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Right. So I've started work on Outzone 2. This is just a little taster that's pre-render. Took about 90 minutes to build up.
It's not an exact clone, cause I was working from this screenshot:
http://img21.imageshack.us/img21/6028/outzone2.th.jpg
And this is what I've got so far:
http://img132.imageshack.us/img132/8162/out2.th.jpg
There are some minor deviations from the original KK version for aesthetic reasons such as bevelling around some of the edges. Will be adding in some decals as well. My thoughts are to make something close to the original, but to incorporate the idea that it's meant to be a deathmatch map as well.
As always, click the images to enlarge them.
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nice, I will try to get the models of GR and GoGo ready as soon as possible, so you can add them to your maps, will do the texturing later then
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GR model done, trying to compile to to source, but for some reason it's bugged to hell (hl2 is even becoming like nc... scary ;))
http://www.biglines.nl/ncmod/genrepfinal.jpg
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Everything is looking beautiful, you guys have done a great job :)
You guys make me wish I got into game design when I was deciding what I wanted to do :P
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Nah this isn't games design at all mate. It's messing around with the Valve SDK :P
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ye, these are the first ever models I made in blender ;) started learning it a few weeks back
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I stand corrected; that looks gorgeous.
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KK needs you to work on their shit tbh.
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The GR's looking a lot better now mate. Good work on that. Still can't wait to see it textured!
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I have a remake of the copbot model (from scratch, not a GPU buffer dump)- made in 3d studio max. (By Frosty if anyone remembers him). If you have means of getting it into the game I'll contact frosty for approval and then turn the model over?
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Frosty, I have not seen this one before. The one I'm speaking of looks true to NC form (no liberties taken, roughly poly for poly).
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Will zoning and such work? will it ever be enough to make it into a small MMORPG?
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I believe the plan, as the title states, is to make a deathmatch mod - which is basically FPS blowing the bejesus out of one another. I'm certainly not planning on even attempting to create an mmo using hammer.
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Zoning is completely possible and you could make an MMO using the Source SDK. But, as Mal stated, that is out of the scope of this mod. Now if KK wants to lay down some cash when BP turns a profit and buy a liscence for Source from Valve I'll be happy to accept a position with them. :D
On another topic: Everyone is turning out some great work. Biglines, that GR is freaking amazing. Keep the good works coming.
I've been adding to the Plaza map slowly, but I'm hoping to crank out a lot tonight after work. Be ready for some updated screenshots and possibly a new Youtube video this week.
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get me ur mod details and I'll compile the models so u can use them in ur map ;)
also, how do u want the models, gr obviously static, the chairs static or dynamic, plants static or dynamic? (dynamic means gravgun or explosions can move them, static means part of the map without really moving)
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Plants should be dynamic, the others static. We can rig them for phys to break on damage
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AFAIK, you can make them all dynamic and I can specify in Hammer whether I want to make them static or dynamic.
If I have to choose though, I would say GR, Citycom and seats static, plants dynamic.
I'll PM you my info.
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I see where this is going and I like it.
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New video showcasing Bigline's work in game. Take a look!
HL2: PNC Plaza Movie 4
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Ok, am drooling now. Can you put some temp lights in a couple of places so we can see a bit more than the outline of the CityCom and benches?
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my benches and plants are also shown in lighter screenshots a few pages back
and I've continued a bit with the gogo (only need to add the keyboard):
http://www.biglines.nl/ncmod/gogohalf.jpg
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hmm was just looking over the thread again, but it seems that static models cast no shadows.. same as the world itself, which seems strange :( for example the pillars in the p1 map don't cast a shadow, but the dynamic citycom standing there does, which looks weird. I wonder if source can't do world shadows?
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World shadows can be done through something called a light map:
http://developer.valvesoftware.com/wiki/Lightmap
They allow you to pre-compute static lighting and bake it to the terrain its self rather then having to compute dynamic lighting for everything.
Also the technique of shadowing used on dynamic objects (stencil shadows) does not transfer over well to large/detailed geometry.
EDIT: I'm not sure if another technique of lighting is available for worlds in Source, but light maps are definitely an option and would be the fastest (fps wise).
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gogo pretty much done, any comments before I export it?
http://www.biglines.nl/ncmod/gogomodel.jpg
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Looks great. On to the skin as far as I'm concerned.
Would you be able to make a small zone around the GoGo's as a weapon purchase area?
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Looking good Biglines! When you get the first rounds of exporting done, would you please let me know and send me the files? I'm itching to place the models in their final locations.
On another note:
Map production has slowed down recently. This is slightly OT, but I need some help. I run NC in windowed mode so I can ALT+TAB between hammer and the game so I can make the map accurate, but lately NC has been crashing when I ALT+TAB. Anyone had this problem before? If so, is there a solution? ATM I'm recording FRAPS videos of the areas I want to map and going off that which is much slower and not as accurate. Trying to get my second PC online so I can have it running NC behind me and do it that way, but that won't be as fast as running it on my machine either...
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With all this work done we should start a small project using torque engine lol. I have a license even :P From there you could make into Neocron 5 yeah that's right skil 3 and 4 this would be 5.