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Community Projects => HL:S:HD => Topic started by: flynia on June 07, 2005, 02:18:32 AM

Title: HL Source High Definiton
Post by: flynia on June 07, 2005, 02:18:32 AM
EDIT:- We have moved to our own boards.
EDIT:- http://www.hl-improvement.com/forums/index.php?board=25.0
EDIT:-
EDIT:- Thanks Matt for making this possible.
EDIT:- Thanks also to everyone who has assisted us over the past few months.
EDIT:- See you all in our new home.
EDIT:-
EDIT:- The board is up and working now.
EDIT:- Cheers flynia
Title: Re: HL Source High Definiton
Post by: Sandler on June 07, 2005, 03:01:07 AM
Well a few models were released to replace the weapons but other then that... nothing  :-\
Title: Re: HL Source High Definiton
Post by: flynia on June 07, 2005, 04:56:16 AM
Other members such as SGT WILKO, BARRACUDA and ROMKA where the main contributors to this project.

Can't wait for some positive news on this mod.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: farter on June 07, 2005, 06:09:25 AM
i support the as well love the last pack to bad there was no ragdoll's in it well you lose some or you win some that what i say(i know that sounded gay sorry that the way i think lol) good luck too you guy's can't wait for the next pack
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on June 07, 2005, 05:29:59 PM
Since pretty much everything got deleted, we've had to reregister. I know Romka is around. As well as Besli, but I haven't heard anything from Baracuda yet.

We decided that there wasn't much point creating the 4th thread of it as people are dishing out bans and we don't want any of that.

But, enlight of this 'fresh start', I will only give you an update. Then you will have to wait.

So,
Ragdoll is fixed.
Working Mouths for all NPCs.
Hgrunt, Barney, Scientist, Headcrab, Zombie and Holo are complete.
All weapon models have been completed.

Thats about it I think.

....and before you ask, It'll be done when its done.
Title: Re: HL Source High Definiton
Post by: S@bre on June 07, 2005, 07:03:10 PM
Please don't call it 'SD' anymore, that sounds so tacky...

Bumpmaps?
Title: Re: HL Source High Definiton
Post by: farter on June 07, 2005, 07:15:26 PM
you could call them "Model Source", "Definiton Source" half-life Definiton, well it's up to up guy's who made these models i say good luck to you
Title: Re: HL Source High Definiton
Post by: Zavaro on June 07, 2005, 08:04:30 PM
Half-Life Source - The way it was meant to be played.
Title: Re: HL Source High Definiton
Post by: Besli on June 07, 2005, 08:52:40 PM
Since pretty much everything got deleted, we've had to reregister. I know Romka is around. As well as Besli, but I haven't heard anything from Baracuda yet.
Hello Sgt.Wilko, nice to see you! ;)
Yes, Romka and me are around, but I also didn't heard something from Baracuda! Maybe he's gone. :(
slthytove and mikeandike22 from the HL:S retexturing project didn't answered my posts, so I'll let this project die now. :'(
I can't do anything without textures!
Title: Re: HL Source High Definiton
Post by: farter on June 07, 2005, 09:13:57 PM
well you win some and you lose some
Title: Re: HL Source High Definiton
Post by: S@bre on June 07, 2005, 09:58:19 PM
Half-Life Source - The way it was meant to be played.

Thats Black Mesa Source.
Title: Re: HL Source High Definiton
Post by: farter on June 07, 2005, 10:47:04 PM
guys when you dun with the model's can i use them for a mini mod?
Title: Re: HL Source High Definiton
Post by: flynia on June 08, 2005, 12:02:17 AM
Thats cool man thanks for the update... strange though i wasn't going to ask about the release date for the mod though 8)

Thanks for taking the time to let us know whats done... i appreciate it.

Cheers flynia

Since pretty much everything got deleted, we've had to reregister. I know Romka is around. As well as Besli, but I haven't heard anything from Baracuda yet.

We decided that there wasn't much point creating the 4th thread of it as people are dishing out bans and we don't want any of that.

But, enlight of this 'fresh start', I will only give you an update. Then you will have to wait.

So,
Ragdoll is fixed.
Working Mouths for all NPCs.
Hgrunt, Barney, Scientist, Headcrab, Zombie and Holo are complete.
All weapon models have been completed.

Thats about it I think.

....and before you ask, It'll be done when its done.
Title: Re: HL Source High Definiton
Post by: Zavaro on June 08, 2005, 02:59:47 AM
Half-Life Source - The way it was meant to be played.

Thats Black Mesa Source.

So it is... instead..

Half-Life Source - The way I thought it was going to be.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on June 08, 2005, 06:50:46 PM
Yes S@bre, we are working on bumpmaps.
Barneyinblue came up with a good idea that we will try to implement, HL2 style eyes.
 I asked him how we would do it, and I don't think he knows. But it will be fun to try :P

Besli, don't let it die yet! Wait a bit, see if they rejoin.

PS: Where did the term SD come from anyway? Why isn't it classed as High Definition (HD) ?
Title: Re: HL Source High Definiton
Post by: fury_161 on June 08, 2005, 07:33:47 PM
If you guys need help with any part of this project, let me know. I have already learned Source compiling front and back, as well as polybump mapping.
Title: Re: HL Source High Definiton
Post by: farter on June 08, 2005, 07:42:40 PM
cool you should help them m8 they could use all the help they can m8 that a good idea
Title: Re: HL Source High Definiton
Post by: Zavaro on June 08, 2005, 08:00:41 PM
I think it SD came about after HD Pack came out.  These had more polys than the HD pack.  And therefore, super definition.
Title: Re: HL Source High Definiton
Post by: baracuda on June 09, 2005, 01:44:54 AM
hey im back, just got finish registering...

Since pretty much everything got deleted, we've had to reregister. I know Romka is around. As well as Besli, but I haven't heard anything from Baracuda yet.

