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Half-Life corner

User is online   Commando Nukem 

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#391

Another day, another update!

Browning Hi-Power model now modeled. Just needs a few tweaks and an optimization or two before I go into texturing.Posted Image
Posted Image
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Here's the Hi-Power with the Glock view model for comparison:
Spoiler


Hi-Power 357 polygons.
Glock 354 polygons.

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User is online   Commando Nukem 

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#392

Posted Image


Banged out the beginnings of another model.


Spoiler


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User is online   Commando Nukem 

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#393

So, I decided to get the shotgun actually working. There were some initial headaches in getting everything hooked up, but I now have a, at least, basically functioning Super Shotgun in the game.




It's currently sitting on the stock HL1*ahem, I don't know why I put HL2...* animations/rig, but it's a functionally independent weapon with it's own spread, rate of fire, etc.

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This post has been edited by Commando Nukem: 14 April 2018 - 12:05 AM

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User is offline   X-Vector 

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#394

That's some interesting stuff you've got going in terms of level and NPC design, but that double-barreled shotgun feels totally out of place.
It doesn't fit into HL's miltary/experimental/alien armoury and just looks and sounds wrong IMO.
Besides, the alternative fire of the existing shotgun already caters to the "bigger boom" want/need.
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User is offline   MetHy 

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#395

That shotgun could be cool, but considering it pretty much serves the same function as the alt fire of the original HL shotgun, I think you should make it more unique somehow. I mean, instead of being an improvement, it just feels like you forced "alt fire only" to the original shotgun.
It also seems too precise, in order to one shot Vortiguant with the shotgun alt fire, you have to be closer to the enemy than what you pull here. Seems pretty op here.


This post has been edited by MetHy: 14 April 2018 - 05:34 AM

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User is offline   gemeaux333 

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#396

I think we will get an anouncement at E3 on a project with a more or less direct link with Half-Life 3, but can't give a source due to damage control !
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User is offline   fuegerstef 

  • 586

#397

View Postgemeaux333, on 14 April 2018 - 07:19 AM, said:

I think we will get an anouncement at E3 on a project with a more or less direct link with Half-Life 3, but can't give a source due to damage control !


A card game?

A few free casual games by me: http://gamejolt.com/...uegerstef/2615/
1

User is offline   gemeaux333 

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#398

No, a true game, single player oriented, and possibly a release late this year !

This post has been edited by gemeaux333: 14 April 2018 - 08:22 AM

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User is offline   fuegerstef 

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#399

View Postgemeaux333, on 14 April 2018 - 08:21 AM, said:

No, a true game, single player oriented, and possibly a release late this year !


No way.

A few free casual games by me: http://gamejolt.com/...uegerstef/2615/
1

User is online   Commando Nukem 

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#400

View PostX-Vector, on 14 April 2018 - 01:28 AM, said:

That's some interesting stuff you've got going in terms of level and NPC design, but that double-barreled shotgun feels totally out of place.
It doesn't fit into HL's miltary/experimental/alien armoury and just looks and sounds wrong IMO.
Besides, the alternative fire of the existing shotgun already caters to the "bigger boom" want/need.



View PostMetHy, on 14 April 2018 - 05:33 AM, said:

That shotgun could be cool, but considering it pretty much serves the same function as the alt fire of the original HL shotgun, I think you should make it more unique somehow. I mean, instead of being an improvement, it just feels like you forced "alt fire only" to the original shotgun.
It also seems too precise, in order to one shot Vortiguant with the shotgun alt fire, you have to be closer to the enemy than what you pull here. Seems pretty op here.



Keep in mind rate of fire and spread are still works in progress. The goal is to more or less emulate the Doom 2 shotgun in terms of functionality. This will compliment some of the new enemy variants, and at range it's currently not ideal. Against the grunts it's only useful for hit and run.

As to whether it fits into the arsenal, that is down to the context. It's a personal weapon owned by a character at the facility. It's not standard issue.


View Postfuegerstef, on 14 April 2018 - 07:59 AM, said:

A card game?


TF2 The Card Game. Now with more hats.




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User is offline   Bloodshot 

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#401

I think it's the positioning personally. If you were to push it to the right and give it hands it would fit a lot better in HL.
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User is online   Commando Nukem 

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#402

View PostBloodshot, on 15 April 2018 - 08:15 AM, said:

I think it's the positioning personally. If you were to push it to the right and give it hands it would fit a lot better in HL.


Yeah. Right now it's mounted on the stock Half-Life shotgun. It'll be getting it's own rig and such as development progresses. The master version of the hands will probably come first.


I thought i'd share something a little more behind the scenes today. Work in progress level design with notes. Written at like 3 in the morning. This helps me when i'm burning the wick at both ends and I don't want to forget what i'm trying to do.

