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Delphinus in Half Life 2
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Fri Aug 19, 2005 2:48 am    Post subject: Reply with quote

Invader_G1R wrote:
So uhm... where and how did you get the textures?


Check your private message inbox.

Steve
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Clayface



Joined: 21 Aug 2005
Posts: 31

PostPosted: Mon Aug 22, 2005 12:54 am    Post subject: where did you get them, Reply with quote

Where did you get them, i would like to know beacuse i have started up hl2 mod based off SOA, and would really like the textures,
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Tue Aug 23, 2005 3:27 am    Post subject: Reply with quote

Real Quick, from the Hammer 3d Window...



Work proceeds slowly, as usual.

Please, don't ask me "for textures." I need to know for what character or model, and then it may take a while, because there are over 100K images associated with the game. I would prefer you not ask at all, unless I offer to share them. I have to give props to the orginal texture artists, whoever they may be, because -they- did all the work, not me.

Steve
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Treppenwitz



Joined: 24 Mar 2005
Posts: 499

PostPosted: Tue Aug 23, 2005 5:53 am    Post subject: Reply with quote

ossum possum
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Clayface



Joined: 21 Aug 2005
Posts: 31

PostPosted: Wed Aug 24, 2005 3:23 am    Post subject: how did you get them Reply with quote

how did you get the textures, did you rip them ? or did some1 send them to you ? or did you somehow extract them from the game ?
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Wed Aug 24, 2005 9:32 pm    Post subject: Re: how did you get them Reply with quote

Clayface wrote:
how did you get the textures, did you rip them ? or did some1 send them to you ? or did you somehow extract them from the game ?


See your PM inbox.

[Edit]

To avoid a double post...

Another WIP shot from the Hammer 3D Window...


I'll have in game shots this weekend.

In the interests of saving space here on the board, should I just edit my first post, and post new stuff at the top of the topic? I could include links to the older stuff, too...

And just to see how my first efforts in HL1 looked compared to what I've been doing...

1st Delphinus Bridge Attempt

Steve
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Mon Aug 29, 2005 12:19 am    Post subject: Reply with quote

Consider myself warned for double posting.

Anyway, no new screens this weekend, until I track down the cause of the 6+ hour compile times. Yes, the latest, flawed map took over 6 hours to full compile, and I'm busy optimizing such things that I can. I suspect I may be in over my head...

Next question, then ... how does one distribute custom materials with HL2 maps? Once that question is answered, I'll package up what is needed, and e-maul it to those who have more skill mapping for HL2 than I do for some assistance...

Once the hull and known areas (bridge, galley, foredeck, crow's nest) and a couple of other areas (bridge wings, fire control and signals shack) I'll probably need help filling in areas of the ship, sans engineering (too complex).

Steve
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Treppenwitz



Joined: 24 Mar 2005
Posts: 499

PostPosted: Mon Aug 29, 2005 12:58 am    Post subject: Reply with quote

Wow. That looks amazing even in hammer.
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Luigi
QUOTE, BUY, PRINT!


Joined: 24 Mar 2005
Posts: 727

PostPosted: Mon Aug 29, 2005 1:04 am    Post subject: Reply with quote

Definately. It looks amazing. Cool

On the note about the long compile times, as a reference, if you just need to test a specific area in the map, you might want to try Cordon Compiling (Link), you use the Cordon Select tool and select the area where you want to compile. Also, to include custom textures/models/sound/etc. you'll need to either encrypt it in the bsp (Link) or include a .res file, however I don't remember how to do this right now.


Last edited by Luigi on Tue Aug 30, 2005 4:09 pm; edited 1 time in total
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Mon Aug 29, 2005 2:27 am    Post subject: Reply with quote

A teaser shot, taken from a fast compile...


Yes, the top side of the Delphinus is starting to take shape.

