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The Forgotten

  • D3ads
  • December 31, 2007 at 3:29 PM
  • D3ads
    • January 2, 2008 at 4:36 PM
    • #21

    Thanks for the positive comments, makes it worth all the trouble!

    I don't really see how it would look 'so much better in Source' though, hear me out; The graphical look of the game is all down to the textures, they wouldn't really look any different in Source than they would here. They're defuse only, I'm not going to bother with normal/specular maps as they wont work and distract from the point of the environments (which is to look unsettling and somwhat dirty). Porting the map to Source would mean retexturing the whole thing as well wouldn't it? Due to the way I have mapped the details, I have several different textures on a single 512x512 sheet, this makes building things much easier but means that retexuring such a thing would take ages and there isn't just the one room (other environments I'm not happy with to show anyone, plus this one itself could do with some extra detail imho).

    I have a lot of content for this (900mb :S) as it's been in the works in several forms, such as the city setting with soldiers (remember when I asked for a city name?) I've decided to go with the third-person survival horror option because it allows more detail to be added without effecting playability since it's not meant to be a fast-paced game.

    Btw, I forgot to mention that those environment screens are brightened up by 50%, they are supposed to be dark so you need your flashlight to see where you're going, there wont be an awful lot of brightened areas in the game, it is a horror game after all

    I've noticed that there's already a mod for HL2 called 'The Forgotten' and I am NOT renaming mine for this reason, alas I'd never even heard of it till this afternoon. Grrr.

  • dux
    • January 2, 2008 at 10:20 PM
    • #22
    Quote from D3ads

    Thanks for the positive comments, makes it worth all the trouble! I don't really see how it would look 'so much better in Source' though, hear me out; The graphical look of the game is all down to the textures, they wouldn't really look any different in Source than they would here. They're defuse only, I'm not going to bother with normal/specular maps as they wont work and distract from the point of the environments (which is to look unsettling and somwhat dirty). Porting the map to Source would mean retexturing the whole thing as well wouldn't it? Due to the way I have mapped the details, I have several different textures on a single 512x512 sheet, this makes building things much easier but means that retexuring such a thing would take ages and there isn't just the one room (other environments I'm not happy with to show anyone, plus this one itself could do with some extra detail imho).

    It would look better on Source though, stop being so stubborn >_>

  • Taylor
    • January 3, 2008 at 12:36 AM
    • #23

    When I suggested Source to D3adlode in another thread I was told to shove my opinion where the sun don’t shine, far enough that it will never dislodge itself, and then roll myself in a blazing razor wire ball across an endless plane of broken glass, broken needles and broken dreams. Or something like that anyway, I probably wasn’t applying tact again.

  • curman
    • January 3, 2008 at 6:13 AM
    • #24

    The excuse: Well see, I love the challenge of making Half-Life 1 look great! It's great to see what that old engine is capable of!

    The real truth: My computer can barely run source, and the effort and work placed into a Half-Life 2 mod with the custom horror them I'm going for would actually take hard work. I'm not trying to be mean here, d3, just.. I kind of feel this is the real reason you don't want to go to Source. It'd take much longer in time to do, and rather than going for looks I think you just wanted to finish it.

  • Thrik
    • January 3, 2008 at 9:45 AM
    • #25

    It looks good for HL1 I don't think anyone will deny that, and for that you deserve praise.

    However, I don't know of pressing ahead with the whole mod is going to be a good use of your time considering how much effort is needed to make it look competitive with the likes of Source. Imagine how good a Source map you could make if you applied this same level of dedication to one?

    Regardless, this is a nice portfolio piece. Just get some newer stuff done, even if it's alongside this.

  • aevirex
    • January 3, 2008 at 11:38 AM
    • #26

    Looks really cool! Just the story sounds a lot like the Constantine movie... Anyways, I love RE4, so let there be "some" action as well

  • D3ads
    • January 3, 2008 at 7:41 PM
    • #27
    Quote from Taylor

    When I suggested Source to D3adlode in another thread I was told to shove my opinion where the sun don’t shine, far enough that it will never dislodge itself, and then roll myself in a blazing razor wire ball across an endless plane of broken glass, broken needles and broken dreams. Or something like that anyway, I probably wasn’t applying tact again.

    Eh? I presume you're talking about what other people said over myself, I don't remember being hostile about it o_O

    Quote from curman

    The excuse: Well see, I love the challenge of making Half-Life 1 look great! It's great to see what that old engine is capable of!The real truth: My computer can barely run source, and the effort and work placed into a Half-Life 2 mod with the custom horror them I'm going for would actually take hard work. I'm not trying to be mean here, d3, just.. I kind of feel this is the real reason you don't want to go to Source. It'd take much longer in time to do, and rather than going for looks I think you just wanted to finish it.

    Well, now I have a 7600GT I can probably run Source perfectly fine, I haven't tried it yet but I will. As for it actually taking hard work on Source, do you think it's a walk-in-the-park as it is? lol, it's hard work all around but it's fun of course else I wouldn't do it. Yes it would take longer time to do on Source as well, and you've nailed it there, I do want to finish it, I'm not about to lengthen the workload since it's already ambitious enough as it is. If I can successfully convert all the maps over to Source without having to retexture the things all over again then maybe I'll consider it but then there's about 300+ props I have that would need converting over as well. I'm not making excuses, I just don't really see the need for it and like Thrik so long as I look into doing stuff with newer technology on the side (like I mentioned in the New Year thread, it's going to be ok I think).

