to overdo with the details, especially for the w_models

But talking about my opinion, i would say, that ~10000 for the v_model is a bit too much, but acceptable. Which doesn't stop many amateurs from making >50000 poly V and W models in GoldSRC.
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AleKK

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Re: [Sven?] Sako TRG source files
« Reply #3 on: January 31, 2018, 01:24:19 AM »
By the way, why is it so dark on the right side?
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JohnChronic

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Re: [Sven?] Sako TRG source files
« Reply #4 on: January 31, 2018, 01:27:06 AM »
I agree on the topic of w_models, but viewmodels are up in your face the whole game the extra detail can be justified for them in my opinion.
Fairly pro texture artist.

SPRKH

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Re: [Sven?] Sako TRG source files
« Reply #5 on: January 31, 2018, 02:33:54 AM »
Eh, it all depends on what the purpose is and where it will end up being used in. In this case the goal was to make the highest possible quality port from the original source files.

With the amount of triangles/textures/details overall this model doesn't really match the lower-res environments of Sven or HL. Thats Norman point (I assume): he focuses on producing content that is consistent with the overall look and feel of vanilla HL, ie. less smooth and lower res. I don't think he's that hardcore of a nerd to claim you should never add too much detail in any case ever. It's a given that 10k world models are retarded. <flashback to 10k physmodels in the early days of source compiling>
This thing would look less out of place in Cry of Fear.

One side is dark because i baked directional lighting into the textures. Check out the layered psds.

JohnChronic

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Re: [Sven?] Sako TRG source files
« Reply #6 on: January 31, 2018, 01:57:28 PM »
That is all very true Spork, although I find with HD models it's the increase in pixel density, not necessarily the extra polygons that make it stick out like a sore thumb. It's hard on the eyes to have a 64x64 texture for your scope lense when half your wall textures are 64x64. Excessive polycount also makes things look out of place, but not really to that degree.
Fairly pro texture artist.

Norman The Loli Pirate

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Re: [Sven?] Sako TRG source files
« Reply #7 on: February 02, 2018, 01:57:24 AM »
That's a pretty big Aimpoint. :v:

May or may not finish this (For Sven Coop and probably OP4)

That scope effect is pretty pro, gonna have to try it on other models.

Norman would be....
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SPRKH

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Re: [Sven?] Sako TRG source files
« Reply #8 on: February 02, 2018, 03:06:01 PM »
Looking pretty pro right there. Yeah, never got to finish editing the textures for the lens caps.  :smile:

AleKK

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Re: [Sven?] Sako TRG source files
« Reply #9 on: February 02, 2018, 03:30:58 PM »
That's a pretty big Aimpoint. :v:
May or may not finish this (For Sven Co-op and probably OP4)

That scope effect is pretty pro, gonna have to try it on other models.

Oh, my! Will you actually compile it for SC? It would be awesome
It's great to be part of the greater good!