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Half Life Creations Forums
Content Creation
Work In Progress
Half-Life UD (Ultra-Definition)
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Author
Topic: Half-Life UD (Ultra-Definition) (Read 5837 times)
M3 Luck3y Charms
Scientists
Posts: 45
They're always after me lucky charms....
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.
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Alex
For Hire A
Gman
Posts: 2485
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
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James
AKA Minuit
Administrator
Combine Captain
Posts: 964
Site Owner
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.
Logged
M3 Luck3y Charms
Scientists
Posts: 45
They're always after me lucky charms....
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
Logged
RaZ777
BSR Team
Combine
Posts: 281
hardcore straight edger
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.
Logged
Bekey, you da man
<3
Alex
For Hire A
Gman
Posts: 2485
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
Logged
Sporkeh
Cry of Fear Team
Gman
Posts: 1152
Re: Half-Life UD (Ultra-Definition)
«
Reply #36 on:
December 17, 2009, 05:19:41 AM »
Please get rid of the honeycomb overlay.
Logged
M3 Luck3y Charms
Scientists
Posts: 45
They're always after me lucky charms....
Re: Half-Life UD (Ultra-Definition)
«
Reply #37 on:
January 06, 2010, 01:46:31 AM »
Know any other night vision sprites?
Logged
M3 Luck3y Charms
Scientists
Posts: 45
They're always after me lucky charms....
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.
Logged
coldroll
Zombie
Posts: 66
we remember the freeman!
Re: Half-Life UD (Ultra-Definition)
«
Reply #39 on:
January 22, 2010, 05:03:10 PM »
Ya somebody really should fix that model.
Logged
Pingas
Gravewrecker
BSR Team
Pit Drone
Posts: 206
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...
Logged
coldroll
Zombie
Posts: 66
we remember the freeman!
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.
Logged
Pingas
Thomas
Administrator
Gman
Posts: 1069
Purple-Shirted-Eye-Stabber
Re: Half-Life UD (Ultra-Definition)
«
Reply #42 on:
February 07, 2010, 07:32:20 AM »
Quote from: coldroll on February 06, 2010, 11:33:27 PM
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.
Logged
M3 Luck3y Charms
Scientists
Posts: 45
They're always after me lucky charms....
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...
Logged
RaZ777
BSR Team
Combine
Posts: 281
hardcore straight edger
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.
Logged
Bekey, you da man
<3
Alex
For Hire A
Gman
Posts: 2485
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
Logged
coldroll
Zombie
Posts: 66
we remember the freeman!
Re: Half-Life UD (Ultra-Definition)
«
Reply #46 on:
February 21, 2010, 01:27:45 AM »
That doesn't look good.
Logged
Pingas
RaZ777
BSR Team
Combine
Posts: 281
hardcore straight edger
Re: Half-Life UD (Ultra-Definition)
«
Reply #47 on:
February 21, 2010, 04:10:43 AM »
Thank you, captain obvious.
Logged
Bekey, you da man
<3
M3 Luck3y Charms
Scientists
Posts: 45
They're always after me lucky charms....
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.
Logged
Simon
BSR Team
Black Op
Posts: 307
The zxeno prophet
Re: Half-Life UD (Ultra-Definition)
«
Reply #49 on:
March 29, 2010, 12:01:24 AM »
Quote from: M3 Luck3y Charms on March 28, 2010, 08:40:06 PM
Reskin of the HECU Marines
God I wish they had long sleeves.
Use Barney's or Massn's sleeves then
Logged
M3 Luck3y Charms
Scientists
Posts: 45
They're always after me lucky charms....
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.
Logged
KylerAdams
NS Project
Pit Drone
Posts: 207
Re: Half-Life UD (Ultra-Definition)
«
Reply #51 on:
March 29, 2010, 12:07:18 PM »
Quote from: M3 Luck3y Charms 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.
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.
Logged
M3 Luck3y Charms
Scientists
Posts: 45
They're always after me lucky charms....
Re: Half-Life UD (Ultra-Definition)
«
Reply #52 on:
March 29, 2010, 01:09:31 PM »
Got any good 1014 replacements with HEV arms?
Logged
Simon
BSR Team
Black Op
Posts: 307
The zxeno prophet
Re: Half-Life UD (Ultra-Definition)
«
Reply #53 on:
March 30, 2010, 02:00:04 AM »
Quote from: M3 Luck3y Charms 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.
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
Logged
KylerAdams
NS Project
Pit Drone
Posts: 207
Re: Half-Life UD (Ultra-Definition)
«
Reply #54 on:
March 30, 2010, 12:59:20 PM »
Quote from: M3 Luck3y Charms on March 29, 2010, 01:09:31 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.
Logged
M3 Luck3y Charms
Scientists
Posts: 45
They're always after me lucky charms....
Re: Half-Life UD (Ultra-Definition)
«
Reply #55 on:
March 30, 2010, 10:36:56 PM »
Quote from: KylerAdams on March 30, 2010, 12:59:20 PM
Quote from: M3 Luck3y Charms on March 29, 2010, 01:09:31 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
Logged
KylerAdams
NS Project
Pit Drone
Posts: 207
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)?
Logged
M3 Luck3y Charms
Scientists
Posts: 45
They're always after me lucky charms....
Re: Half-Life UD (Ultra-Definition)
«
Reply #57 on:
March 31, 2010, 01:12:25 PM »
Quote from: KylerAdams on March 31, 2010, 11:55:22 AM
Mirrored correctly (CSS-style "SHELLZ IN YO FACE DAWG") or not (ejecting offscreen)?
Lets make the shells eject offscreen, shall we?
Logged
KylerAdams
NS Project
Pit Drone
Posts: 207
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?
Logged
deka
Pit Drone
Posts: 210
Re: Half-Life UD (Ultra-Definition)
«
Reply #59 on:
March 31, 2010, 04:27:06 PM »
Quote from: KylerAdams on March 31, 2010, 11:55:22 AM
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.
Logged
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