+1
any 1 knows how many polys are used in the heads of the characters of bm?
I’ve started working on an alternative starting point for hazard course, so if anyone has any ideas post them. Ill show some pics after I refine it a little more.
As I said I would, here is the complete map I had done a few days ago for the hazard course, fully labelled:
Good work Chris that needed to be done, it’s actually a lot bigger than most people think, most people don’t remember the flashlight parts and the swimming HEV suit charging and different types of damage sections…
+1
Mapping ^^
Err… where’d I leave my work… oh here it is!
https://thehq.net/users/m4rek/Lambda_Shipyards/Image_Archives/Pages/The_Deceased.html
Been a while since that’s been updated though… I’ll run through the Haz Course and see if there’s a section I could attack for a bit…
lrn2
developer 1
dev_overview 1
+1 texturing…i think its called texturing… i dont know how to get them in game, i also started on that gina head . but i dont know how to get them in game so… someone is gona have to halp
this is the gina i started working on when thread started
i can olso do uv
I was in HL: Source, I didn’t think that command worked in Source?
EDIT: I think cl_leveloverview may work, but I have no idea how to use it!?
she has an overbite?
Disregard me in that case. I think you’re right, it doesn’t exist in source.
edit: maybe cl_leveloverview?
edit2: gah ninja edit
Hey chrisp, have you actually started to map the begining part?
Nope, I haven’t done any Hammer work yet. What I’m doing at the moment is:
-
Trying to get some concept work done (there are some people at work on this but we could do with [COLOR=‘Yellow’]more
- sketches, layouts, artwork to dictate style and themes (including the HEV suit room)).
-
Drawing a list of discussion points, things we need to figure out (like are we happy with the order of the course as it is, how our theme direction might influence layout, order, how we teach or show gameplay elements to the user, etc).
Blocking out of the level will need to be done at some point, but I was going to leave this until more of the basics have been fleshed out.
One thing I was thinking about: The scientist says some lines in the original HC. Is there any way to know if Mike Hillard has done any lines for the hazard course? Should we try to contact him and see if he’ll do any for this project?
I imagine those lines have probably been recorded along with the ones Victoria did, and may become available in the same manor. it’s worth trying to find out at somepoint though - do any Devs passing through know?
I began working on my own version of it. I would be happy to help continue it as a collab.
EDIT: WOAHHH! Ninja by a few pages!
I should wait until the page finishes loading before pressing reply.
Fail Maccas WiFi and taking 20 mins to load a page >_>
Alright, well I just played around and came with this interpretation. Now of course it will look better after a few more passes (details, etc) and maybe a few custom props/textures. I thought it would be nice to have the player pick up the HEV suit in a room which resembles hl1’s HEV chamber so there will be a room next to the main room where the player picks it up. One thing to note is that there is no GINA “station” hologram and door to the next room. Tell me what you think.
+1
So I’m not sure if Catz is going to do the voiceover work, but I have a lot of experience in audio recording, mixing, etc. and would be available to work on sound files. Perhaps sound effects?
Answer:
Also, I’m pretty sure the sounds from the mod will be more than enough to cover anything in the hazard course.
SRY I MENT TO REPLY THE UNDER BITE COMENT… fixin underbite