We decided that there wasn't much point creating the 4th thread of it as people are dishing out bans and we don't want any of that.

But, enlight of this 'fresh start', I will only give you an update. Then you will have to wait.

So,
Ragdoll is fixed.
Working Mouths for all NPCs.
Hgrunt, Barney, Scientist, Headcrab, Zombie and Holo are complete.
All weapon models have been completed.

Thats about it I think.

....and before you ask, It'll be done when its done.

nice to hear wilko that its going great...


Since pretty much everything got deleted, we've had to reregister. I know Romka is around. As well as Besli, but I haven't heard anything from Baracuda yet.
Hello Sgt.Wilko, nice to see you! ;)
Yes, Romka and me are around, but I also didn't heard something from Baracuda! Maybe he's gone. :(
slthytove and mikeandike22 from the HL:S retexturing project didn't answered my posts, so I'll let this project die now. :'(
I can't do anything without textures!

besli please dont let it die  :'(

Please don't call it 'SD' anymore, that sounds so tacky...


and yes the name of the pack is gonna change, got a sugestion of a name post it here.


If you guys need help with any part of this project, let me know. I have already learned Source compiling front and back, as well as polybump mapping.

we are allways happy to get more hands
Title: Re: HL Source High Definiton
Post by: flynia on June 09, 2005, 04:28:38 AM
Glad to hear everything is now going great.

I think the biggest problem the mod will face will be the name for it.

Half Life Sourced
Title: Re: HL Source High Definiton
Post by: farter on June 09, 2005, 06:55:44 AM
great to see you back baracuda the term need you we know your a star here and all the others are nothing with out you lol just kidding can't wait for the pack and i know it's finish when it's finish i know all about this but i have to say good luck to you all.

...............well are you going to say something? lol im just kidding hope the best for you.


ps: have you try putting the models in HL2 replace the combine with the soldier, stuff like that?
Title: Re: HL Source High Definiton
Post by: baracuda on June 09, 2005, 07:41:31 AM
ps: have you try putting the models in HL2 replace the combine with the soldier, stuff like that?

that i dont know. there is a lot of animations for the combine, so i dont know if it wood work...
Title: Re: HL Source High Definiton
Post by: Besli on June 09, 2005, 07:57:44 PM
Since pretty much everything got deleted, we've had to reregister. I know Romka is around. As well as Besli, but I haven't heard anything from Baracuda yet.
Hello Sgt.Wilko, nice to see you! ;)
Yes, Romka and me are around, but I also didn't heard something from Baracuda! Maybe he's gone. :(
slthytove and mikeandike22 from the HL:S retexturing project didn't answered my posts, so I'll let this project die now. :'(
I can't do anything without textures!

besli please dont let it die  :'(

Hello Baracuda! :) Nice to see you!
About Half Life Sourced:
I can't make textures. But I can convert them to work in HL:S (from some different formats).
Title: Re: HL Source High Definiton
Post by: Nobby_nobbs on June 09, 2005, 08:11:12 PM
Nice to know your all back on :)
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on June 09, 2005, 08:56:53 PM
If you guys need help with any part of this project, let me know. I have already learned Source compiling front and back, as well as polybump mapping.

Thanks, that would be great. As of right now, not much is happening as Barneyinblue is setting up his ADSL, Romka is creating a high post-count, Baracuda is just standing there.. looking important and I'm choosing an avatar :D

You should talk to Baracuda if your interested in helping out.

Things should start up again next week....
Title: Re: HL Source High Definiton
Post by: baracuda on June 09, 2005, 09:30:48 PM
Baracuda is just standing there.. looking important and I'm choosing an avatar :D

your a stalker...  :P
Title: Re: HL Source High Definiton
Post by: farter on June 10, 2005, 11:03:28 PM
ps: have you try putting the models in HL2 replace the combine with the soldier, stuff like that?

that i dont know. there is a lot of animations for the combine, so i dont know if it wood work...

well i will try it when the pack is finish
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on June 11, 2005, 01:38:23 PM
I did the opposite. I put the HL Hgrunt into HL2..

I could try combine soldier as hgrunt... I'll give it a go once I've got some free time.
Of course, the question of legality (I'm guessing thats how it is spelt :D) would come into play.
Title: Re: HL Source High Definiton
Post by: SirAlucard on June 11, 2005, 05:45:03 PM
How about releasing the pack
Title: Re: HL Source High Definiton
Post by: farter on June 11, 2005, 08:47:54 PM
they said it will be finish when it's finish art take's time so it doe's if you rush it your going to end up with crap model's(i mean no bad guys)
Title: Re: HL Source High Definiton
Post by: baracuda on June 12, 2005, 01:01:51 AM
How about releasing the pack

did you know that the great wall of china werent build in 2 days...

obeslly you dident, if you did you wodent say what you sayd...
Title: Re: HL Source High Definiton
Post by: Frostbite on June 12, 2005, 04:24:08 AM
i dont know why you guys are taking so long i could get this done in about 2-4 hours well unless your making completly new models for hl source
i already ported romkas sd grunt (with diff skin DESERT CAMO! made by me with photoshop CTRL+U!) to gmod though it has ragdolls but it only has ragdoll animation and walk
and i forgot to add the bump map.....u can dl it off of hl2world
http://forums.facepunchstudios.com/showpost.php?p=254707&postcount=1 well i think its Romkas forget
Title: Re: HL Source High Definiton
Post by: Grunt002 on June 12, 2005, 04:31:06 AM
The hard part is the... erm... why don't you join the team?  :)
I would if I know how to do all that stuff...

