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Operation : CO-IN (Insurgency)

  • DelaZ
  • June 1, 2004 at 12:13 AM
  • DelaZ
    • June 1, 2004 at 12:13 AM
    • #1

    Operation : CO-IN

    http://www.opcoin.net

    (soon changing name to Insurgency)

    A modern infantry HL2 mod... Squad based with a general and squad commanders etc.

    "Realisme".. at least thats what we are gonna try (without forgetting the gameplay)

    Couple of screens :

    my face skinned by me

    [Blocked Image: http://users.pandora.be/desert/delaz/texture/delazface_v3.jpg]

    a marine (exclusive media)

    [Blocked Image: http://www.opcoin.net/team/jeremy/latestmarineprops.jpg]

    couple of guns

    [Blocked Image: http://www.opcoin.net/images/media/models/weapons/paramilitary/ak47.jpg]

    [Blocked Image: http://www.opcoin.net/images/media/models/weapons/USA/M16A2.jpg]

    [Blocked Image: http://www.opcoin.net/images/media/models/weapons/USA/m40a3.jpg]

    Model is very old and out or proportion... : marine on drugs :wink:

    [Blocked Image: http://www.opcoin.net/images/media/models/marinefinal2.jpg]

    Palace done in hammer rendered in 3Dsmax... (lots of things will be replaced by models)

    [Blocked Image: http://www.opcoin.net/images/media/maps/palace.jpg]

    WIP... (exclusive media)

    [Blocked Image: http://www.opcoin.net/team/jeremy/m14render_04.jpg]

    http://www.opcoin.net

    (Lots of other media on the site. Big update coming soon)

    Hope you like it... ~

    Sorry for the large images :-?

  • zaphod
    • June 1, 2004 at 12:17 AM
    • #2

    I really like your weapon models

  • DelaZ
    • June 1, 2004 at 12:22 AM
    • #3

    Thanks... Mostly skinned by DarkNemesis, who's currently working on Brothers in Arms.

  • OL
    • June 1, 2004 at 12:31 AM
    • #4

    im going to eat your mod (good thing)

  • OL
    • June 1, 2004 at 12:32 AM
    • #5

    btw, why is that entire building modeled? wont that fuck up vis

  • DelaZ
    • June 1, 2004 at 12:37 AM
    • #6

    If I may quote myself :wink:

    Quote

    Palace done in hammer rendered in 3Dsmax... (lots of things will be replaced by models)

    Everything was done in hammer (brushes). We exported it to *.DFX and just did a render in 3Dsmax. It's all brushes...

    Why? Because Hammer shots are FUGLY

    [Blocked Image: http://users.pandora.be/desert/delaz/misc/images/palace_opcoin7.jpg]

    ...

    (Some models for TEH palace)

    [Blocked Image: http://users.pandora.be/desert/delaz/misc/images/pillar_02.jpg]

  • 2d-chris
    • June 1, 2004 at 1:24 AM
    • #7

    look's great, as zap said nice models

  • madcow
    • June 1, 2004 at 2:27 AM
    • #8

    looks really good

    the first guys face..looks like u just told him there is life on mars..his eyes are really open

    and the 2nd guy..i wasnt aware they allowed stoners into the marines

    other than that..looks great

  • Mazy
    • June 1, 2004 at 8:52 AM
    • #9

    HO-HO-HO-HOT!!1~

    i totally dig!

  • FrieChamp
    • June 1, 2004 at 10:46 AM
    • #10

    Awesome stuff! Looks like Jeremy found another great MOD to dedicate his time to after RedOrchestra

  • EjrulF
    • June 1, 2004 at 11:58 AM
    • #11

    great job, besides the eyes which looks kinda wierd.

  • -Stratesiz-
    • June 1, 2004 at 12:14 PM
    • #12

    Yah facial expressions need improvement. Otherwise it looks very promising.

    The building looks rather complicated even for HL2 standards. What are the r_speeds on it? HL2 r_speeds max is around 4000 I think, but to be sure ask zaphod.

  • skdr
    • June 1, 2004 at 1:56 PM
    • #13

    Looks awesome! I like the weapon models.

    Nice work and keep it up!

  • DelaZ
    • June 1, 2004 at 2:07 PM
    • #14

    The facials and eyes are just WIP, we are waiting for the SDK to fully take advantage of it.

    The building is around 5000 r_speeds but many things need improvement, like I said before... replacing brushes by models and closing windows here and there etc ...this is just a rough copy of an existing palace and needs to be improved, changed, tweaked for ingame.

  • IR
    • June 1, 2004 at 3:14 PM
    • #15

    hl2 doesnt work with r_speeds m8

    though in its current form thats not very usable if its totally bsp

    bsp is about 10 times more expensive then models

    so everything detail except the main walls should be models

    the skins look good, the playermodel could use abit more detail on the outfit imo

    RO is a prety nice mod visually i just think its to slow to apeal to the mass

    coin will follow the same design lines as RO ?

  • Pingu
    • June 1, 2004 at 3:25 PM
    • #16

    very g000~~(=

    i pet it

  • -Stratesiz-
    • June 1, 2004 at 4:53 PM
    • #17

    According to zaphod it you still check r_speeds and model poly counts. The r_speeds are not as important as before though since models play a greater part as ya know.

  • zaphod
    • June 1, 2004 at 5:55 PM
    • #18
    Quote from IR

    hl2 doesnt work with r_speeds m8 though in its current form thats not very usable if its totally bsp

    bsp is about 10 times more expensive then models

    so everything detail except the main walls should be models

    the skins look good, the playermodel could use abit more detail on the outfit imo

    RO is a prety nice mod visually i just think its to slow to apeal to the mass

    coin will follow the same design lines as RO ?

    Display More

    yes, HL2 still uses the good old r_speeds

  • DelaZ
    • June 1, 2004 at 7:19 PM
    • #19

    Thanks for the comments guys

    Quote

    RO is a prety nice mod visually i just think its to slow to apeal to the mass coin will follow the same design lines as RO ?

    We're not planning to follow the RO gameplay, we'll try to be more innovative and we have a couple of cool ideas in mind.

    The differences between the opposing teams will be kinda big and we hope to balance everything out and have a nice gameplay.

    Quote

    yes, HL2 still uses the good old r_speeds

    What is a good average (r_speeds) for online play?

    And do you have any idea how many polies (on screen) the game can handle? (without lagging the game to much)

  • zaphod
    • June 1, 2004 at 7:59 PM
    • #20

    The rule of thumb we have been working with is 4,000 world polies and 70,000 model polies. That being a limit, not an average that you shoot for. As IR mentioned, decreasing your world poly count will show the most dramatic differences in framerate.

    *edit* and thats for single player maps.

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