First, the starting area of the game. Like I said in previous posts I wanted the game to start in the Area 8 Topside Dormitories. These are mentioned and only briefly glimpsed in Blue Shift. My interpretation of them is a peppering of buildings in and around the Black Mesa Transit system. Almost having the feeling of a construction yard, shanty town, and a college campus.

A lot of personnel live in portable housing. Some are either partnered with a roommate or will live in one of the larger dormitory facilities.

Posted Image

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This is the interior of the player's housing. You share living space with another person. As you can see it's not too bad. Each person has their own personal space separated by a privacy wall. There's shared computer/network access. Most other amenities have to be procured from the base itself. The mini fridge is actually something your room mate and you had brought in, to the envy of other personnel who hate having to run over to the commissary every time they want a drink.

My goal is to make just about everything interactive. Just to give it life.





Posted Image


(The red lines around the outer edge there are how I want the main rock faces to seal in the area.)

The Area 8 Topside Dormitories, or at least part of them. We glimpse some of this in Blue Shift when Barney is taking the tram to work. On the upper left you can see roughly where Barney's tram is in relation to this map. It's a little further out then depicted here. Basically you work your way through this circular/semi-circular area. Go past the admin office, and there will be a security desk where you will be told that the trams are out of action. So you take a left (that would be mid, lower left on this image) into a level change, which will have you hook into a recreation of BA_TRAM1 where you are looking down from the basket ball court seen here:

Posted Image
^ This is the original BA_TRAM1 from Blue-Shift. past(sic, tired...)



This is my recreation of the court so far:
Posted Image


Obviously liberties will be taken to a degree. If you're familiar with the Hazard Course areas seen in Opposing Force, you know that they added a few doors that weren't there in regular Half-Life, there will be differences along those lines. I'm hoping structurally it'll all line up as close as possible.



Here's a couple more unmarked dev images from the map thus far.
Posted Image

Posted Image

Big changes to come will be the rock faces. I'm trying to emulate the way that Valve and Gearbox did their walls. A lot of the tutorials out there for doing terrain push the poly limit very high. They look nice, but they wouldn't match the original Valve aesthetic. So keep in mind a lot of the rock faces are more or less placeholders to give myself a sense the shell of the level.

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User is online   Commando Nukem 

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#403

Day 7485828. The siege continues.
Posted Image
Posted Image


Most of the work yesterday was working on the cliff faces. There's more terrain detail to do, but the outer wall is now ready to be sealed with a sky box.

I plan to add some power generators over in that empty area behind the barriers(to the north in image 2). Some bits of rock, a few bumps in the terrain. The faux houses willl be detailed and placed into the map after that. Some street lights, signage, cars, NPCs, and scripted events. All to bring it to life.

Posted Image


Just for some trivia there are currently 250 objects for the cliffs. Triangles. Triangles everywhere.

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User is online   Commando Nukem 

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#404

Posted Image

A looksee at some of the custom textures i've been building. I really wanted a solid mid-late 90s Desktop PC texture set that would blend pretty well with the Black Mesa content. I used a couple of stock Half-Life textures and a few reference photos, and I think I got something looking pretty reasonable.

Posted Image


Posted Image


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Progress continues on all fronts. The exterior structure is more or less complete. I have a few more details and some tweaks to make.Night-time lighting system, a generator area with some power lines running out. Cars, NPCs, etc... Those will be more near the tail end of the design as I want to make the place seem real before I implement any monsters.

I think this will blend fairly well with Blue Shift's opening area.




The interior is also coming along quite nicely. A few details to work out here and there.

Also the ferret is named "Snitch" and he will play a small role in the mod. At one point he'll act as a pseudo-guide, and he may drop you some ammo from time to time.

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User is online   MusicallyInspired 

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#405

Nice PC textures there.

Roland SC-55 Music Packs
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User is online   Commando Nukem 

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#406

Integrated the housing area into the main map!
Posted Image

Posted Image

Custom textures mixed with original Half-Life textures. Giving a distinct feel to both living areas tells us a bit about both characters. Joe, our character, is a bit more uniform than his room mate, a security guard with the name "Dewey." Dewey's a bit of a scatter brained Vietnam Veteran.

Posted Image

Posted Image


More naturalistic lighting in the bathroom now.
Posted Image

Also been working on some Xen related elements. A few new textures to mix in with the classics, along with some potential ambient sounds:
Posted Image

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User is online   Ninety-Six 

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#407

The bathroom nightlight is a nice touch.
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User is online   MusicallyInspired 

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#408

Do you have something against bilinear texture filtering? :P

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User is online   Commando Nukem 

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#409

View PostMusicallyInspired, on 23 April 2018 - 05:34 AM, said:

Do you have something against bilinear texture filtering? :P


Yeah. It does some bad things to transparent textures. Posted Image I run Quake and Quake II the same way. I'm not a fan of the filtering.

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