looks random as fuck - I've never seen buildings that need to support each other across a street :l
Posts by Rick_D
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lol eminem is just CJ but white :l
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not sure how relevant this is anymore:
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This is what I do, get yourself cannonfodders max smd import/export tools.
Make sure you smooth your ref and apply only a single smoothing group to your phys model (a different smoothing group to each seperate object of your phys model if you have more than one).
Export the ref, phys and idle smd's.
Write yourself a qc, here's an example of one of mine:
Code
Display More$modelname "rd_models/rd_shelves01.mdl" $body studio "rd_shelves01_ref" $cdmaterials "models/rd_models" $staticprop $sequence idle "rd_shelves01_idle.smd" fps 5 ACT_IDLE 1 $surfaceprop "wood" $collisionmodel "rd_shelves01_phys.smd" { $concave $mass 1.0 }I had a batch file set up for me by a great guy (Andy) from the RnL team, basically it sets it up to compile using the HL2 directories (with the often buggy SDK I find this the most consistent way). It also sets a pause so if there's any problems I have time to check them out before the window closes.To make your batch file create a new text document, open it up and paste this into it:
Code"C:\PATH TO USERNAME FOLDER\sourcesdk\bin\studiomdl.exe" -game "C:\PATH TO USERNAME FOLDER\half-life 2\hl2" %1 pauseSave the file as (I used) studiomdl.bat (make sure you add the .bat).
Now set up your qc, and drag/drop it onto the studiomdl.bat file (I keep my .smd, .qc and .bat files in the same folder).
The compile window will pop up, notifying you of any errors you may have,. And if successful will place your finished model files into the hl2/models folder (depending on your path in the qc)
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The suit is there, just "hidden" away.
I like what you've done, it felt like the movement was much slower than regular HL2, but the levels felt too cramped and I would often find myself just bumping into things or getting caught on really silly stuff, and then other times simply walking up quite steep damaged areas/paths.
The layout and story-telling was nicely done, but the cramped feel of the areas was a real downer.
Also, the sound (ambience, soundscapes, voices) seemed very quiet, yet the gun sounds were louder? Perhaps just a small bug on my side but it might be worth looking into for your next project.
Did you get some people to beta-test it for you on a variety of machines? Might be worth doing that next time.
Very nice piece of work and worth the relatively small download.
Congrats and hope to see your next project soon ;D
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Perhaps they mean it's a fake leak, which would make a lot of sense - but the technology, if for real, sounds incredible.
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that really is the bomb shit man, make it!
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connery wasn't anything special either, the very first bond was probably the closest thing to a spy with human emotions and the craig guy seems to be very similar to that, can only be a good thing imo. I haven't seen it though, I'll wait for it to come on TV

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It's .. yellow! ;D
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I wasn't that impressed tbh
/heretic
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Ah right - sounds fun ;D
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Yeah, there's a lot of improvements that need to be made - I'm unsure whther the best thing to do would be to try and fix them on this model, or start again and try to get everything perfect first time around. I assume starting again would give me a better understanding of where I went wrong the first time.
Thanks for the crits, guys.
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well the little holes are too deep and too many of them, it will ruin the nice quality of the texture - I think you shoulod have a look at some of valve's normal maps for rocks - they are very even and not quite so 'noisy'
I love the texture though, much better than anything I could do right now.
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What's the gameplay like? It looked comprimised in the first new shot, but gave me faith again in the second

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So I unwrapped it and began skinning - it's taken me longer than I expected, but I don't know what I expected as I haven't tried to skin a player from scratch before:
Screens from Max (quality = poor)
[Blocked Image: http://img158.imageshack.us/img158/7113/untitled1kv0.gif]
[Blocked Image: http://img156.imageshack.us/img156/4112/untitled1gk9.gif]
The map:
[Blocked Image: http://img463.imageshack.us/img463/185/untitled1ix0.gif]
All very wip, was laying in the textures mainloy, I doubt anything will remain the same colour or saturation it is now, except poosibly the gloves and the balaclava.
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Hot Orc ass!
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Hahah yeah xP