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Author Topic: Half-Life UD (Ultra-Definition)  (Read 94952 times)

coldroll

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Re: Half-Life UD (Ultra-Definition)
« Reply #90 on: May 01, 2010, 12:56:20 AM »
There was also some guy on hit working on rag doll animations for all the half-life models but he hasn't said anything about it in awhile.
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Doommarine23

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Re: Half-Life UD (Ultra-Definition)
« Reply #91 on: May 01, 2010, 05:54:33 PM »
Also I think your stances on realism are fairly flawed, the HECU while a branch of marines are more than likely given a bit more freedom in their persona and gear. Obviously they use experimental weapons, such as extend magazine MP5/M4s and ospreys which at the time were not even military issue for marines. They also have armored combat vests which seem to be experimental in half-life.

My point being is that I think they're given a bit more freedom in what they wear in terms of camo and hats (berets) and I assume facial hair isn't as big of a deal for them. I'm going off of what Valve did, They're a Fictional Unit with their own Regulations and Laws and what Valve does and what Gearbox does is obviously allowed in that Fictional unit/regiment/branch/whatever

Of course your work looks good though and I admire your stances on realism, I my self love realism but considering the HECU does not exist to begin with I think makes those points null.
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M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #92 on: May 01, 2010, 06:49:05 PM »
Also I think your stances on realism are fairly flawed, the HECU while a branch of marines are more than likely given a bit more freedom in their persona and gear. Obviously they use experimental weapons, such as extend magazine MP5/M4s and ospreys which at the time were not even military issue for marines. They also have armored combat vests which seem to be experimental in half-life.

My point being is that I think they're given a bit more freedom in what they wear in terms of camo and hats (berets) and I assume facial hair isn't as big of a deal for them. I'm going off of what Valve did, They're a Fictional Unit with their own Regulations and Laws and what Valve does and what Gearbox does is obviously allowed in that Fictional unit/regiment/branch/whatever

Of course your work looks good though and I admire your stances on realism, I my self love realism but considering the HECU does not exist to begin with I think makes those points null.

touche. That's the reason i've bengun working on the multi-mdl hgrunts in my last couple of post for the player to decide on which model of choise they'd want. as stated before, I tend to make a LD/SD model with Romka's v6.

BTW, bad news people. My Paint.net program clusterfucked on me and I'm stuck at the moment. Hopefully I can get it back running soon. No way in hell am i ruining this pack by using MS paint.
« Last Edit: May 01, 2010, 06:51:02 PM by M3 Luck3y Charms »

Doommarine23

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Re: Half-Life UD (Ultra-Definition)
« Reply #93 on: May 01, 2010, 07:41:21 PM »
I personally use Paint Shop Pro 9 :)
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coldroll

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Re: Half-Life UD (Ultra-Definition)
« Reply #94 on: May 01, 2010, 11:11:15 PM »
Your paint.net screwed updating didn't it? Te same thing happened to me but I fixed it with a program called unlocker http://download.cnet.com/Unlocker/3000-2248_4-10493998.html

Just tell the program to completely delete the paint.net folder.
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M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #95 on: May 05, 2010, 03:03:06 PM »
read below
« Last Edit: May 05, 2010, 03:07:38 PM by M3 Luck3y Charms »

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #96 on: May 05, 2010, 03:04:37 PM »
OMFG ugh! This Piece of shit computer has pissed me off for the last fucking time. Ugh I did a system reboot, not destructive and All my document and desktop folders shit is gone! Pictures, mdls, sound, txt (MY FUCKING PORN!). UGH! OH MY GOD! Windows has fucking failed me again! I'm so mad, i could kill someone right now. All that fucking progress i made, Just fucking wiped out my hard drive.



FORTUNATELY, I wasn't stupid and did save stuff in my Steam folder. where the current models are safe from the hard drive holocaust. What pisses me off is that i'm going to have to re-decompile and align all over again and edit the images. God i hate this computer so fucking much. Keep begging my mom for a new one and i don't see it happening anytime soon.


Edit: Damnit, i hate getting the quote and modified button mixed up. Almost got banned from Facepunch doin that.
« Last Edit: May 05, 2010, 03:08:03 PM by M3 Luck3y Charms »

Alex

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Re: Half-Life UD (Ultra-Definition)
« Reply #97 on: May 06, 2010, 01:19:45 AM »
i hate getting the quote and modified button mixed up. Almost got banned from Facepunch doin that.