If it looks like it's too long, blame Overworks. HMS Delphinus exists as 4 seperate maps in the game that have no relation to each other except that they help define the environment we all know and love as HMS Delphinus. Thus, everything needs to be made to fit, and it isn't easy. The Galley deck, which we all know is long and narrow, simply isn't - It's a rather large square area. And so on. I used the bridge as a reference point, and everything goes from there...

Luigi : Thanks for the Info on Bspzip. Exactly what I needed to know. I'll work on mashing this altogether, and those who want to dissect my work can do so, and see what can be made to work better...

Steve
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LumensAquilae
I get by with a little help from my friends


Joined: 24 Mar 2005
Posts: 799

PostPosted: Mon Aug 29, 2005 2:34 am    Post subject: Reply with quote

It is looking nice. Though I would really be surprised if everything actually lined up in the first place.

One tip for faster compiling would be to take areas that are either completely lit, completely shadowed, or not seen, and increase the light-map scale.
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Wed Aug 31, 2005 3:04 am    Post subject: Reply with quote

Thanks one and all for the tips. If there is one thing about HL2 mapping I have learned so far, it is this :

func_detail is your friend.

By changing a couple of obnoxious surfaces (bridge cowlings, and brackets for and aft of the galley windows) into func_details, and rebuild the galley windows more efficiently, I've lowered it from 1400/4000 to 825/2800.

The other problem I have is geometry related; I'm optimizing my world brushes into an ordered structure, instead of the crazy quilt of brushes it is now.

(for those of you who do HL2 mapping, including clayface, this is very useful : Zombie's Optimization Page)

Finally got all the textures sorted out into various folders as well - now, I need to eliminate the duplicates. PNG files are awesome, they transfer the alpha channels flawlessly to TGA files, which the tools for making Source engine textures use.

If I get the hang of this, maybe I'll see if I can code a jukebox for HMS Delphinus, so you can listen to various SoA tracks... Maybe.

I've rambled long enough...
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Thu Sep 01, 2005 11:33 pm    Post subject: Reply with quote

Argh, again with the double posting... I hate doing this...


Yes, the guns are slender. They share (roughly) the same proportions as 14L50 Naval Rifles (battleship guns).

Anyway, this will be the last screenshot for a while, as I work on the hull...

Steve
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Luigi
QUOTE, BUY, PRINT!


Joined: 24 Mar 2005
Posts: 727

PostPosted: Fri Sep 02, 2005 12:50 am    Post subject: Reply with quote

Again, this is ossum possum. Cool

YOU WIN THE INTARWEBS v
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Spazz
S T E E L


Joined: 24 Mar 2005
Posts: 1265
Location: Chucktown, SC

PostPosted: Fri Sep 02, 2005 4:11 pm    Post subject: Reply with quote

I can't wait to play Garry's Mod in this thing.
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Crash



Joined: 08 Aug 2005
Posts: 181
Location: Beautiful land of Poland.

PostPosted: Fri Sep 02, 2005 8:06 pm    Post subject: Reply with quote

Yeah, yeah. That'll be cool.
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Kryslin



Joined: 02 Aug 2005
Posts: 241

PostPosted: Sun Sep 04, 2005 8:32 pm    Post subject: Reply with quote

From the Hammer Window...


What game am I playing, again? Smile

Steve
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LumensAquilae
I get by with a little help from my friends


Joined: 24 Mar 2005
Posts: 799

PostPosted: Sun Sep 04, 2005 9:17 pm    Post subject: Reply with quote

Very impressive job so far.
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tom riddle



Joined: 05 Sep 2005
Posts: 1

PostPosted: Mon Sep 05, 2005 10:41 pm    Post subject: Reply with quote

i am somewhat of a newb on hl2, so what's garry's mod?
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Kyyp



Joined: 07 Aug 2005
Posts: 1011

PostPosted: Mon Sep 05, 2005 10:47 pm    Post subject: Reply with quote

http://www.garry.tv/garrysmod/wiki/index.php/Main_Page
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