Edit: Now where is that "How 2 convert HL1 models to HL2" thread?
Title: Re: HL Source High Definiton
Post by: Frostbite on June 12, 2005, 05:16:11 AM
i dont got time but ok but im not pm'ing lol
Title: Re: HL Source High Definiton
Post by: Nobby_nobbs on June 12, 2005, 08:35:35 AM
Why not just release all the straight forward converts as v.2 and add all the fancy things such as bumpmapping and HL2 style eyes as v.3
Title: Re: HL Source High Definiton
Post by: farter on June 12, 2005, 08:31:56 PM
i said before i did not have HL:S well now i do, it seen's that i won HL:S on steam i do not know what i did to win it, my head is gone on this one, can anyone tell me if there was a prize draw on steam? because i do not know how the hell i won this?
Title: Re: HL Source High Definiton
Post by: Grunt002 on June 12, 2005, 08:42:45 PM
HL:S Came either with HL2 Silver or Gold package... or CE ofcourse
Or if you didn't buy any of those, you might just wanna keep it  :P
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on June 12, 2005, 09:11:03 PM
i dont know why you guys are taking so long i could get this done in about 2-4 hours well unless your making completly new models for hl source
i already ported romkas sd grunt (with diff skin DESERT CAMO! made by me with photoshop CTRL+U!) to gmod though it has ragdolls but it only has ragdoll animation and walk
and i forgot to add the bump map.....u can dl it off of hl2world
http://forums.facepunchstudios.com/showpost.php?p=254707&postcount=1 well i think its Romkas forget

Good for you. Really...
You've converted 1 model. With 2 animations. Good job.
You see, it takes time as we have Lives. Instead of giving a simple conversion, we are tweaking the models and creating new ideas to make them interesting and different to the standard models.
If you don't like the way we are doing it, you are more than welcome to leave our thread m8.
Title: Re: HL Source High Definiton
Post by: farter on June 12, 2005, 10:32:38 PM
way to tell m8
Title: Re: HL Source High Definiton
Post by: farter on June 12, 2005, 10:58:09 PM
HL:S Came either with HL2 Silver or Gold package... or CE ofcourse
Or if you didn't buy any of those, you might just wanna keep it  :P

i did not get HL2 silver or gold and i did not buy the CE of half-life 2, i have had hl2 when it came out and now i have just won HL:S it took over an hour to up dated did my head in, i had a look at it, its nicer lighting and water thing but the model's are god dam ugly big time
Title: Re: HL Source High Definiton
Post by: Frostbite on June 13, 2005, 12:46:47 AM
i dont know why you guys are taking so long i could get this done in about 2-4 hours well unless your making completly new models for hl source
i already ported romkas sd grunt (with diff skin DESERT CAMO! made by me with photoshop CTRL+U!) to gmod though it has ragdolls but it only has ragdoll animation and walk
and i forgot to add the bump map.....u can dl it off of hl2world
http://forums.facepunchstudios.com/showpost.php?p=254707&postcount=1 well i think its Romkas forget

Good for you. Really...
You've converted 1 model. With 2 animations. Good job.
You see, it takes time as we have Lives. Instead of giving a simple conversion, we are tweaking the models and creating new ideas to make them interesting and different to the standard models.
If you don't like the way we are doing it, you are more than welcome to leave our thread m8.
wow i was just asking why it would take so long you didn't need to post in a kind of mean way... and i have a life :\


also to the guy who posted be4 me
how did u get hl source without buying Silver, gold, or CE?
Title: Re: HL Source High Definiton
Post by: farter on June 13, 2005, 01:03:02 AM
i know how i got it, steam said that i won it, i did not know i enter a prize draw, HL:S is ok the ragdoll beat death animation's i can tell you, it look pour come pair to HL2 m8 i am not bad mouthing HL it's a great game but the who made it could have dun better job for god sake they made CSS better than CS i have to say thank god for Black mesa: Source and another thing all the charper's are open, oh well you can't con-plane (i have bad grammer) i got it for free
Title: Re: HL Source High Definiton
Post by: Grunt002 on June 13, 2005, 01:51:03 AM
I wish I had won something...  >:(
Like free promos... games... betatest HL:E.. j/k
Title: Re: HL Source High Definiton
Post by: farter on June 13, 2005, 04:22:44 AM
well people let get back on topic, let talk about them lovely model's that these's guy are making
Title: Re: HL Source High Definiton
Post by: peterchen620 on June 13, 2005, 12:55:39 PM
I will die if this Project (And the HL: Sourced Texture Project) dies

Go Go GO!
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on June 13, 2005, 04:59:09 PM
wow i was just asking why it would take so long you didn't need to post in a kind of mean way... and i have a life :\

Bull.
You came bursting on claiming that you're so much better than us as you've converted 1 model. Then, you advertise your model on the thread.
That is all I will say in the matter. If you have a problem, then your more than welcome to leave our thread. Or talk to me or Baracuda privately.
Title: Re: HL Source High Definiton
Post by: baracuda on June 13, 2005, 07:25:29 PM
wow i was just asking why it would take so long you didn't need to post in a kind of mean way... and i have a life :\

Bull.
You came bursting on claiming that you're so much better than us as you've converted 1 model. Then, you advertise your model on the thread.
That is all I will say in the matter. If you have a problem, then your more than welcome to leave our thread. Or talk to me or Baracuda privately.

yeah you wanna whine about something please do it privately...

now lets not get this topic deleted again shall we...
Title: Re: HL Source High Definiton
Post by: flynia on June 13, 2005, 11:20:56 PM
Ok... like barracuda suggested... lets not get this thread deleted shall we...

This thread is used for questions and ideas for the HL Source Models Update team.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Zavaro on June 14, 2005, 12:09:23 AM
Ok... like barracuda suggested... lets not get this thread deleted shall we...

This thread is used for questions and ideas for the HL Source Models Update team.

Cheers flynia

Or locked.  We wouldn't want that to happen... again.

Any chance of seeing a SD Apache/Ospreys in the next version?
Title: Re: HL Source High Definiton
Post by: Frraksurred on June 14, 2005, 01:46:48 AM
I have been refraining from posting because the Admins seemed to be getting so lock happy.  Not that there wasn't a rediculous amount of off topic discussion, but I would have rather seen the threads cleaned then locked altogether.

