Cmon Ferret, you'd think you'd have figured out that we'd wanna see the flatshaded render of the soldier as well
Looks nice enough from the skinned version though, obviously unfinished but a very nice effort for how long you've been modelling.
Posts by ReNo
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Okay I found the answer myself it seems. In the QC file you need to add the option "loop" at the end of the $sequence definition to define that the animation sequence loops. The source FAQ only lists "new" $sequence commands for some reason and therefore makes no mention of this option, but I found it by looking at the ariboat's example QC file and looking up its propeller sequence.
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I've got a ceiling fan model made, skinned, and animated, and managed to get it all loaded into source fine and well. The problem is that the animation jerks between the first and last frame, thereby isn't looping properly. Previewing the model in HLMV and Hammer shows the animation to be smooth and without problem, but in game its a different matter
I'm using a prop_dynamic entity to place the model and setting its "default animation" property to the spinning animation, which as far as I can tell is the only way to put in an animated prop.Has anybody else tried using animated props, and had success or problems? I'm sure it must be possible to use looped animations properly, as I'm sure I recall props from other maps doing it ok (there are fans in de_prodigy that are props isn't there?). Any help is much appreciated.
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Nice one, glad its all worked out nicely and I hope things go well for you at Midway

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I love the wood grain you have done, so exaggerated without being garrish. You've got a great style going on with these

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I'm not too keen on the "combine inspired architecture" on the right of shot 4 - just looks like a set of random blocks covered in the same texture to me. It could just be the angle isn't too flattering, but from what I see it doesn't do the map any favours.
Your rockwork is looking much better now, but the way its just sort of sat all on its own in the desert doesn't look great IMO. Like Daan0, I think the sea was a better choice. Might be nice to put some blending on the top edges of the cliffs to make it merge with the ground better, as its currently kinda sudden.
Keep it up though, very cool map and one of the best themes I've seen so far

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Think I saw this one the Snarkpit a while back, and my comments are the same as before really. The map looks nice enough and quite polished, but its just really generic. I guess you are just a bit late in the "railway/industrial/canal" craze, and so everybody is kinda bored of it by now. This probably isn't any worse than any number of earlier maps that recieved far more praise, but it probably won't prove too popular because we've seen it all before countless times now. Try something a bit more adventurous next time, as it looks like you have the skills to make really nice maps

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I'm fine when sitting around the house and things, but I do get a really sore back when I go ice skating or snowboarding for a long length of time. Ice skating is worse because you don't get the long rest times you do in boarding thanks to the chairlifts. I think its probably my time spent sat on my crappy desk chair that cause me the problems - it came with my flat and I've just never bothered to replace it

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Wow, just......wow! This is such an improvement on what you originally brought to the site. The first shot looks like really funky, and made me think of the old HL1 mod NeoTokyo. The others don't quite have the wow factor of that area but its still so much better than the original version. There are still parts that look messy or confused (the texture selection in the second last shot is....a tad wierd IMO), but its come on such a long way that all I can say is "good job"

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The skybox displacements in the first pic are what impress me the most. I couldn't really tell you why....just looks cool
Nice to see there is a bit of colour in the textures you chose, as it does help differentiate it from the dust clones (sounds like something out of star wars...maybe thats just republic commando getting to me). As Ferret said, lighting could use more contrast - at the minute it just seems like you have a light_environment pointing straight downwards or something. Good job overall though 
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It definately works, and depending on how large scale the area it can be worth doing despite the potential face cuts (whats a dozen more polygons on today's PC's really gonna do to performance?*). There is a lot to be said for taking repetition away from following the 3 standard axis, just doesn't seem so noticeable. Oh and I'm sure I read in the source SDK documentation that faces are split into polys every 1024 units now, as opposed to being based on texture scale, but I've no idea on the truth / tech behind such info.
* Not to belittle the importance of optimisation!
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Yeah yeah Ferret, I knew somebody was gonna correct me on that
Perhaps "personality" wasn't quite the right word; "history" might have been better
Concept art, or at least good concept art, can definately give you a sense of the character and their personality, but its a rare piece of concept art that tells you they are looking for their lost daughter or an an ex-mod accountant 
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Indeedy, saw them on PHL the other day and was quite impressed
Love the little character bio's as well, adds a little touch of personallity than most pieces of concept art alone can't manage. -
Absolutely lovely mate, you seem to have picked up this modelling malarky pretty damn quick! Skin is looking good too, coulda fooled me that it isn't finished.
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I'm no photographer, but I must say that those night shots fucking rock. Lovely

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You could probably afford to up the texture scale a little in order to reduce the repetition - most terrain textures in HL2 seem to look pretty good at scales slightly above the default 0.25, such as 0.5.
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I'm now utterly confused as to what you are all on about
In the context of source mapping, displacement surfaces/maps (seem to be synonymous) are the editable grid of triangles you can turn a face into. I assume you are talking about heightmaps ferret? There is actually a terrain tool that lets you create displacement surfaces out of a heightmap image if I recall correctl - was it the new version of Nem's terrain editor? -
Huge improvement in my opinion. The face is now much more compact, which to me looks far more natural than the previous version that came across as kinda stretched. Torso is looking good too. Its really awesome seeing work like this - whenever I've tried human modelling I feel so daunted, but when you see the poly layout on other people's models it makes it look so easy
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"Detail prop" you say? If your model is a detail prop it should probably be using some point lighting shader as opposed to vertex lighting. If its a more substantial model (and the name suggests that it is) it shouldn't be a detail prop should it? I've yet to try putting custom models into source, so couldn't tell you for sure.
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Looks awesome judging from screenshots, and I totally agree with Steppenwolf that its great to see some none square room layouts/architecture. I'll check it out later and tell you my thoughts.