hey, cud you come on xfire?
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hey, cud you come on xfire?
Sorry I missed you. My daughter woke up and I have been entertaining ever since 3 this afternoon.
Well I was intending on finishing the top of medicare tonight... but first I updated my SVN (and uploaded the Garriot's Diner texture in 3 more colors for mappers to use). And afterwards, I opened Hammer and toyed with the stairs some more, preparing to finish garriot's diner and then realized, Biglines had done a ton of work! So I set forth updating the lower floor of Medicare instead with his models! Here are the results... Ladies and gentlemen, time for bed.
-This is the new skybridge and the handrails on the stairs complete. I will fix the particle system for the grav lifts later, it protrudes through the floor of the bridge.
http://i19.photobucket.com/albums/b1...plaza10019.jpg
-Medicare texture placed inside the adframe model.
http://i19.photobucket.com/albums/b1...plaza10016.jpg
-Vendor desk, plants, chairs, etc...
http://i19.photobucket.com/albums/b1...plaza10015.jpg
-The Gogo
http://i19.photobucket.com/albums/b1...plaza10014.jpg
Goodnight, folks!
A quick note - The wiki software has been updated to the latest version. Any problems, let me know.
BTW - those levels and weapons are looking dam sexy. ;)
small update, the dissy is in the game, I have to install fraps to do a bit a movie. The only thing that needs doing is the texture needs to be done, atm it's only a quick ambient occlusion pass with some colours blocked out.
http://www.biglines.nl/ncmod/dissyig.jpg
Sweeeet. Nice work.
just noticed how incredibly crappy the ingame screenshot system is, absolutely no antialiasing etc... it looks much better ingame :P`
oh and of course the arms are still unskinned (they use the dissy skin now :P), until we decide on the model for the arms
oh and mappers, take a look at hdr, might be nice to have in the mod!
The Dissy looks great Biglines! Can't wait to see it textured!
I'm not using HDR for the time being, simply because it adds a ton of time to compile time. I will most likely do it after all the brushwork is done and bug tested.
small teaser, r2d2 got a plasma bolt working, and I got a small placeholder animation for the psi glove (as in, it is usable for a first version, but I wanna update the whole thing some time later). When we get the psi glove in game I will post a video of the two things (dissy shooting plasma bolts, psi glove with animation)
I'd like to see the plasma bolt! I was invisioning making with a particle system. Anyhow, I would love to see it!
ye, haven't heard from r2d2 so will have to wait till he adds it to the game, he was not at home so couldn't update the svn
Question: Do u have to replace an existing weapon for this model? What kind of Ammo does it shoot? Bullets of an replaced weapon? Or dissi pew pew phaser? :D
r2d2 is working a full replacement mod, I think whitestuff's map is also mostly for that mod, in which we have total new weapons/classes and of course custom gun types (the plasma bolt is now implemented (the green CS ammo)), and we will also have ppu/apu things
the maps that are possible to use with episode 1, will also be made available for hl2 dm, but as this is less interesting to play these will be mostly just be used as showcases of our maps/models
the first of these maps for hl2dm has been out for a while http://forum.neocron.com/showthread.php?t=144202
had some free time tonight, so continued with my PE PA:
http://www.biglines.nl/ncmod/pe4.jpg
and model sort finished, might need to resize some parts depending on the rig, adjust the hands, but this will be where I'll leave finetuning until after we have enough placeholders
http://www.biglines.nl/ncmod/pe6.jpg
It looks pretty cool but I would say that the hands are too close the knees. Although the legs look kinda too short and thin. Also, the figure looks to be only about 5 to 6 heads tall so there's some size proportion missing somewhere.
ye, these proportions were modeled with screenshots as reference from ingame, and when I modelled the vendor I already found out that in neocron the proportions are very very far from realistic
for music you go look on the net for a Music Composer known as Nathan Allen Pinard. he does great tracks for some projects i work with.
hes done alot of music for the "unforgotten Realms" online cartoon series.
and has done Music for Oxhorn WoW Machinema.
he has a full music studio at his disposal.
http://www.nathanallenpinard.com/
nathan@nathanallenpinard.com
-- ( taken from his site ) --
Nathan Allen Pinard is a specialist in composing for Video Games, Movies, Machinima, TV, and Films. Armed with a large arsenal of software, sound effects, and virtual instruments, Nathan can take on any of your projects while at the same time, offering you affordable rates. Utilizing various libraries from Spectrasonics , East West , and the Vienna Symphonic Library , you will get the upmost quality in musicality, as well as engineering quality and realism.