Anyways, despite my silence I am no less anticipating this release and have been checking in on it just as frequently.  I simply want to encourage the team to keep pressing on, there are several of us eager to enjoy your talented work!  I fear too much silence would communicate loss of interest, which is definately not the case.  This pack rawks and is the only thing out there (short of Black Mesa: Source) endeavoring to make HL:S look the way it should have.  Keep it up!
Title: Re: HL Source High Definiton
Post by: flynia on June 14, 2005, 03:27:50 AM
I agree mate

This is definatly the way HL Source was ment to be now doubt about it!!

Three Cheers for everyone involved!!!

Hip Hip Horay!

Cheers flynia

I have been refraining from posting because the Admins seemed to be getting so lock happy. Not that there wasn't a rediculous amount of off topic discussion, but I would have rather seen the threads cleaned then locked altogether.

Anyways, despite my silence I am no less anticipating this release and have been checking in on it just as frequently. I simply want to encourage the team to keep pressing on, there are several of us eager to enjoy your talented work! I fear too much silence would communicate loss of interest, which is definately not the case. This pack rawks and is the only thing out there (short of Black Mesa: Source) endeavoring to make HL:S look the way it should have. Keep it up!
Title: Re: HL Source High Definiton
Post by: baracuda on June 14, 2005, 08:26:12 AM
to hope that the hl:s texture project will not die i am asking anyone who can texture to help besli and the texture project...

so here it is can you do textures and wanna help the hl:s texture project please pm besli or me... (if pming me, il fovert the pm to besli)

please dont make the texture project die...

-baracuda
Title: Re: HL Source High Definiton
Post by: farter on June 14, 2005, 04:52:39 PM
yeah don't let it die, i would like to see better looking texture's on HL:S, here is some texture's i got right now i have more i will get them to you fast as i can m8y's

ps: it's all in .jpeg format

[File not found]
Title: Re: HL Source High Definiton
Post by: baracuda on June 14, 2005, 10:06:26 PM
yeah don't let it die, i would like to see better looking texture's on HL:S, here is some texture's i got right now i have more i will get them to you fast as i can m8y's

ps: it's all in .jpeg format


guys i think we found our savivor
Title: Re: HL Source High Definiton
Post by: farter on June 14, 2005, 10:17:13 PM
i did not make them i found them, im sorry to bring your hope's up and i am sending what i got to Besli it about 9mb this should keep you guy's happy, i do what i can to help
Title: Re: HL Source High Definiton
Post by: baracuda on June 14, 2005, 11:04:14 PM
i did not make them i found them, im sorry to bring your hope's up and i am sending what i got to Besli it about 9mb this should keep you guy's happy, i do what i can to help

oh well still looks nice
Title: Re: HL Source High Definiton
Post by: Frosty on June 14, 2005, 11:07:07 PM
Yes, indeed.
Title: Re: HL Source High Definiton
Post by: farter on June 14, 2005, 11:29:58 PM
well i just send what i got to Besli, he will tell you what he think's of them?
Title: Re: HL Source High Definiton
Post by: baracuda on June 14, 2005, 11:49:41 PM
well i just send what i got to Besli, he will tell you what he think's of them?

il think hell post it here what he thinks of it
Title: Re: HL Source High Definiton
Post by: farter on June 15, 2005, 12:03:31 AM
that what i said  :o  ???
Title: Re: HL Source High Definiton
Post by: Besli on June 15, 2005, 12:08:42 AM
Most of the jpg's in the file are from the MapCore Forum.
I allready have those previews of the original files/textures.
Title: Re: HL Source High Definiton
Post by: farter on June 15, 2005, 12:55:50 AM
see i told you i did not make them
Title: Re: HL Source High Definiton
Post by: farter on June 15, 2005, 01:53:33 AM
[SORRY FOR THE DOUBLE-POST ADMINS!!!]

this thing i going to say i mean no bad, you know when Black Mesa: Source come's out this what your doing people will not remember (yes some) you guy will be put under the carpit but i like what your doing here, well good luck
Title: Re: HL Source High Definiton
Post by: Frraksurred on June 16, 2005, 01:26:05 AM
There's throwing some encouragement your way.   ::)

Black Mesa: Source won't help my HL:S look any better, but this pack will. >>> I <<< won't be forgetting it anytime soon.
Title: Re: HL Source High Definiton
Post by: James on June 16, 2005, 01:55:40 AM
when Black Mesa: Source come's out this what your doing people will not remember (yes some) you guy will be put under the carpit

I beg to differ. This mod is for Half Life 1, whereas Black Mesa: Source is, of course, for Half Life 2. People will be able to play both of them. Plus Half Life : Enhanced has a lot more work put into it. Think how much work it would be to implement Novodex Physics into an engine almost as old as Doom. It's mind-boggling when you think about it!
Title: Re: HL Source High Definiton
Post by: Matt on June 16, 2005, 12:47:01 PM
when Black Mesa: Source come's out this what your doing people will not remember (yes some) you guy will be put under the carpit

I beg to differ. This mod is for Half Life 1, whereas Black Mesa: Source is, of course, for Half Life 2. People will be able to play both of them. Plus Half Life : Enhanced has a lot more work put into it. Think how much work it would be to implement Novodex Physics into an engine almost as old as Doom. It's mind-boggling when you think about it!
He isnt talking about HL:E
Title: Re: HL Source High Definiton
Post by: James on June 16, 2005, 02:13:39 PM
Ohh....Ummm...shh. I knew that >_>
Title: Re: HL Source High Definiton
Post by: Besli on June 16, 2005, 08:25:21 PM
Ohh....Ummm...shh. I knew that >_>

:D We are talking about HL:S, but anyway!
BM:S is a Mod made from scratch! But we want to improve HL:S!!
Title: Re: HL Source High Definiton
Post by: S@bre on June 16, 2005, 10:13:20 PM
I beg to differ. This mod is for Half Life 1, whereas Black Mesa: Source is, of course, for Half Life 2. People will be able to play both of them. Plus Half Life : Enhanced has a lot more work put into it. Think how much work it would be to implement Novodex Physics into an engine almost as old as Doom. It's mind-boggling when you think about it!

