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  3. the0rthopaedicsurgeon

Posts by the0rthopaedicsurgeon

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • May 4, 2007 at 7:02 PM

    i've started working on the first map in my l4d campaign (the 2nd is the cablecar station i posted screens of in here months ago). the second screen still needs a lot more detail, but it's supposed to be a restaurant area behind the main building.

    [Blocked Image: http://img502.imageshack.us/img502/5460/yama10004ym8.jpg]

    [Blocked Image: http://img143.imageshack.us/img143/3539/yama10003uf5.jpg]

  • Competition: HL2DM 1024-unit Official Entries

    • the0rthopaedicsurgeon
    • April 30, 2007 at 8:33 PM
    Quote from FMPONE

    Is the white on red letter symbol thing in the first screenshot a custom texture?

    I used sprite textures on brushes cut to the right shape. The whole thing's based on this, and since I'd used the stock poster decals too much, I copied that one instead.

  • Competition: HL2DM 1024-unit Official Entries

    • the0rthopaedicsurgeon
    • April 30, 2007 at 8:23 PM

    yanked!

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • the0rthopaedicsurgeon
    • April 12, 2007 at 4:08 AM

    some more progress on mine:

    [Blocked Image: http://img406.imageshack.us/img406/7668/dmslums0018aa5.th.jpg][Blocked Image: http://img406.imageshack.us/img406/8759/dmslums0019zm8.th.jpg][Blocked Image: http://img413.imageshack.us/img413/1325/dmslums0020tu3.th.jpg]

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • the0rthopaedicsurgeon
    • April 6, 2007 at 4:56 AM

    Assuming this is going ahead then, here's mine so far after ~6hrs. It's about 1400 tall at the moment, but only 600 of that's playable. It's mostly based on this, the movie Brazil, and Midgar from FFVII.

    [Blocked Image: http://img223.imageshack.us/img223/6251/dmslums0009ra2.th.jpg][Blocked Image: http://img242.imageshack.us/img242/3949/dmslums0010pw9.th.jpg][Blocked Image: http://img243.imageshack.us/img243/2586/dmslums0011ld1.th.jpg]

    [Blocked Image: http://img170.imageshack.us/img170/8996/dmslums0012nr2.th.jpg][Blocked Image: http://img170.imageshack.us/img170/759/dmslums0013nu4.th.jpg]

    btw, do sprites work differenetly in HL2DM to other Source games? I've got them on all the lights with the "start on" flag checked, and tried different sprite materials, but none of them are showing up ingame.

  • The random model thread!

    • the0rthopaedicsurgeon
    • April 1, 2007 at 4:47 AM

    i've spent the last few days finishing and unwrapping the sdkfz10 i posted about a month ago, now all i need to do is find someone to skin it. i might still be able to get rid of a few more faces, but at the moment it's 10950 faces (less than 200 more than the tiger tank in dod:s), a lot of which will be taken off at the first LOD level since there are so many small details taking up polies. (the mess of polygons at the back is wound barbed wire, it looks better with a texture but i also forget to check 2-sided for the render).

    [Blocked Image: http://img138.imageshack.us/img138/6615/sdkfzfinished01bkj8.jpg]

    [Blocked Image: http://img138.imageshack.us/img138/5729/sdkfzfinished02bwd8.jpg]

    [Blocked Image: http://img148.imageshack.us/img148/3374/sdkfzfinished03bri5.jpg]

  • The random model thread!

    • the0rthopaedicsurgeon
    • March 4, 2007 at 9:33 PM

    I'll probably never use this in anything, but I found some references for an Sdkfz 10 halftrack a few days ago and decided to try modelling it. It's ~6100 faces unoptomised, and I need to redo the front wheels but other than that and unwrapping it's finished:

    [Blocked Image: http://img266.imageshack.us/img266/6294/sdkfz869ko8.jpg]

    [Blocked Image: http://img486.imageshack.us/img486/4642/sdkfz3445ig3.jpg]

    [Blocked Image: http://img404.imageshack.us/img404/20/sdkfz3454vj3.jpg]

  • The random model thread!

