regretfully bsp is just a filecontainer, they aren't compatible with hammer, so they are being created from scratch
regretfully bsp is just a filecontainer, they aren't compatible with hammer, so they are being created from scratch
Yeah, and it's possible to open them up and explore the contents, and that means you can, with a little toying, import the maps directly in hammer. You'd have to do repair work if you wanted to use the files directly, but personally I'd use them as a guide for dimensions.Quote:
Originally Posted by Biglines
how would that work then?
Please be aware that while we encourage you to be creative we ask that you don't directly use any of our assets. So while recreating P1 yourself would be great challenge, extracting P1 from a Neocron installation and re-using it wouldn't be something we'd like to see. ;)
N
hmmpf, ur just jealous ours looks so nice!
Or he's just remininding us that the UELA probably has a little disclaimer about reverse engineering game assets and copyright :lol:
Yeah, there's that :lol:Quote:
Originally Posted by Mal
I have recreated all of the map content in my Youtube videos from scratch. As Niddy said, it's a great challenge and it allows me the freedom to change things to give more life to the environment than the dated Tekktonics engine can provide.
EDIT:: Forgot to mention, I'm posting this reply on my new DSL connection! Most importantly, I can actually log into Neocron without any trouble now whatsoever! Woo hoo!
Oh, I also mentioned in my first post in this thread that I had a texture artist working with me. He's a good friend of mine and he's using this to build up his portfolio while in school. Check out his second contribution to the cause. (He hasn't actually played Neocron before, he's using one of my accounts to capture images.) That is to say, take screenshots of images and textures I need to have reproduced.
http://i19.photobucket.com/albums/b1...ots_Diner2.jpg
There's a lot of unnecessary white in that picture. Try not to make the thread any more difficult to load than it already is.
Sorry, I just saved the PSD as a JPG and posted it. It has to be that size in order for Source to load it, but JPGs don't support alpha channels and transparency. Sorry for all the white.
plus a big even plain doesnt take up much filesize in jpg ;)
whitekrakboi, what did u think about my comment on orange box vs hl2dm?
@WhiteKrAkRBOi -
I doubt source requires square power of 2 textures.
I would imagine that any power 2 texture would work, as is the case with current hardware.
(Powers of two)
2,4,8,16,32,64,128,256,512,1024, ...
meaning the image dimensions could be any of the following combinations (and more)
64x128, 512x1024, 64x1024, 512x512, etc
Source does require square power of two textures and we are using 1028x1028 for most of the world textures to get as much detail in as possible. the only reason to use the maximum resolution supported by Source of 2056x2056 is for viewmodels.
I like how I'm trying to showcase my friend's work and everyone's just being picky about whether the JPG has white on it or not... lol. This isn't actually the file I'm using in game, it's just a JPG export from photoshop to let you guys see Inferno's work.
@Biglines:
I wanted to use Orange Box for many reasons other than the particle system. OB games are the only one's that are receiving engine updates, thus updates to the source code. OB also supports several mechanics without having to code them in, right out of the box. It's also got fixes for other things, like third person animations when integrating third person perspective, which I suspect will be a favorite among many PVPers here.
All that said, there shouldn't be any reason that I can't release the map files (minus the particles) as HL2DM maps as well.
As far as getting good, stable functionality though, I think we shoud stick with the Orange Box. Of course, you don't have to buy the "Orange Box" itself to own an Orange Box game. It is included with Portal, TF2, HL2:Episode 2 or Left 4 Dead. Any of those games purchased by themselves will give the Steam Account access the the Orange Box version of Source and run an Orange Box Mod. That being said, I don't know if any of those games by themselves are cheaper in Euros, but they are in USD. Portal, for instance, was on sale for $9.99 USD, which is like, 7 Euros or something...
regretfully steam is regionally bound so 10 dollars is usually 9-10 euros on steam :( (which is why buying games outside of steam is currently cheaper than on steam regretfully)
That blows. :(Quote:
Originally Posted by Biglines
Can't wait to see the end product :D
Wow, I'm very surprised to hear source requires this (as even the original half life did not). Must just be a fun quirk with the engine.
I wasn't trying to nit pick the texture, it looks great! I just thought you may have made a technical error :)
I'm gonna be mapping out part of the Outzone/Industrial when I get a chance
Sweet! That place has a lot of potential for massive updates to the visual style to make it feel even more industrial. Can't wait to see some screenies.Quote:
Originally Posted by Mal
maybe even make an op? :D
It wont be a straight carbon copy. I believe since we're using a far superior engine, Ill be trying to make the most of it and model the terrain more realistically.Quote:
Originally Posted by WhiteKrAkRBOi
started working on the genrep:
http://www.biglines.nl/ncmod/genrepwip.jpg
lol, the background of my renders is exactly the same colour as forum... fits in nicely ;)
k, I'd like opinions, I dunno if the genrep needs more detailing, kinda like the following version:
http://www.biglines.nl/ncmod/genrephalfway.jpg
so do u guys think I should add more detailing? (aside from the textures of course)
any comments? even if it's fine the way it is?
I'd like to see it properly textured first :)
cant texture it before I finish modeling, otherwise the mapping is off
I think it looks great just like that.
I think the GR looks great. Maybe place an indentation or two along the sides of the claws? I certainly wouldn't fault it though.
The GR looks great! I don't know if it needs more detailing... It depends on how much you want to add. There's plenty of polygons per prop model to play with. If you feel like it needs to be rounded on some parts, then I would add some more polys to smooth it out. I think you could easily smooth out the "claws" without making it feel less like an NC GR. However, the work you have done is stellar!