You cannot compare the amount of work put in to BM:S & HL:E. They are both on different engines with totally different constrictions.
Title: Re: HL Source High Definiton
Post by: James on June 16, 2005, 10:19:10 PM
Well...you can. You can measure who has done the most amount of work, and how challenging that work was to do.
Title: Re: HL Source High Definiton
Post by: Grunt002 on June 17, 2005, 04:00:08 AM
This thread is.. wait... um.. so how is the models being done? need some help?
Title: Re: HL Source High Definiton
Post by: farter on June 17, 2005, 01:05:56 PM
There's throwing some encouragement your way.   ::)

Black Mesa: Source won't help my HL:S look any better, but this pack will. >>> I <<< won't be forgetting it anytime soon.

so will i as well m8 but i was just saying that some people will not remember this when BM:S come's out. that all i said, well when BM:S come's out you guy could think about making some of these model for BM:S you know if they don't like the new looking model you guy's can give them the old look?

what you think about that?
Title: Re: HL Source High Definiton
Post by: Besli on June 17, 2005, 08:21:32 PM
...well when BM:S come's out you guy could think about making some of these model for BM:S you know if they don't like the new looking model you guy's can give them the old look?

what you think about that?

That reminds me on the people who wants HL2 models for HL1!! :-\
Title: Re: HL Source High Definiton
Post by: Frraksurred on June 18, 2005, 03:03:24 AM
Judging from what has been said in their forums, BM:S will be retaining as much of the look and feel of the original HL while still taking advantage of all the Source engine has to offer.  In other words, similar models but vastly updated appearance. 


...but should we be having so much off topic conversation in a thread that has already been locked twice and lost once all together?
Title: Re: HL Source High Definiton
Post by: Frraksurred on June 22, 2005, 08:52:31 PM
Good grief, I didn't think my comment would put a halt to ALL conversation!    :o  ;)

Any news?  What is left to do on this pack before it is considered ready for release?  It sounded like things were close, now it seems every one has moved on.  What's the word?
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on June 22, 2005, 09:33:13 PM
Don't ask.


Things have died my end. I'm not sure about Romka or Besli mind. God only knows where Baracuda dissappeared to. I've been bogged down with work and other matters or importance.
I Should  have the Alien Grunt done soon.
Title: Re: HL Source High Definiton
Post by: Besli on June 23, 2005, 12:08:22 AM
Hm, should we release what is finished?
I can make a pack if you send me all the models that are finished.
No Problem!
Title: Re: HL Source High Definiton
Post by: Hart on June 23, 2005, 04:02:30 AM
:D I hope you release it soon
Title: Re: HL Source High Definiton
Post by: flynia on June 23, 2005, 04:55:48 AM
Might be a good idea to go with what is done unfortunatly.

It would be a real shame to see this one die from lack of interest especially considering how necessary these model updates are... well at least to bring Half Life Source up to that of the original.

Cheers flynia

Hm, should we release what is finished?
I can make a pack if you send me all the models that are finished.
No Problem!
Title: Re: HL Source High Definiton
Post by: Hart on June 23, 2005, 07:03:42 AM
Yeah it would be ashame to just lose interest  :-\
Title: Re: HL Source High Definiton
Post by: Nobby_nobbs on June 23, 2005, 08:21:58 PM
Ye just release I know what its like to have loads of work never put gaming before work
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on June 23, 2005, 10:57:47 PM
Hm, should we release what is finished?
I can make a pack if you send me all the models that are finished.
No Problem!

Maybe.... I'll consider sending you what I've got. I was really hoping that Barneyinblue would have time to tweak the models. He said that it would only take a week to set up his ADSL, so, I hoping that he will be active next week.

If I send you the models, I will have no further participation in the pack.
Damn it, I wish Baracuda would stop dissappearing like this...
Title: Re: HL Source High Definiton
Post by: Besli on June 23, 2005, 11:10:37 PM
If I send you the models, I will have no further participation in the pack.
Damn it, I wish Baracuda would stop dissappearing like this...

Sounds bad! :-\
Send the models to sourced@gmx.net
Title: Re: HL Source High Definiton
Post by: Hart on June 24, 2005, 03:04:58 AM
What do you mean by "will have no further parcipitation in the pack" do you mean like your done on your side of the pack or if you send it your breaking some kind of rule.
Title: Re: HL Source High Definiton
Post by: Hircine on June 24, 2005, 03:50:27 PM
I'd also like these models be interesting for HL:S also for GMOD. ryan692@verizon.net And I don't want you to send them if your breaking a rule.
Title: Re: HL Source High Definiton
Post by: Nobby_nobbs on June 24, 2005, 03:57:50 PM
Yes please send em to me Wilko You know my address if you need reminding ill pm you.
Title: Re: HL Source High Definiton
Post by: baracuda on June 24, 2005, 04:59:25 PM
im sorry i have been sleeping on the job  :o

the last thing i heard was that we were mostly waiting for the romkas assasin and the alien grunt.

now that the alien grunt is almost done, i wood like to say nicely: romka get your but in here and tell us when the assasin will be done...

i kno i kno i havent been the best manager of the pack, and im gonna try better...


