JukkaKevät on 15/3/2007 at 12:11
Quote Posted by Nameless Voice
Those textures look good.
You should consider donating them to the Citadel Conversion Project.
Thanks for mentioning. I will give them as public domain to everyone pretty soon. No point at keeping them myself.
I couldn't find much info about the CCP, their forums are closed (due to massive spam attacks I believe). The SS2 didn't use normal mapping if I remember correctly so it would be some extra work to get them look good in that too. Not much, I just have to pre-render some lights and shadows to it as today's engines' textures rely on all the maps combined (especially on scifi) so taking just the diffuse from the current ones would look really bad. Do you know the texture size what the project uses?
Quote Posted by JediKorenchkin
Does look great, Jukka, but as other people have said, there are a lot of projects that start to map/texture Medical and then just drop off the face of the Earth. I'll get excited when I see some models. ;)
I know. This is so true to all modding scene and I cannot say that I'll be the one to do it. It would be a lie or at least huge underestimation of the workload. I'm just doing them in a "looks good in portfolio" kind of mentality.
Good call. Non-organic modelling is much easier and faster. You just have to wait until I reach the first mutant (it's just behing the healing suite). They call me the FleshSculptor :ebil: .
Thanks, but I did extract them all myself using the Glen's extractor. I didn't get any videos extracted, except the deathanim. The palette wasn't right even after I renamed different palettes to gamepal.res.
Quote Posted by Bjossi
In the modelling area, you could start with simple things like computer terminals, the pipe and crates too (that one is almost too simple, heh).
I start by adding some props to the metal shelves in the first room and ofcourse all the items in the "closet". Kind of like creating one room complete, then moving to the next. I start a new scene for each room to keep the memory usage at tolerable rates.
JediKorenchkin on 15/3/2007 at 14:04
Quote Posted by JukkaKevät
I couldn't find much info about the CCP, their forums are closed (due to massive spam attacks I believe).
Moved to a private forum at (
http://www.thefrayededge.net/forums/)
Quote Posted by JukkaKevät
I know. This is so true to all modding scene and I cannot say that I'll be the one to do it. It would be a lie or at least huge underestimation of the workload. I'm just doing them in a "looks good in portfolio" kind of mentality.
Can't argue with that. ;)
Nameless Voice on 15/3/2007 at 17:57
Quote Posted by JukkaKevät
The SS2 didn't use normal mapping if I remember correctly so it would be some extra work to get them look good in that too....Do you know the texture size what the project uses?
Maximum texture size: 256x256.
They are just plain textures, no fancy maps at all.
Textures are in palettised texture families which each a share 256 colour palette.
The main reason I linked you to that archive of textures was because they are all already resized and sorted into texture families ready for use in SS2.
JukkaKevät on 16/3/2007 at 16:46
Quote Posted by icemann
Does Halflife 2 allow scripts that affect things in other maps? I dont recall anything in either Halflife 1 or 2 that did anything to that affect. That could prove to be a snag far later on (ship reactor meltdown, security levels etc).
I think there was. Like with the missile or something. Then again, making this isn't very hard, even I know with my nonexistant shotgun-programming skills how to do it. Some global variables and when the map loads it executes scripts according to those.
Quote Posted by Nameless Voice
Maximum texture size: 256x256.
They are just plain textures, no fancy maps at all.
Textures are in palettised texture families which each a share 256 colour palette.
The main reason I linked you to that archive of textures was because they are all already resized and sorted into texture families ready for use in SS2.
DL'ed them. It is much easier to find stuff when they are named :rolleyes:. (edit: just noticed the walls should have green areas. have to change them tomorrow). I'll bake the first room's textures once I'm finished with the models.
(
http://studiohorisen.net/users/SodanKerjuu/media/pictures/renders/SSRM/propshot2.png)
Medical props
(
http://studiohorisen.net/users/SodanKerjuu/media/pictures/renders/SSRM/propshot1.png)
Props closeup
Next, the closet.
Kefren on 17/3/2007 at 11:25
Beautiful stuff! :thumb:
Anatoly_Korenchkin on 17/3/2007 at 11:58
This looks really good. Looking forward to seeing some character models... :D
Christine on 17/3/2007 at 14:09
great work :thumb:
(to bad that I don't have Half Life 2 :sweat: )
JediKorenchkin on 17/3/2007 at 16:12
Gorgeous.
Bjossi on 17/3/2007 at 17:24
Quote Posted by Christine
(to bad that I don't have Half Life 2 :sweat: )
You want a birthday present from me this year? ;):p
Anyways, beautiful work on the props. I look forward to see corpses and mutant models. :cool:
june gloom on 17/3/2007 at 18:32
Quote Posted by Bjossi
You want a birthday present from me this year? ;):p
dude! that would be the best birthday gift ever.