    Quote from aevirex

    Looks really cool! Just the story sounds a lot like the Constantine movie... Anyways, I love RE4, so let there be "some" action as well

    Heh, I was inspired by that it's true, but it's not the same, I assure you

  • Buddy
    • January 5, 2008 at 3:59 PM
    • #28

    Nice work, I'm not sure if You used SH2's textures but they certainly do look exactly like them I can't be sure since I don't want to browse all of them, but if it's your work then GJ.

    Here is what I mean:

    [Blocked Image: http://i18.tinypic.com/6xv7b6x.jpg]

    [Blocked Image: http://i12.tinypic.com/6p7jcx3.jpg]

    [Blocked Image: http://i2.tinypic.com/7wz2beu.jpg]

    [Blocked Image: http://i13.tinypic.com/6teers9.jpg]

  • D3ads
    • January 5, 2008 at 4:22 PM
    • #29

    I have all of the textures from SH2 and whilst I use them for inspiration for the style, indeed the apartment textures are obvious focus points for the style of environment but I most certainly do not use them and claim them as my own! The textures in that map are created from scratch using files from cgtextures and or other photo sources and some subtle overlays from Max Payne textures for certain little details.

  • skdr
    • January 5, 2008 at 4:22 PM
    • #30

    Buddy, what.

    I don't see any resemblance.

  • Buddy
    • January 5, 2008 at 4:30 PM
    • #31

    I didn't said that THESE are those we can see on the pics, read it once again. D3ads textures just are really simmilar style-wise to the SH2 textures and could be easily them so I just posted one of SH2's textures so you can see what I mean.

    But as I can see now that You've created them on your own, it only means, like I said, that this is GJ!

    Also, I think you've choosen best inspiration for textures You could

    EDIT: And yeah I agree with others, starting a HL1 mod doesn't make sense, there is 1000 of other engines with bigger possibilities!

  • D3ads
    • January 5, 2008 at 4:34 PM
    • #32

    I don't really know whether or not to offended that you're implying I've *possibly* stolen content or flattered that you think my texture work is as good as Team Silent's professional 2D artists, either way here's some of the texture sheets for you to inspect if you like:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_map001.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_map010.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/tf_new/ap_map015.jpg]

    I don't know if I can hotlink to cgtextures, else I'd gladly link you to the images I used to make those...

  • Buddy
    • January 5, 2008 at 9:37 PM
    • #33

    I belive you done them and I'm impressed that you did it the way i could mistake it with one of best texture work ever Keep up the good work. But I think i arleady cleared it up in previous post though.

    btw: i recognize the broken glass from cgtex

  • zaphod
    • January 5, 2008 at 9:53 PM
    • #34

    those are some FUCKED UP hallways! :monocle:

    cool stuff.

    btw, why is this in off topic?

  • Minos
    • January 5, 2008 at 11:43 PM
    • #35

    Looks impressive D3, but I agree with skdr, the lighting is kinda boring.

  • D3ads
    • January 6, 2008 at 4:09 PM
    • #36

    I stuck it in off-topic because I didn't know where else to put it, didn't really think it belonged in here but oh well

    Quote from buddy the designer

    I belive you done them and I'm impressed that you did it the way i could mistake it with one of best texture work ever Keep up the good work. But I think i arleady cleared it up in previous post though.btw: i recognize the broken glass from cgtex

    Yeah I didn't see that post before mine! No worries anyway!

    I'm working on finalising this area and then I'll make a moddb page

  • Zacker
    • January 6, 2008 at 6:18 PM
    • #37

    Impressive work indeed D3ads! Also good to see that you still are alive and kicking within level design.

    What your work so far needs the most is lighting. It could _really_ benefit from a more detailed light setting with more contrast. Skdr made your shot look an a lot better and even that could be improved an a lot further.

  • ⌐■_■
    • January 6, 2008 at 9:42 PM
    • #38

    D3ads, how long do you think this project will take?

  • dux
    • January 6, 2008 at 10:19 PM
    • #39

    Source.

  • D3ads
    • January 7, 2008 at 2:25 PM
    • #40

    dux is now banned from this thread

    KT: I'm thinking of changing the name to 'The Forever' Actually, I don't know is the answer, it depends on how big I decide to make it, I mean I would *like* to have the player wander around the town like in Silent Hill (but not nearly as big and routes can be blocked) and surrounding woodland + 4 other key areas but I don't know if I can do that. I could try to get it done for next Christmas but I can never promise anything. Right now I have someone interested in doing music and a couple of my RL friends will hopefully do the graphic novel sections. It'll be done when it's done

    Again I have to point out that lighting is pretty non-existent as the room's light strobes are badly damaged/not working. Those environment shots are brightened up so you can see the room properly, in-game it'll be quite dark, I mean it's not so scary if you can see everything, you get me? I'll fiddle with the lighting anyhow, add some glows to the strobes too. I only did a basic rad smooth and chop compile at present.

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