Nathan has done work for Disney, orchestrating and co-writing the song "Dare to Dream" on "The Princess and the Frog: Tiana and Her Princess Friends" with several other composers. The album the song is featured on was recently released in stores.
Nathan has also worked with various clients such as Brandon M. Dennis . Known as “Oxhorn” Brandon is the creator of popular World of Warcraft machinima films viewed by millions such as the “Inventing Swear Words” and “Associate Professor Evil” series, as well as other small films. Nathan has also worked with well known machinima author Johan Vagstedt with Firebolt Productions creating some of the most dramatic World Of Warcraftmachinima complete with heavy cinematic fight scenes.
jees dude, didn't realise you had carried on without me :P
all looking good so far.
i'm looking at getting my server setup for storage/hosting, but this is in the pipeline as it's complex systems.
I have spoken to Steve Roach about the tracks and he's said he'd be happy to let us use the tracks for a small licence fee. It's mostly ambient music, but I can have made up by a friend who's in a band. Gun and animal noises I can probably get made at work by recording stuff around the yard.
uhm, to the last 2 people, we actually have a giant amount of nc inspired musical tracks available from a friendly artist (Sydalesis, although now it seems he's been banned from the forums?), look through the thread to find a link.
rambus is actually providing us hosting for the svn, and techhaven is providing us with a project section on the wiki.
Ofcourse we can always look into other ways of doing things, but please remember the effort already put into it by Sydalesis, Brammers and Rambus
I also have FTP/Webspace available en-mass for any releases or large binary file sharing we may have to do.
Right now the SVN + Wiki seem to be meeting our needs. If we need any hosting related services still at this point I'm sure they can be arranged.
Hmm, may i ask if the model/weapons are already done and work ingame? =)
Or did you guys make a break on this project?
[ edited - Game or Forum account bans are not up for discussion. ]
I don't know about R2, Biglines and Rambus, but I have been busy in RL with tons of stuff. Plus, for me, the servers were down for 2 weeks and I like dual boxing Hammer and NC to get the lighting right and matching scale with my character, etc. in real time. I don't like mapping from screenshots very much. However, dual boxing will be much easier now with my dual 22" montior setup! Huzah!
the silent hunter has worked in game (well the model, not the weapon itself as such) as can be seen in the youtube clip. model, animations and texturing is complete. only programming remains
The dissy is working but shoots green plasma bolts at the moment (as a test with particles, but the model and animations work, I still need to texture it properly. only programming remains to be finished
for the static models, all the models that can be seen on the hl2 dm map are ofc ingame
the PE model I don't have in game yet, due to the smd importer for blender is fucked up atm, so I would have to either redo all the animations (basic animations like run, crouch, shoot, turn, etc etc, which is a shitload of work), or find a way to do the skeleton again. When I get time, I will try to do the last option.
@BigLines - Are you saying you are trying to implement those animations with vertex animation? You should be able to, in the proper tool, hook up the existing skeleton for DM characters to your model to fully animate it.
I'm also very busy in IRL, but next week I will have a bit of freedom- at which point I may turn over from mapping and start looking at game code.
no, vertex animations are used only for facial expressions, run animations and such are done with armatures (skeleton of bones), so u have like a skeleton running, and it doesnt matter what kind of meat/skin is on the skeleton, as long as the skeleton is properly added to the meat/skin it will move the same. In this case, I'm trying to add a proper skeleton to my model, but it is impossible to properly import a good Source skeleton into blender at the moment.Quote:
Originally Posted by Rambus
@Biglines: I haven't tried it since we were speaking before, but I can try to save the HL2: DM skeleton to a *.blend file in Milkshape. I think I just chose the wrong *.SMD before. I am pretty sure I can get you a working rig for your PE model that way. Let me know what you need and I'll see if I can't snag it for you.
Well the lack of contribution is a bit... discouraging, but I won't let it get me down too much. I haven't done anything lately either. I will be taking vacation soon however, and I have an entire day set aside to work on this project once again. I have been doing some behind the scenes work, if you will. I have been expanding my texture catalog with my new digital camera and Photoshop. I have some sketches of concepts for the rest of plaza 1 and I have also been reading up on XSI to finish some props I want in my map that aren't yet realized. Tomorrow is Father's Day in the US and I somehow managed the day off, so quite possibly when my 2-year old tornado hits the sack, I will have some time then aswell! Bare with me guys, I really want the project to move forward, even if it ends up being a map pack for HL2: DM.
:D
hehe, was wondering whether people were still working on this. I've been working on actually fixing the actual exporter for blender, so I can do proper animations, so while it's not directly work for this, it will help me be more productive ;)
good to see ur still around tho, can we get a checkin from the other contributors, just to see if they're still willing to work on this?