Now to start it off, wilko you keep working on the grunt...
and when wilko is done whit that i want a full list of what needs to be done and what is done.
besli you keep trying to get more textures...
when i get the list of what is needs to be done and what is done, if there is no models left other than the assasin,
i want ANYONE ON THE TEAM to send ANYTHING they got done to me...
when that is done i will try to host the link privately and send it out to the team and then i will get it ready to go out to beta testers(how to be a beta tester will be annouced soon)
Nobby_nobbs that have been bugging me about being a beta tester, i respect that he cares about the pack and so meny others do to, so he is our first official beta tester but will not get it a day before the other testers will get it(when beta testers get chosen)...
now the beta itself will be a closed beta, you cant get in it whit just asking or nagging, how to be a beta tester will be told soon, the private closed beta will take a minimum of 2-3 weeks, depending on what gets found...


that is our plan and that we will stick to...


heres some rules/info for the staff:
do not leak any models or textures to the public whitout my promission,
same goes whit screenshots.

if im sleeping again and you dont hear from me, dont worry im just sleeping  :P
i think thats about it

im sorry that i desiper like this very sorry... just slepy  :P
Title: Re: HL Source High Definiton
Post by: Hircine on June 24, 2005, 05:06:28 PM
Ah he's returned.
Title: Re: HL Source High Definiton
Post by: Hart on June 24, 2005, 05:13:07 PM
I'd also like these models be interesting for HL:S also for GMOD. ryan692@verizon.net And I don't want you to send them if your breaking a rule.
He can't send it to you cause unless your a member of the team he was only talking to besli :D
Title: Re: HL Source High Definiton
Post by: Nobby_nobbs on June 24, 2005, 05:19:41 PM
Yay i feel special
Title: Re: HL Source High Definiton
Post by: baracuda on June 24, 2005, 05:20:56 PM
Yay i feel special

and you are special
Title: Re: HL Source High Definiton
Post by: Hircine on June 24, 2005, 05:21:42 PM
Heh cool your a beta tester. Glad to see someone trying to make hL:S interesting.
Title: Re: HL Source High Definiton
Post by: Besli on June 24, 2005, 08:11:39 PM
if im sleeping again and you dont hear from me, dont worry im just sleeping  :P

Great to hear this!! ;D
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on June 24, 2005, 08:28:28 PM
Yay i feel special

God knows why hes special. I don't see why the most anoying person should become a Special beta tester.

I thought that it was quite simple when I said that I would no longer be part of the pack...

Ah, forget it.
Title: Re: HL Source High Definiton
Post by: SirAlucard on June 24, 2005, 10:02:11 PM
w00t!!! a release soon, if you're still gonna, if not that would suck. Don't know how long I can wait
Title: Re: HL Source High Definiton
Post by: baracuda on June 24, 2005, 11:05:29 PM
im sorry Nobby_nobbs but i have to remove you a beta tester, so please dont bug me anymore...
Title: Re: HL Source High Definiton
Post by: Frraksurred on June 25, 2005, 01:07:00 AM
Wow, no posts and them... BAM! A post extravaganza!  LOL!  Gotta love it.

Awesome to hear of progress and hopefully, worked out kinks between team members  :D  I'm all for not letting this project die.  I understand completely work and college schedules, those should indeed be higher priorities, but I hope in the hustle and bustle of things that no one gets the misconception that, we the fans, have lost interest in this project.  Some awesome work has gone into this by some talented people!  It would be a shame to see it fizzle out this close to completion.  Worse comes to worse, I hope that which has been finished could be released.  This is really the only project I know of for HL:S.  I believe more people are anxiously awaiting this pack then is realized.  I have seen posts on several other forums by at least three people besides myself pimping this pack and I can personally asure you that people are excited and eager to see this pack's release.  In other words, this team has done some fine work that people are looking forward to.  You are really the only hope us HL:S fans have (not to be overly dramatic).  I cannot encourage those of you on this team enough not to give up. 

As far as beta testers are concerned, that is surely your call, but I would think those of us who have been faithfully following this pack with great interest from the beginning (such as Flynia and myself, just to name a couple), would come to mind.  I cannot speak for Flynia, but I know I would be more then willing.   ;D

Anyway, keep up the great work guys.  I for one appreciate your hard work!
Title: Re: HL Source High Definiton
Post by: Hart on June 25, 2005, 07:28:07 AM
Its good to hear your back finally we can see some more progress when you release some new info  ;D
Title: Re: HL Source High Definiton
Post by: flynia on June 25, 2005, 09:52:27 AM
Thanks for the vote of confidence Frraksurred. I appreciate the thought.

I would be more then happy to assist with the testing of this pack. I definately agree with you about testers being those who have helped the pack over the last few months. I must say that i have never been given the option of beta testing a program before but would be more than willing to help spot the bugs.

Cheers flynia

PS - I too appreciate the hard work.

As far as beta testers are concerned, that is surely your call, but I would think those of us who have been faithfully following this pack with great interest from the beginning (such as Flynia and myself, just to name a couple), would come to mind.  I cannot speak for Flynia, but I know I would be more then willing.   ;D
Title: Re: HL Source High Definiton
Post by: Cpl_Death on June 25, 2005, 01:39:30 PM
I would love to help test I have much beta test experience and need something to keep me occupied
Title: Re: HL Source High Definiton
Post by: farter on June 25, 2005, 08:25:26 PM
well i can test the folder with nothing in it  :P J/K can i test it m8 i love hl but i hate the Low ploy models

and besli go here found this http://www.hl2world.com/bbs/viewtopic.php?t=37400 this might help with texture.

ps: i don't know if you have it
Title: Re: HL Source High Definiton
Post by: Besli on June 25, 2005, 09:23:30 PM
well i can test the folder with nothing in it  :P J/K can i test it m8 i love hl but i hate the Low ploy models

and besli go here found this http://www.hl2world.com/bbs/viewtopic.php?t=37400 this might help with texture.

ps: i don't know if you have it

I know this Programm, but i don't use it.
Title: Re: HL Source High Definiton
Post by: farter on June 26, 2005, 08:31:46 PM
it ok i was only telling you it was around m8
Title: Re: HL Source High Definiton
Post by: flynia on June 27, 2005, 10:49:13 AM
I hate to ask this but i need to know:

Are we still on for a June release of the pack?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: baracuda on June 27, 2005, 08:02:50 PM
I hate to ask this but i need to know:

Are we still on for a June release of the pack?

