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El Paso [Outlaws&Lawmen] (updated 17 jan)

  • R_Yell
  • June 15, 2006 at 12:11 AM
  • R_Yell
    • January 17, 2007 at 1:07 PM
    • #161

    I'm going to show you the final light setting used and some exclusive pics of our weapons and characters as well. This is funny because I got my second light compile (the evolution can be seen at first post), that's my favourite for several reasons.

    [Blocked Image: http://img162.imagevenue.com/loc350/th_38787_elpaso_rc20000_122_350lo.jpg][Blocked Image: http://img175.imagevenue.com/loc541/th_38792_elpaso_rc20001_122_541lo.jpg][Blocked Image: http://img172.imagevenue.com/loc580/th_38792_elpaso_rc20002_122_580lo.jpg][Blocked Image: http://img172.imagevenue.com/loc435/th_38794_elpaso_rc20005_122_435lo.jpg]

    [Blocked Image: http://img167.imagevenue.com/loc506/th_38795_elpaso_rc20006_122_506lo.jpg][Blocked Image: http://img173.imagevenue.com/loc487/th_38796_elpaso_rc20007_122_487lo.jpg][Blocked Image: http://img169.imagevenue.com/loc363/th_38797_elpaso_rc20008_122_363lo.jpg]

    Our mod has taken wings definitively, we have a dedicated character modeler from some time, he is making a nice progress. His last work is the man with no name, still need to be ported in-game but it absolutely rocks, you'll see. And guess who is coding: me. There is an official title here for a jack of all trades? That's what I am, I'll never get a job but this is great for mods. I had some previous experience and my first motivation is game design, not the art part, so I'm quite happy with this change.

    I fixed all the bugs we had when new sdk came out, I coded that hud entity for flags states, a bow that fires explosive arrows, a throwable knife, and some more things in the making. Our weapon selection system is going to be interesting, I promise!

    Would be nice if we could get some more help though, if someone is interested in modeling, mapping or texturing, our doors are wide open. For those interested, you could join our next betatest and decide if we deserve your help.

  • hessi
    • January 17, 2007 at 1:19 PM
    • #162

    if i had the time i'd redo all your weapons. sorry but they look horrible.

    rest of the mod looks great! some characters could need some texture tweaking. cloths look kind of to saturated/colorfull/like stone (in the last pic)

    though: why is there a sniper rifle in wild west? i don't think they had such accurate weapons back in those days.

    i hope you can find someone with the time to help. i'd really do it but sadly there is no time at all for any modding stuff right now

  • R_Yell
    • January 17, 2007 at 1:49 PM
    • #163

    Yes, some weapons at least could get a better skin, but I'm really no worried about that. Maybe in the future if we get a bigger team or some contributors.

    There were some kind of sniper rifles in old west, as precision/mid range weapons. That was our sharps rifle. The only thing ATM completely invented are explosive arrows, but they are a hell of fun. A mod like this needs ranged weapons and some other special gadgets as well, don't be surprised if you see timed dynamite, molotovs, or the metal piece used in A *fitsful of* dollars as armor

  • General Vivi
    • January 17, 2007 at 4:02 PM
    • #164

    looks quite interesting ^^ good job r_yell

  • teeluu
    • January 17, 2007 at 6:13 PM
    • #165

    Imo that looks friggin' fun, i've always enjoyed games with the same theme. Seems like your point is to make a fun mod and you aren't too accurate about the historical part, which is a good thing. Hoping to see this coming out near future.

    Maybe i could try to participate as a level designer at some point if needed, working on another level atm tho.

  • R_Yell
    • January 17, 2007 at 7:16 PM
    • #166

    That's right, we don't want to be completely accurate, but on the other side, there won't be giant mechanical spiders neither Sometimes you need to stretch history a bit to fit with your game needs. We are using some late weapons as the winchester pump shotgun (1905).

    We'll need mappers for sure teeluu, at the moment there are 2 levels made from zero by me and 99% completed, 2 more left undone and I'm taking care of them, and 2 more being made by other mapper (one of them almost done).

    Our first need right now would be a world prop modeler, we'll gladly accept any contribution there. If someone want to model a steam engine plz contact with me.

    I also want to comment my results using prop static lighting. That feature are incredibly buggy, but it works sometimes, mostly when prop isn't concave and is facing sun:

    [Blocked Image: http://img157.imagevenue.com/loc502/th_59855_elpaso_rc20003_122_502lo.jpg]

  • Wesley Tack
    • January 17, 2007 at 10:30 PM
    • #167

    wohaa!

    nice work! I can't wait to try this map and these maps :x

    Too bad the physical objects leave shadows through underlaying surfaces :/

    I have the same issues on some areas ... Damn Valve!

    So, when can we expect this mod ?

  • R_Yell
    • January 17, 2007 at 11:58 PM
    • #168

    Shadows in Source Engine are so... painful. I speak in general, wish there weren't so many tweaks needed to get decent shadows all around.

    There should be a release in the upcoming 2 or 3 months if doesn't happen a major disaster. All should be ready once weapon selection and experience system are finalized.

  • Wesley Tack
    • January 18, 2007 at 12:38 AM
    • #169

    Oh, the Lee van Cleef is nice! but, the double barreled shotgun in 3rd person is way too big

    And yea, don't talk to me about shadows, try making a city scape cut in half where half of the building is in the main map and the other half is 3Dskybox. The specular maps are different + the shadows are different. I mailed Valve about that and did countless tests. In the end I had to make every texture that is cut in the 3Dskybox twice, the 3Dskybox one a bit darker than the main one. And this doesn't help the final overall texture MB's used. But it worked out fine, you can still see the seam in some points if you watch it closely (which no one ever will during combat). But Valve really makes it very hard on some issues for us simple mod-folk

  • Rick_D
    • January 18, 2007 at 11:17 AM
    • #170

    coming on stong ;D

  • Zacker
    • January 18, 2007 at 11:49 AM
    • #171

    Stop complaining about shadows when you got a fully automated GI lightmap solution. You should try working with only vertex lighting and a static shadow system relying on shadows as meshes instead;)

  • Zeta
    • January 19, 2007 at 3:50 PM
    • #172

    Great stuff man!

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