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The Forgotten

  • D3ads
  • December 31, 2007 at 3:29 PM
  • ⌐■_■
    • March 18, 2008 at 11:00 PM
    • #61

    i like your style man. good luck with the whole thing

  • D3ads
    • March 21, 2008 at 8:12 PM
    • #62

    Thanks guys!

    Quote from Rick_D

    Some very promising stuff in the outdoor areas.I think you get nice results when texturing the BSP with unique sheets but I think you run into problems with reusable sheets, and wasting time making unique sheets. Would be worth building a few very generic sets (a 512x512 sheet with two 256x512 walls on them, for example; a generic ceiling and floor etc) to save yourself time and only use unique sheets where you absolutely have to.

    The reason that it'd be easier in source is you have more tools to allow you to detail places more uniquely without having to rely on very detailed unique texture sheets. However, it looks fine on HL1, has a very retro vibe to it. In a sort of ugly pixelated way <3

    Anyway, looks very nice, more screens please.

    I'm not using unique sheets everywhere, there's still a lot of tiled textures, especially for the outdoor areas, it's more for the indoor locations where such detail is more noticable.

    Someone said the patrol car wheels should be plain, so I changed them.. not sure which one is the better deal...

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/pcar_comp.jpg]

  • ⌐■_■
    • March 21, 2008 at 10:25 PM
    • #63

    the one to the left is obviously the better choice. if you want plain wheels i suggest using a rusty color. also, where did you dl that model?

  • D3ads
    • March 21, 2008 at 11:23 PM
    • #64

    It's a custom source model converted to goldsource by someone, they sent it to me, I didn't download it.

  • D3ads
    • March 22, 2008 at 5:11 PM
    • #65

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/county_fog.jpg]

    Quote from Joe Pesci

    Fogging fog!

  • Buddy
    • March 22, 2008 at 7:06 PM
    • #66
    Quote from D3ads

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/county_fog.jpg]

    fixed ...

    It looks like straight from SH2, are you going to recreate all areas from SH2?

  • D3ads
    • March 22, 2008 at 7:15 PM
    • #67

    There's only so many ways you can make a country highway, so it's bound to share the same look, but SH2 didn't have powerlines running down that area and there was a fence post not a metal barrier. I want to use the visual style of said game but not copy the environments as that's just lame.

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/county_map.jpg]

    I bet you're going to tell me the map looks a lot like Silent Hill 2 as well, good job it's WIP.. ;/

  • dux
    • March 22, 2008 at 7:58 PM
    • #68

    I invented fog.

  • Buddy
    • March 22, 2008 at 9:06 PM
    • #69

    Dont get angry, i love this stuff. Didn't really meant it The map looks fine, it looks SH2 inspired too Are you going to map all those roads or player will travel from area to area skip them?

  • D3ads
    • March 23, 2008 at 3:48 PM
    • #70

    I'm not angry!

    You'll be able to visit a lot of the town but little of the surrounding county other than the forest and camp, lots of sections will be blocked off with vehicles, barriers, debris etc.

  • Taylor
    • March 23, 2008 at 6:19 PM
    • #71

    Does "etc" include big holes and 50 foot high chainlink fences with dust sheets over them? I'm joking, please, not in the face.

    It looks really good, how much of the code side is working right now?

  • D3ads
    • March 24, 2008 at 12:53 AM
    • #72

    No way, I want to avoid big gaps in the road and those daft ten foot barriers. I'm talking more construction netting, fallen powerlines, barriers that block off road due to hurricaine warnings (o hi, ive played vice city), I'm currently writing up a list of ways to block off areas that don't rip-off Silent Hill. The only 'hole' will be a collapsed bridge, which has been torn apart by a tornado (original.. yes).

    As for the code, it's still just the Paranoia engine at the moment, I don't even have working fog yet (the screenshot above is a photoshop job to test how well the environment looks with fog applied, which appears to be very well. I've had exactly 6 people tell me TF looks just as good Silent Hill 2/3.. this pleases me immensely. I'll be attempting to incorperate bits of STALKER into the mould as well, it has several areas that would fit well into a country town.

  • D3ads
    • July 20, 2008 at 11:30 PM
    • #73

    BUMP!

    Following the small heart attack I endured from having my machine go Tits Up™ I managed to sort it all out, so I've been slaving away *cough* to bring you all the new media release, except that this wont be ready for awhile yet. However since you guys are so awesome I put together a couple of pieces of media, one of which isn't very exciting but the other one... well, let's just say enjoy it whilst you can, this section will most likely not be shown to the public eye much at all (It's the Elderworld you see... it's kind of... special).

    Sorry there isn't more here, stay tuned for the proper media showcase around mid August-September

    [Blocked Image: http://media.moddb.com/images/mods/1/11/10470/misc_props2.jpg]

    [Blocked Image: http://media.moddb.com/images/mods/1/11/10470/elderworld_wip.jpg]

  • PogoP
    • July 20, 2008 at 11:32 PM
    • #74

    Wow, that looks phenomenal for the Goldsrc engine, nice work D3ads.

  • Erratic
    • July 20, 2008 at 11:59 PM
    • #75

    Woha, very nice. Scene really captures the mood you're going for really well. Love the props too.

    Quote

    zomg imagine this on source

  • Jetsetlemming
    • July 21, 2008 at 2:20 AM
    • #76
    Quote from D3ads

    As for the code, it's still just the Paranoia engine at the moment,

    Ew. That mod had crazy input lag for me, tried to get too much out of the engine.

  • Buddy
    • July 21, 2008 at 2:57 PM
    • #77

    Nice props. Good work!

    Quote

    Max Payne 1 door texture FTW

  • -HP-
    • July 21, 2008 at 3:23 PM
    • #78
    Quote from Buddy
    Quote

    eh eh, yeh the subway metal door! The grate door's is MP as well!

  • PogoP
    • July 21, 2008 at 3:35 PM
    • #79
    Quote

    ":2zg75n84]

    Quote

    eh eh, yeh the subway metal door! The grate door's is MP as well!

    Quote

    Is D3ads working for Majestic Studios now?

  • D3ads
    • July 21, 2008 at 5:39 PM
    • #80

    Three things;

    1) That door texture is from a photobook.

    2) The Max Payne textures are free to use for non-commercial use anyway.

    3) The door is a mixture of different sources.

    Sometimes shortcuts have to be made for a project this ambitious!

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