Facepunch is the arsehole of the internet.  It actually is worse than 4chan, which is a massive accomplishment. 

I've known talented modellers get banned from Facepunch because they showed off some cool models, but didn't release them to the FP fags.  Apparently FP fags think they own everything.
I'm really surprised Valve haven't got into trouble over FP, considering how they are tied to the website and it's one of the biggest dumping grounds for rips, downloads, etc.

BTW, why do you need to decompile the models to edit the images?  Why not just use HLMV to export/import the BMPs - or are the UV maps fubar too?

Doommarine23

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Re: Half-Life UD (Ultra-Definition)
« Reply #98 on: May 06, 2010, 02:18:16 AM »
i hate getting the quote and modified button mixed up. Almost got banned from Facepunch doin that.

Facepunch is the arsehole of the internet.  It actually is worse than 4chan, which is a massive accomplishment. 

I've known talented modellers get banned from Facepunch because they showed off some cool models, but didn't release them to the FP fags.  Apparently FP fags think they own everything.
I'm really surprised Valve haven't got into trouble over FP, considering how they are tied to the website and it's one of the biggest dumping grounds for rips, downloads, etc.

BTW, why do you need to decompile the models to edit the images?  Why not just use HLMV to export/import the BMPs - or are the UV maps fubar too?

Sonny boy that's my home on the internets  :argh::fh:
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coldroll

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Re: Half-Life UD (Ultra-Definition)
« Reply #99 on: May 08, 2010, 11:42:13 PM »
Because it is alot easier just to decompile the model rather than exporting it's textures.
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Alex

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Re: Half-Life UD (Ultra-Definition)
« Reply #100 on: May 09, 2010, 02:36:11 AM »
Because it is alot easier just to decompile the model rather than exporting it's textures.

No it isn't  :sigh:

Decompiling a model messes up UV maps which you have to correct, it can destroy polies, not to mention you need to check that the QC file is in order before you compile the model.  After all that you have to go through the process of compiling the model, and checking everything works properly. 

Long story short: it's much easier to simply export a BMP, then import one again.

KylerAdams

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Re: Half-Life UD (Ultra-Definition)
« Reply #101 on: May 09, 2010, 06:53:40 AM »
Decompiling a model messes up UV maps which you have to correct, it can destroy polies, not to mention you need to check that the QC file is in order before you compile the model.  After all that you have to go through the process of compiling the model, and checking everything works properly. 

Shifts the UVs, yes.

Destroy polies and screw with the QC? Hm?

Alex

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Re: Half-Life UD (Ultra-Definition)
« Reply #102 on: May 09, 2010, 08:24:56 AM »
Destroy polies and screw with the QC? Hm?

Yeah, you can lost skingroups.  Other stuff will also need adding to the QC file if you don't want the textures to get edges clipped off (resulting in fuzziness).

Missing polies will occur randomly and are a pain to fix.

James

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Re: Half-Life UD (Ultra-Definition)
« Reply #103 on: May 09, 2010, 09:11:04 AM »
Edit: Damnit, i hate getting the quote and modified button mixed up. Almost got banned from Facepunch doin that.

Don't worry, we're not ban-happy nerds here. Don't think we've ever had to ban anyone.

Florence

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Re: Half-Life UD (Ultra-Definition)
« Reply #104 on: May 10, 2010, 09:48:55 AM »
We could change that, James.
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James

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Re: Half-Life UD (Ultra-Definition)
« Reply #105 on: May 10, 2010, 03:07:41 PM »
Yeah we could. We could indeed.

KylerAdams

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Re: Half-Life UD (Ultra-Definition)
« Reply #106 on: May 11, 2010, 04:23:54 PM »
Yeah, you can lost skingroups.  Other stuff will also need adding to the QC file if you don't want the textures to get edges clipped off (resulting in fuzziness).
Missing polies will occur randomly and are a pain to fix.

Lost skingroups? Only if you've got a space in the name.
Fuzziness/texture clipping? Only if you compile with HLMV.

Haven't found any missing polies in the stuff I've done.

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #107 on: June 04, 2010, 02:04:33 AM »
God i've been a unfocused lazy bastard. I've begun working on a They Hunger pack as well....