Cheers flynia

doubt it since there only like 3 days left of june  :P

most likely a mid july realease
Title: Re: HL Source High Definiton
Post by: Grunt002 on June 27, 2005, 09:52:10 PM
doubt it since there only like 3 days left of june  :P

most likely a mid july realease

That kinda reminds me of the stuff that happened to Half-Life 2  :-\
Title: Re: HL Source High Definiton
Post by: farter on June 29, 2005, 01:12:05 PM
besli has just become the owner of the old forum for Opposing Shephard which will be the new home for the SD pack and beli i let you link it because you know what would happen if i link it right now lol
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on June 29, 2005, 04:55:36 PM
And you would know this how?

Please, Besli isn't an invalid. He can talk himself.

I've done the Alien Grunt now.
Title: Re: HL Source High Definiton
Post by: Hircine on June 29, 2005, 05:03:16 PM
Nice ragdoll working yet?
Title: Re: HL Source High Definiton
Post by: farter on June 29, 2005, 05:54:26 PM
And you would know this how?

Please, Besli isn't an invalid. He can talk himself.

I've done the Alien Grunt now.


because i give him the forum i was only telling you, that you guy's have a forum now besli will give you the link because i don't because it will get spam why not here your new forum here (http://opposingshepard.proboards46.com/) hope you like it all your to call home
Title: Re: HL Source High Definiton
Post by: baracuda on June 29, 2005, 08:13:26 PM
And you would know this how?

Please, Besli isn't an invalid. He can talk himself.

I've done the Alien Grunt now.


good good

i guess we are just waiting for the assasin now  :-\
Title: Re: HL Source High Definiton
Post by: Besli on June 29, 2005, 08:52:20 PM
The Forum isn't meant as a new Home for the Model pack, but for my retextuing project.
Baracuda is the Leader of the Modellig project. But everyone here is welcome to join the Forum.
And if you know most Models from the HL:S SD Pack are made by A.I (memeber of HIT) and Romka.
(But don't forget Sgt Wilko, he's working really hard to port the models to HL:S, same as Romka)
Title: Re: HL Source High Definiton
Post by: farter on June 29, 2005, 10:10:44 PM
join him will be good chack
Title: Re: HL Source High Definiton
Post by: Besli on June 29, 2005, 11:04:55 PM
I've done the Alien Grunt now.

Very great!!
Now we are all waiting for you Romka (in the Test Chamber)! ;)
Title: Re: HL Source High Definiton
Post by: flynia on June 30, 2005, 11:27:59 PM
No pressure on Romka at all    :P

I'm sure that all will be good in time.

I'm will assume that this assassin model is the last one that is needed right?

One quick question though... how big is the pack likely to be??? not that im worried about Disk Space... im more curious as i only have around 30mb of space left on my USB Drive.

Another one... Has a name been decided for the Pack yet at all???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: baracuda on July 01, 2005, 01:15:18 PM
No pressure on Romka at all    :P

I'm sure that all will be good in time.

I'm will assume that this assassin model is the last one that is needed right?

One quick question though... how big is the pack likely to be??? not that im worried about Disk Space... im more curious as i only have around 30mb of space left on my USB Drive.

Another one... Has a name been decided for the Pack yet at all???

Cheers flynia

il guess it will be just High Defenition pack...
inless someone finds a better name
Title: Re: HL Source High Definiton
Post by: baracuda on July 01, 2005, 01:17:24 PM
sorry for duble post but,,  wilko please send me all what you got at: danielmortensen123@gmail.com
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 01, 2005, 04:46:01 PM
Whow whow, slow down.
I don't know where you keep getting this "we've done it all" idea. We've still got the Aslave, Houndeye, Bullsquid, Apache, Osprey, Garg and Alien Controller to do.
Title: Re: HL Source High Definiton
Post by: baracuda on July 01, 2005, 07:08:17 PM
Whow whow, slow down.
I don't know where you keep getting this "we've done it all" idea. We've still got the Aslave, Houndeye, Bullsquid, Apache, Osprey, Garg and Alien Controller to do.


 :o

ok, sorry dident know we had that moach to do  :o
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 01, 2005, 10:26:54 PM
You're meant to. You are the Leader...
Don't expect much from me right now, I'm buzy as hell.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 02, 2005, 03:01:11 AM
Don't expect much from me right now, I'm buzy as hell.

Which just makes us appreciate your efforts more!

Congrats on the Alien grunt.  I'm eager to see it but I shall wait patiently... only peeking on occasion...  not batering the refresh button at all...  just waiting... quietly................    *refresh*


*refresh*


*refresh*
*refresh*






*refresh*

 ;D
Title: Re: HL Source High Definiton
Post by: flynia on July 02, 2005, 09:28:01 AM
Thats the thing the Sgt Wilko... how long will all those models take to do??? Can they wait until v3.0???

Or with no disrespect... will we see Aftermath and Lost Coast before this?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 02, 2005, 11:33:00 AM
You do all realise that I'm on the verge of breaking down, let alone quitting this. It's getting hard and tedious to carry on with this.

Romka has gone. Barneyinblue has gone. Besli has gone. Baracuda hasn't got a clue.
So why should I put up with this?

I saw Farter showing his impatience by creating a "Bet when the pack will be done" Thread. Which, thankfully, was sent to the corner of shame. If 1 person had added to that, I would have quit. Its quite simple.
All my models are scatterd all over the place. I don't have a clue where my Hgrunt and Barney have gone. I have to create 2 GCSE Projects from scratch about creating a Desk Tidy and 3D Models and Animation within the next few weeks.