    • the0rthopaedicsurgeon
    • February 20, 2007 at 3:18 AM

    I'll also be compiling a version without the canvas, so that part of the texture isn't too important. It shouldn't matter too much anyway since both sides should be almost identical.

    Does $nocull 1 affect performance? I always assumed that it forced the game to render every face twice - once from each side. It takes up too much UV space to include both sides though, so whatever happens that part of the uvmap wont change.

  • The random model thread!

    • the0rthopaedicsurgeon
    • February 19, 2007 at 7:44 PM

    http://www.scorchingcraniums.com/opel.zip

    the model is in 3 formats - obj, 3ds and max7, along with the uvmap. I'll try and skin it myself, just for practice, but everything's in the zip if anyone else wants to try, along with all the references I used.

    [Blocked Image: http://img119.imageshack.us/img119/7997/blitzjpgva7.th.jpg]

  • The random model thread!

    • the0rthopaedicsurgeon
    • February 19, 2007 at 2:25 AM

    I started this over a year ago for dod:s, but had no hope of skinning it, and since no one else offered to in that time, I spent today adding more details and unwrapping it. It's 5021 polies so far, unwrapped to a 2048x2048 texture.

    [Blocked Image: http://img93.imageshack.us/img93/3203/blitz1os2.jpg]

    [Blocked Image: http://img520.imageshack.us/img520/8191/blitz2xy5.jpg]

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • February 15, 2007 at 8:40 PM
    Quote from hessi

    is this one of my trees in the first screenshot? (de_corse)

    those are the only thick trees in the entire game, which is what i need. once i make my own i'll replace them.

    Quote from WesleyTack

    that is looking very nice!great lighting, nice interior detail as well, wondering what the contrast will be between interior and exterior, you planning some dense jungle action?

    The map's set in mt kumotori, the cable car station is a real place in okutama, but the rest i'm just making up based on these references:

    http://home.f01.itscom.net/spiral/research.html

    This map is mostly indoors, there will be outdoor parts but you wont be able to go off into the forest, and you'll be able to see off into the forest from windows and platforms. In the L4D version, there'll be another map at the bottom of the mountain before a cable car ride to this section, which'll be a woodland tourist type place set in the woods, sort of like this:

    http://www.flickr.com/search/?q=kumotoriyama&page=3

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • February 15, 2007 at 7:11 PM

    here's some more screens of the cs:s map i posted a while ago. i'm mainly making it to practice this style for the L4D campaign this area will be part of eventually, so i'm just making the layout up as i go.

    [Blocked Image: http://img129.imageshack.us/img129/7130/l4dyama0020rs0.jpg]

    [Blocked Image: http://img162.imageshack.us/img162/5313/l4dyama0021vk7.jpg]

    [Blocked Image: http://img238.imageshack.us/img238/4061/l4dyama0024fg9.jpg]

    [Blocked Image: http://img250.imageshack.us/img250/766/l4dyama0025dh1.jpg]

    [Blocked Image: http://img250.imageshack.us/img250/4061/l4dyama0026yt5.jpg]

  • WIP in WIP, post your level screenshots!

    • the0rthopaedicsurgeon
    • December 7, 2006 at 3:02 AM

    Here's a map I started working on a few days ago, it's supposed to be for L4D but until that's released I'm making a smaller version for CS:S. This part is an abandoned tourist cable car station in Mt Kumotori, I've no idea what else is up there but I'm just using photos from this site as a reference and putting it all together.

    This is what I've got so far anyway, the platforms in the background are just there to snipe the bots from for now, there'll be a forest there eventually:

    [Blocked Image: http://img293.imageshack.us/img293/8889/l4dyama0000ie5.th.jpg][Blocked Image: http://img368.imageshack.us/img368/3911/l4dyama0001of2.th.jpg]

    [Blocked Image: http://img366.imageshack.us/img366/5308/l4dyama0002fk0.th.jpg][Blocked Image: http://img132.imageshack.us/img132/9355/l4dyama0008mf7.th.jpg]

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