Thread: Random GoldSrc & Source stuff

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  1. #26
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    Re: Random GoldSrc & Source stuff

    Impressive skills and results!

  2. #27
    REE3 The303's Avatar  
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    Re: Random GoldSrc & Source stuff

    Attempt #2 of the birch tree with better explanation and bone animation.



    Also reminder that I do have to duplicate planes and flip the triangles to get double sided planes due to goldsrc lacking "nocull" shader.
    The wallworm exporter was somewhat iffy on preserving these changes, so I explicitly set the normals and checked the “explicit normals export” to be sure. I think Its also dependent on the order you do it and doing it in editable mesh instead of editable poly mode. Also here is a view in HLMV showing the drastic changes in edited and non-edited. Notice the nice gradient through the planes? This shit is magic:






    resource links
    http://wiki.polycount.com/wiki/Foliage
    http://wiki.polycount.com/wiki/Vertex_normal

  3. #28
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    Re: Random GoldSrc & Source stuff

    So this tree is possible on vanilla goldsource?

  4. #29
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    Re: Random GoldSrc & Source stuff

    Yes, these tree screenshots have all been taken in halflife, in fact including every single goldsrc model I have posted.

    So they should work in any and every mod.

  5. #30
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    Re: Random GoldSrc & Source stuff

    Created a skybox using a mars panorama edited in photoshop using a combination of methods from these resources:

    https://www.youtube.com/watch?v=T2zeSR2kkbY
    http://www.interlopers.net/tutorials/28841
    https://developer.valvesoftware.com/wiki/$envmap

    Not perfect, but good practice. Also I noticed if I ran a “pinch” distort filter in photoshop on each image the cubemap looks somewhat less flat in engine.




    Another interesting tip I found was this tutorial which is the similar technique used in the PS2 game shadow of the colossus for hair/fur:
    http://polycount.com/discussion/1300...-moss-tutorial
    Did a real quick and dirty test. Its kinda ugly because we are still limited to alphatest but hey, its a legit technique.

    If I were to use it though it would be carefully planned & placed because each shell added is literally doubling your polygon count for the model.

  6. #31
    Banned CryoKeen's Avatar
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    Re: Random GoldSrc & Source stuff

    sweet! fuckin love that mars sky! too bad it looks low res as fuck in hl1. still, would you mind posting it? i would like to use it.

  7. #32
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    Re: Random GoldSrc & Source stuff

    The originals look quite hi-res, I seem to remember some of the Dev's discussing a method for improving resolution when creating skyboxes, I will bump our internal chat with a link to here.
    Regards
    Wolf-3D

  8. #33
    REE3 The303's Avatar  
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    Re: Random GoldSrc & Source stuff

    Quote Originally Posted by CryoKeen View Post
    sweet! fuckin love that mars sky! too bad it looks low res as fuck in hl1. still, would you mind posting it? i would like to use it.
    sure thing: http://the303.org/stuff/mars.rar

    I tried blending the seams better but they are still showing up for some reason. Wonder if its because very smooth non-noisy gradients are more noticeable?

    Anyways, do with it as you please; ill probably do a better one later (also in this one you can see some obvious clone-stamping action lol).

  9. #34
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    Re: Random GoldSrc & Source stuff

    Fun with CHROME textures & fake specular on barstool props:


    Look at them moving fake highlights.

    This is probably one of my favorite looking model props:

    Took me a while to make the right chrome texture but damn it was worth it. Also those vents are just a 2D plane with a masked transparent texture.

  10. #35
    Banned CryoKeen's Avatar
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    Re: Random GoldSrc & Source stuff

    cool underlight effect that would be neat for my doom guys that i did not make but was converted to npc. like a under glow light. can the light change colors ?

    also really nice fans! needs more rust. otherwise very nice!

  11. #36
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    Re: Random GoldSrc & Source stuff

    Just dusting off the youtube channel and adding stuff I made for tumblr now in youtube60fps:







    Quote Originally Posted by CryoKeen View Post
    cool underlight effect that would be neat for my doom guys that i did not make but was converted to npc. like a under glow light. can the light change colors ?

    also really nice fans! needs more rust. otherwise very nice!
    Edited normals would not affect light color. For the steel fans, adding rust would be tricky because its operating in CHROME mode, so it would move with the texture and its still limited to 64X64. I could do a non-chrome variant in the future.

  12. #37
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    Re: Random GoldSrc & Source stuff

    Sorry I had to try it after watching this https://youtu.be/x_1OJrHS9Ts
    Hey there.

  13. #38
    REE3 The303's Avatar  
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    Re: Random GoldSrc & Source stuff

    So I cleaned up the map a little, and now you all can finally see everything. Available in 60fps on youtube

  14. #39
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Random GoldSrc & Source stuff

    Quote Originally Posted by The303 View Post
    Created a skybox using a mars panorama edited in photoshop using a combination of methods from these resources:

    https://www.youtube.com/watch?v=T2zeSR2kkbY
    http://www.interlopers.net/tutorials/28841
    https://developer.valvesoftware.com/wiki/$envmap

    Not perfect, but good practice. Also I noticed if I ran a “pinch” distort filter in photoshop on each image the cubemap looks somewhat less flat in engine.




    Another interesting tip I found was this tutorial which is the similar technique used in the PS2 game shadow of the colossus for hair/fur:
    http://polycount.com/discussion/1300...-moss-tutorial
    Did a real quick and dirty test. Its kinda ugly because we are still limited to alphatest but hey, its a legit technique.

    If I were to use it though it would be carefully planned & placed because each shell added is literally doubling your polygon count for the model.
    Wow good job SKy sees like MArs Atomsphare lol. I like that i will build after Mission of Mars.

    Nice I am surposed how do you wheels fall on floor?
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!
    Muhahaha, Facebook crashed!

  15. #40
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    Re: Random GoldSrc & Source stuff

    Quote Originally Posted by SourceSkyBoxer View Post
    Nice I am surposed how do you wheels fall on floor?
    I'm working on a tutorial for "baked physics" (physics simulation, converted to animation keyframes) soon.

  16. #41
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Random GoldSrc & Source stuff

    does your workstation under Sven Cook 5.0 work phisic?
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!
    Muhahaha, Facebook crashed!

  17. #42
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    Re: Random GoldSrc & Source stuff

    While I should have released the playermodel by now I have still been doing physbaked research:



    Unfortunately the method is still major-time consuming especially since I found that I have to implement physics without disturbing the anim bone hierarchy. Also for this I had to break up my reference mesh and generate convex hulls for each physics "model".

    At least im proud I got a hinge constraint working on the mouth there as you can see.

  18. #43
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    Post Re: Random GoldSrc & Source stuff

    For those just seeing this old thread from 2016, here is some more up to date stuff, and a lot of what you saw is avalible to download:

    30 Various original models created by me from 2015~2019 provided AS IS; there is no single theme here just lots of models of varying styles and quality. Each comes with sources & QC compile script
    for your customizing convenience.
    Some have multiple animations so take a look. You are free to do what you want with these models and use them in
    whatever mod you would like as long as you credit me.
    (Attribution-Noncommercial license.)

    http://www.the303.org/releases/THE303_30MDLPACK_2019.7z


    Additional WIP/unreleased stuff:







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