Just follow the same sizes Black Mesa did. No need for the unnecessary model adjustments.
alright then…
smal…
Just gonna chime in here and then I will let you guys get back to your work. I am willing to pitch in any help where needed, but please know I normally wait till the project is towards then end rather than beginning before I allow myself to get involved. The only reason I say this is that I have let myself get suckered into doing recordings for WAY too many projects that were never finished. I just don’t see the need to get involved unless I know for sure it is going to be a finished project. Point in fact, this is what? the third attempt at Hazard Course?
Anyway, much love and support for you guys. Keep up the good work! See ya on the back end.
Thanks.I think one of us will contact you at some stage soon though
I agree with Catz. We’re simply not at the stage where actual voicework is required. We should wait until we have the concepts finalized, or else the voicework could become a huge waste of time if we ever decide to actually change something.
First finish the complete level, then let others find bugs in it, then start recording the voice overs
I’m at the point where in my head I’m constantly dividing real world locations into visleaves…
… I think I need to get out more.
Anyway, I have the swimming section blocked out. It’s a very short part of the level, so I combined it with the shooting range. I’ll have it Dropbox’d ASAP.
Alright, I’m having problems connecting to the private page, so I’m just going to post here;
I’ve run into a bit of a bad case of mapper’s block, so all that’s been done on the flashlight section is taking reference shots. The Train section is basically done except for inserting the hologram system, some entity work related to that, a minor detail pass, and skybox detailing, the latter of which will have to wait until after it’s merged with the guard room. I’ll try to do a couple more passes on that and get it uploaded.
Which holo emitter model are you guys using, for continuity purposes? We have two right now.
I find mapping out the original helps me with that. Sometimes you realize something doesn’t make sense, or you wanna try something different, and pretty soon end up with something pretty decent.
As for the emitter I’ll probably be using Lars’ model.
I’m using Lars’s model too. We need him to figure out what’s going on with the .qc, but for now it works.
In fact, download his entire props_hc directory to use. Looks useful.
EDIT: Basic movement training room orangemapped. Still needs lighting and entity work though.
Okay, Lar’s model it is. I’ll see if I can get a worthwhile revision of something uploaded by the end of the day.
I knwo this is a bad idea to refer to a post made on page one. but I was thinking of my idea for the flashlight area, it should have flairs in it the hazard course may exist for teaching game play yes, but it exists in half life universe to teach standard usage of item. that said you can sort of teach the toss flares at thing to light them on fire by having leaking gas pipes and tanks that the player can light up for light.
Anything can be discussed, that’s a bit of what the thread is for. If you’ve got ideas, shoot.
I don’t think it’s a good idea to willingly throw your trainees in a room with a gas leak (is there a flammable gas that isn’t poisonous?), let alone have them toss flares at it in an attempt to light it up for light when they have a flashlight. As a gameplay mechanic the flares are only used for a couple minutes, and don’t even have to be. As a story element you’re not expected to touch the flares, you have a flashlight.
In universe the point of the Hazard Course is to teach the employees that will be using an HEV suit how to use it, and to get them used to it. Think about it: Everything taught is a basic action that any human should know how to do - only now they have to do it in a heavy, clunky, airtight suit of armor.
Flares we’re used to kill enemys in Unforeseen Consequences and is not officially ment as a lighter.
Sticking with the basics is probably a better bet. This is about practicing mechanics like learning how to crouch jump. :s nortgiggle:
Does snorting and giggling at the same time create a black hole in your sinuses?
And I know flares are, like, hot, but are they even sufficient to keep a pipe of leaking gas going? I know it happens in UC, but that’s irrelevant as it’s still a question I’d like an accurate answer to.
remember that the crouch jumping might be changed in the steam release.
In alot of games crouch jumping is required, so why would Black Mesa be an exception.
Because there probably isn’t a single game that requires every jump you ever do to be a crouch-jump?
am I the only player that didn’t have a problem with that?