I have reason to believe They Hunger takes place in the early 60s as helicopters entered the law enforcement branch at that time. This is the very early stages of the Vietnam OGs drapes

1963


1965


And my They Hunger National Guard Soldiers



They still need alot of work. The HoE Napalm models are a bitch to match the skeleton....


Whats does this have to do with the Half-Life Ulitmate Definition pack, Luck3y?

I'll answer that.


Abosultely nothing. :P

Just felt like sharing that....
« Last Edit: June 04, 2010, 02:06:58 AM by M3 Luck3y Charms »

Alex

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Re: Half-Life UD (Ultra-Definition)
« Reply #108 on: June 04, 2010, 02:31:34 AM »
And my They Hunger National Guard Soldiers



They still need alot of work. The HoE Napalm models are a bitch to match the skeleton....

Just felt like sharing that....

Nice idea :)

I think the HOE Napalm soldiers are rigged to the HL1 LD skeleton.  So you may be able to apply the reference SMDs to the old HGrunt animations.

If you want to be a bit more pro, just hack the HOE body meshes / heads / gear onto the SD animations.  Just leave the default SD hands on for simpler referencing.

Man, I would love to setup a They Hunger engine enhancement mod with the improved lighting / shaders / flashlight and shit.  Would totally add a Stoner AR as well  :keke:

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Re: Half-Life UD (Ultra-Definition)
« Reply #109 on: June 10, 2010, 07:08:32 PM »

This looks promising, really excited to see any work you do for Blue Shift and Decay.

Half-Life has its SDK--you could change small things for realism maybe, but you can't do anything for OF, BS, or DY.
Also, it would need to be a separate mod, VAC does not forgive.

Just my two pesos.

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #110 on: June 15, 2010, 11:12:40 AM »


Barney is back and more powerful than ever.


Otis and Azure Sheep Guards comming soon.

Simon

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Re: Half-Life UD (Ultra-Definition)
« Reply #111 on: June 15, 2010, 11:24:07 AM »
That's fucking sexy, the new security card is awesome

Alex

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Re: Half-Life UD (Ultra-Definition)
« Reply #112 on: June 15, 2010, 11:47:25 AM »
That is an epic reskin indeed :O  Quite possibly the best Barney I've seen to date.  It's funny how subtle edits can sometimes make the world of difference.

Only one thing you need to change - the pistol.  I can see it clipping through Barney's hand.

KylerAdams

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Re: Half-Life UD (Ultra-Definition)
« Reply #113 on: June 15, 2010, 12:15:29 PM »
Barney is awesome.

Only complaint is probably a few too many BMRF logos on the ID card. Try making the one behind the text at the top < a plain color like the other logos, and removing one of them on the card. I like all 3 of them, but there seems to be one too many there. Howabout changing the team color to something like green and the logo below it to green, so squad ID is slightly easier - rather than reading the text off the ID card, just glance at the logo below.

/opinion

Also, his shirt color is different on his ID tag.

coldroll

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Re: Half-Life UD (Ultra-Definition)
« Reply #114 on: June 24, 2010, 01:16:19 AM »
I hope this pack is still being worked on.
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Greer

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Re: Half-Life UD (Ultra-Definition)
« Reply #115 on: June 24, 2010, 02:17:31 AM »
I hope this pack is still being worked on.

*Facepalm*
This was last updated like 10 days ago, and you think its not worked on?I say sir, you are impatient and ignorant(for not reading the damn date)nerd!
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D3ads

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Re: Half-Life UD (Ultra-Definition)
« Reply #116 on: June 24, 2010, 05:57:45 AM »
I hope this pack is still being worked on.

I hope one day coldroll will receive a brain.

coldroll

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Re: Half-Life UD (Ultra-Definition)
« Reply #117 on: June 26, 2010, 11:02:04 PM »
What is this brain you speak of? Oh that i got rid of that months ago :D

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Re: Half-Life UD (Ultra-Definition)
« Reply #118 on: June 26, 2010, 11:09:40 PM »
It's a good thing he included an image, or else we might not know what he was talking about.

D3ads

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Re: Half-Life UD (Ultra-Definition)
« Reply #119 on: June 27, 2010, 04:17:58 AM »
It's a good thing he included an image, or else we might not know what he was talking about.

I lolled.