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Author Topic: Half-Life UD (Ultra-Definition)  (Read 94954 times)

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #30 on: December 13, 2009, 10:56:52 AM »
textures are the default when i change them in wally. the custom textures dont show up in game. just the default ones.

Alex

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Re: Half-Life UD (Ultra-Definition)
« Reply #31 on: December 14, 2009, 05:06:20 AM »
Apparently Valve compiled the textures into most of the HL1 maps, but you should be able to get the textures working in Half Life Source if you convert them to VTF format.

The textures should appear functional in Opposing Force, Counter Strike and other HL1 mods though :)

James

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Re: Half-Life UD (Ultra-Definition)
« Reply #32 on: December 14, 2009, 07:22:24 AM »
Try using bsptwomap to extract the textures out of the bsps if you're still unsure. Failing that, turn on sv_cheats, set "developer" to 2 in the console, then look at the flip-signs and type "impulse 107" to get the name of the texture in the console.

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #33 on: December 16, 2009, 05:54:01 PM »
Meh....the rock textures should be enough.......

Colt 1911 replacing the desert eagle




Imperial Wizard

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Re: Half-Life UD (Ultra-Definition)
« Reply #34 on: December 17, 2009, 01:05:49 AM »
You got rigging bugs on the engineer's arm.
Ah?

Alex

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Re: Half-Life UD (Ultra-Definition)
« Reply #35 on: December 17, 2009, 03:37:36 AM »
lol at the perspective raep XD 
This guy looks 4 foot tall:



Also your engineer model has chrome textures which should be Additive - take a look at that canister on his back >:X

SPRKH

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Re: Half-Life UD (Ultra-Definition)
« Reply #36 on: December 17, 2009, 05:19:41 AM »
Please get rid of the honeycomb overlay.

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #37 on: January 06, 2010, 01:46:31 AM »
Know any other night vision sprites?




M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #38 on: January 12, 2010, 09:40:29 PM »
WIP HECU Marine Recruit. Seriously, i need someone to animate this guy. The default animations bugs the model horribly.


coldroll

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Re: Half-Life UD (Ultra-Definition)
« Reply #39 on: January 22, 2010, 05:03:10 PM »
Ya somebody really should fix that model.
If You’re Going Through Hell, Keep Going!-Winston Churchill

Gravewrecker

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Re: Half-Life UD (Ultra-Definition)
« Reply #40 on: January 24, 2010, 02:58:55 PM »
and give the guy better skin and face textures...

coldroll

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Re: Half-Life UD (Ultra-Definition)
« Reply #41 on: February 06, 2010, 11:33:27 PM »
I hope this forum isn't dead because some of these models look really nice.
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Editor

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Re: Half-Life UD (Ultra-Definition)
« Reply #42 on: February 07, 2010, 07:32:20 AM »
I hope this forum isn't dead because some of these models look really nice.

Last post was only from the 12th of January... Give it time.

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #43 on: February 14, 2010, 06:43:32 PM »
Textures are actually coming along just fine.


But errm...





Imperial Wizard

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Re: Half-Life UD (Ultra-Definition)
« Reply #44 on: February 15, 2010, 12:18:47 AM »
That eotech D:, press ctrl +T in milkshape, that way you can fix your texture misalignment.
Ah?

Alex

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Re: Half-Life UD (Ultra-Definition)
« Reply #45 on: February 15, 2010, 02:23:30 AM »
Looks like you accidentally deleted a texture from your WAD file.  I can't remember if the HL console will tell you what that missing texture is or not... if not then... oh dears :X

coldroll

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Re: Half-Life UD (Ultra-Definition)
« Reply #46 on: February 21, 2010, 01:27:45 AM »
That doesn't look good.
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Imperial Wizard

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Re: Half-Life UD (Ultra-Definition)
« Reply #47 on: February 21, 2010, 04:10:43 AM »
Thank you, captain obvious.
Ah?

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #48 on: March 28, 2010, 08:40:06 PM »
Reskin of the HECU Marines


God I wish they had long sleeves.

Simon

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Re: Half-Life UD (Ultra-Definition)
« Reply #49 on: March 29, 2010, 12:01:24 AM »
Reskin of the HECU Marines


God I wish they had long sleeves.
Use Barney's or Massn's sleeves then

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #50 on: March 29, 2010, 03:18:00 AM »
Already tried. The sleeves are vertexed to the PCV. Whenever i did the massan sleeves, you can easily see through the unpolyed vertex, and i have no idea how to fix that.

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Re: Half-Life UD (Ultra-Definition)
« Reply #51 on: March 29, 2010, 12:07:18 PM »
Already tried. The sleeves are vertexed to the PCV. Whenever i did the massan sleeves, you can easily see through the unpolyed vertex, and i have no idea how to fix that.

If you're using Gearbox's hgrunt mesh, no they aren't.

I'd suggest using a M1014, not the M4S90 with the solid stock. I don't believe the military issues solid stock M1014s, but I'm not sure about that.

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #52 on: March 29, 2010, 01:09:31 PM »
Got any good 1014 replacements with HEV arms?

Simon

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Re: Half-Life UD (Ultra-Definition)
« Reply #53 on: March 30, 2010, 02:00:04 AM »
Already tried. The sleeves are vertexed to the PCV. Whenever i did the massan sleeves, you can easily see through the unpolyed vertex, and i have no idea how to fix that.
Just join the sleeve's vertexes to torso's vertexes, select two vertexes that should be the same, go to the vertex menu select 'snap together' and 'weld together' in that order

There are shorcut for both commands but I can't remember them

KylerAdams

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Re: Half-Life UD (Ultra-Definition)
« Reply #54 on: March 30, 2010, 12:59:20 PM »
Got any good 1014 replacements with HEV arms?

Could hack one up if ya need.

Pop me a link to a 1014 + I'll rig it onto GO anims for ya, along with OpFor/BS arms.

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #55 on: March 30, 2010, 10:36:56 PM »
Got any good 1014 replacements with HEV arms?

Could hack one up if ya need.

Pop me a link to a 1014 + I'll rig it onto GO anims for ya, along with OpFor/BS arms.

http://www.fpsbanana.com/skins/59347

Hmm...that could work

KylerAdams

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Re: Half-Life UD (Ultra-Definition)
« Reply #56 on: March 31, 2010, 11:55:22 AM »
Mirrored correctly (CSS-style "SHELLZ IN YO FACE DAWG") or not (ejecting offscreen)?

M3 Luck3y Charms

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Re: Half-Life UD (Ultra-Definition)
« Reply #57 on: March 31, 2010, 01:12:25 PM »
Mirrored correctly (CSS-style "SHELLZ IN YO FACE DAWG") or not (ejecting offscreen)?
Lets make the shells eject offscreen, shall we?

KylerAdams

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Re: Half-Life UD (Ultra-Definition)
« Reply #58 on: March 31, 2010, 03:56:03 PM »
I'm gonna need a different model, then, I think. This work?

deka

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Re: Half-Life UD (Ultra-Definition)
« Reply #59 on: March 31, 2010, 04:27:06 PM »
CSS-style "SHELLZ IN YO FACE DAWG"

Ha! I just noticed that, for all the years I've played CSS (I'm not attentive, am I?). Why would you not have the shells eject offscreen? -- Unless the shells were made of candy, and you know how hungry a soldier can get.