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Delphinus in Half Life 2
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The Amigo



Joined: 08 Jun 2006
Posts: 96

PostPosted: Sun Mar 22, 2009 8:47 am    Post subject: Reply with quote

Awesome, sounds good.
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Kryslin



Joined: 02 Aug 2005
Posts: 240

PostPosted: Mon Mar 23, 2009 12:59 am    Post subject: Reply with quote

WIP Release of the delphinus map is at:

http://kryslin.silvite.com/delphinus_beta2.zip

unzip to your half life 2 ep 2 maps directory. Map name is delphinus_beta2.

Light Models, entity based lighting, and some texture work are the main improvements.

Steve
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The Amigo



Joined: 08 Jun 2006
Posts: 96

PostPosted: Sat Apr 04, 2009 8:27 am    Post subject: Reply with quote


I like the textures in the office!


The water is blue! Huzzah!


Hrm.


Wh-


Troubling.
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Kryslin



Joined: 02 Aug 2005
Posts: 240

PostPosted: Sat Apr 04, 2009 8:31 pm    Post subject: Reply with quote

Troubling indeed. It looks like Map Analyst didn't include the vmt/vtf files for the lights... and it looks like some of the lights models are doubled up...

I thought I'd taken care of that. Oh, well, something to work on.

I'll see what I can do and update as soon as I can.

The office textures are a mix of Skies of Arcadia rips and Doom textures. Yes, Doom.

EDIT: I think I know what's going on, and I'm not liking it. I'll need to insert resources manually. The problem's being caused by Map Analyst's support (or lack thereof) for illumination masks and such - an incomplete parsing of the .vmt files... I've got something to try with BSPZIP here tonight, to see if that actually fixes it.

EDIT 2 : Yep, Map Analyst didn't include the $selfillummask textures, hence the invalid or missing material texture... off to add six textures manually...

EDIT 3: Not so painful as I was led to believe, all the models should have all thier textures loaded. I hope. Get it Here

Steve
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The Amigo



Joined: 08 Jun 2006
Posts: 96

PostPosted: Mon Apr 06, 2009 7:29 pm    Post subject: Reply with quote





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Treilance
QUOTE, BUY, PRINT!


Joined: 02 Apr 2005
Posts: 348
Location: Illuminati Headquarters (Planing New World Order parking spaces)

PostPosted: Mon Apr 13, 2009 5:31 am    Post subject: Reply with quote

Krystlin, you ever thought bout making cel shaded versions of Skies Character Models...cel shaded ala Valkyria Chronicles.
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The Amigo



Joined: 08 Jun 2006
Posts: 96

PostPosted: Mon Apr 13, 2009 5:41 am    Post subject: Reply with quote

Now that you say that, I wonder about a direct rip of Vyse, Aika, and Fina from VC.
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Kryslin



Joined: 02 Aug 2005
Posts: 240

PostPosted: Mon Apr 13, 2009 6:18 am    Post subject: Reply with quote

Treilance wrote:
Krystlin, you ever thought bout making cel shaded versions of Skies Character Models...cel shaded ala Valkyria Chronicles.


Cell Shaded covers a wide range of shading techniques, but I think I could do it, at least, in Lightwave3D. I was thinking about applying what I've learned in lightwave, and seeing if I couldn't refine the models somewhat, making them more suitable for animation work...

Hmm... Drachma as the Heavy Weapons Guy, for TF2? "Damn Kids..."

As for ripping from VC itself...

I'd need an unencrypted/uncompressed image of a the disk mailed to me, probably in a familiar image format. And I do mean mailed, as in snail mail, because the PS3 disks are 20GB capacity, so I've been told...And then I'd need a blue-ray drive to read it...

Steve
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Treilance
QUOTE, BUY, PRINT!


Joined: 02 Apr 2005
Posts: 348
Location: Illuminati Headquarters (Planing New World Order parking spaces)

PostPosted: Mon Apr 13, 2009 3:39 pm    Post subject: Reply with quote

Sounds like it would be cheaper to make them from scratch...but probably more aggravating... Laughing

What if you just had the VC graphics engine or would that still require lots of moolah?
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Kryslin



Joined: 02 Aug 2005
Posts: 240

PostPosted: Mon Apr 13, 2009 5:03 pm    Post subject: Reply with quote

If I could get 3 specific pictures, one front view, one side view, and a top view, I could probably model them in a couple of days each. Texturing and Rigging in a week, each. Then, expressions and phonemes for lip syncing. If I could work on them full time. about a month each, for a single person.

Getting the models out of VC is more than I want to think about at the moment. Smile As soon as I put a story to bed, then I can get back to work on the Delphinus Map, and the Dreamcast Converter.

Steve
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BobTheLegendary



Joined: 03 Jul 2009
Posts: 1
Location: Florida

PostPosted: Fri Jul 03, 2009 12:11 pm    Post subject: Reply with quote

Old topic I know, but has there been any secret work going on behind the scenes on this project? I fell in love with it when I saw the video on YouTube, brings back alot of memories. Cool
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Kryslin



Joined: 02 Aug 2005
Posts: 240

PostPosted: Fri Jul 03, 2009 4:00 pm    Post subject: Reply with quote

There has been some fiddling around with it, my coursework for Lightwave has taken priority, but the top priority is getting my machine back up and running; I lost my boot drive yesterday (thermal related failure - the GTX-275 video card altered the airflow in my case, leaving one drive in a dead spot.

The Delphinus Map is still intact, it's on my data drive. I'm seriously contemplating a NAS on a gigabit cable for my data storage. 1TB drives are cheap, now, and I could probably come up with a 2TB RAID...
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The Amigo



Joined: 08 Jun 2006
Posts: 96

PostPosted: Thu Mar 11, 2010 9:18 pm    Post subject: Reply with quote

Oh, yay, the forum is back up! This project is like a legacy! On the youtube video I posted, it's gotten nothing but positive remarks.
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Kryslin



Joined: 02 Aug 2005
Posts: 240

PostPosted: Mon Mar 29, 2010 3:06 am    Post subject: Reply with quote

This project isn't dead, but slumbering, and snoring loudly.

I've gotten through 2 semesters of coursework with CGI, nad have been working with lightwave 3d. I'm going to be replacing the gaurd rails on the walkway with static_props, and work my way into the interior, namely the hand rails on the stairway, and some more light props.

When I've got some decent test results, I'll post images.

Steve
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