Along with a website for IT Coursework. And an Essay on english.

I do not have time for this!
I'm sorry for the people who have been waiting quietly and not pissing me off (If I do quit, they and only they, will recieve what I have done). But the people who keep asking for the pack and for me to send models to and want PMed Models which they then turn down, saying that they are crap, are to blame.

Why should I carry on when I get ungrateful sods waiting for it (such as W0w00t) ?

Unless, I find Romka, Barneyinblue,Besli and slap Baracuda into his place, I cannot do this alone.
I will keep going. But I cannot promise much.
Title: Re: HL Source High Definiton
Post by: Barnz on July 02, 2005, 01:33:10 PM
I'm here. :)
Title: Re: HL Source High Definiton
Post by: baracuda on July 02, 2005, 05:33:37 PM
Thats the thing the Sgt Wilko... how long will all those models take to do??? Can they wait until v3.0???

Or with no disrespect... will we see Aftermath and Lost Coast before this?

Cheers flynia

i dunno since there has been no word on the accual realease date for lost coast, and we will most likely have it done before aftermatch



You do all realise that I'm on the verge of breaking down, let alone quitting this. It's getting hard and tedious to carry on with this.

Romka has gone. Barneyinblue has gone. Besli has gone. Baracuda hasn't got a clue.
So why should I put up with this?

I saw Farter showing his impatient by creating a "Bet when the pack will be done" Thread. Which, thankfully, was sent to the corner of shame. If 1 person had added to that, I would have quit. Its quite simple.
All my models are scatterd all over the place. I don't have a clue where my Hgrunt and Barney have gone. I have to create 2 GCSE Projects from scratch about creating a Desk Tidy and 3D Models and Animation within the next few weeks.

Along with a website for IT Coursework. And an Essay on english.

I do not have time for this!
I'm sorry for the people who have been waiting quietly and not pissing me off (If I do quit, they and only they, will recieve what I have done). But the people who keep asking for the pack and for me to send models to and want PMed Models which they then turn down, saying that they are crap, are to blame.

Why should I carry on when I get ungrateful sods waiting for it (such as W0w00t) ?

Unless, I find Romka, Barneyinblue,Besli and slap Baracuda into his place, I cannot do this alone.
I will keep going. But I cannot promise much.

now now relaxe we know your busy.
ok barneyinblue do you know how to do the ragdoll, if not ask wilko, ok as far as i have been told we got these models left:
Aslave, Houndeye, Bullsquid, Apache, Osprey, Garg and Alien Controller
im spliting the work in half, you will take aslave, houndeye and bullsquid.
barneyinpink ;D i mean barneyinblue will take Apache, Osprey, Garg and Alien Controller...

now besli is working on the textures and i gotta remind you that he does NOT work on models(now if you ask him for textures for a model thats diffrent), the reason we mereged(did i spell it right?) the model pack and texture, was to make it look better and so peoble dident have to download 2 things...
now besli is doing textures he will post here if something happends, so dont ask where is besli cause he is somewhere in a cave in france(dunno why i know that :-\ )
we will pm him when we are closed to have all the models done...


now about the romka problom il deal whit it...


Now wilko and barneyinblue are you allright whit the assignments ?
Title: Re: HL Source High Definiton
Post by: Besli on July 02, 2005, 05:54:11 PM
We are still here Sgt Wilko!

Hey Sgt Wilko, take a break!! Do the real life stuff first! I can wait for the other models,
I know it's a hard work to convert the models to Source Engine!

so dont ask where is besli cause he is somewhere in a cave in france(dunno why i know that :-\ )

You know something I don't know!
I'm in a cave in france, cool, why is my body still at home!? ;D


Update:

(http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=568.0;id=1180;image)

If you saw the HD HEV Charger Model thread in the Work in Progress section,
I converted ook's new Charger texture to HL:S, and I also made a "empty" version.
But I didn't got the "empty" texture to work yet, the charger always shows the first texture. :-\
Title: Re: HL Source High Definiton
Post by: farter on July 03, 2005, 04:07:56 PM
You do all realise that I'm on the verge of breaking down, let alone quitting this. It's getting hard and tedious to carry on with this.

Romka has gone. Barneyinblue has gone. Besli has gone. Baracuda hasn't got a clue.
So why should I put up with this?

I saw Farter showing his impatient by creating a "Bet when the pack will be done" Thread. Which, thankfully, was sent to the corner of shame. If 1 person had added to that, I would have quit. Its quite simple.
All my models are scatterd all over the place. I don't have a clue where my Hgrunt and Barney have gone. I have to create 2 GCSE Projects from scratch about creating a Desk Tidy and 3D Models and Animation within the next few weeks.

Along with a website for IT Coursework. And an Essay on english.

I do not have time for this!
I'm sorry for the people who have been waiting quietly and not pissing me off (If I do quit, they and only they, will recieve what I have done). But the people who keep asking for the pack and for me to send models to and want PMed Models which they then turn down, saying that they are crap, are to blame.

Why should I carry on when I get ungrateful sods waiting for it (such as W0w00t) ?

Unless, I find Romka, Barneyinblue,Besli and slap Baracuda into his place, I cannot do this alone.
I will keep going. But I cannot promise much.

sorry m8 drunk at the time
Title: Re: HL Source High Definiton
Post by: James on July 03, 2005, 04:29:30 PM
sorry m8 drunk at the time

 ::) Why do people always use that as an excuse?
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 03, 2005, 06:23:23 PM
Normally the people who are too young to drink and just want to sound 'cool'.

With a name like "Farter" and horrid grammar, I wouldn't be surprised.
Title: Re: HL Source High Definiton
Post by: farter on July 03, 2005, 07:26:45 PM
Normally the people who are too young to drink and just want to sound 'cool'.

With a name like "Farter" and horrid grammar, I wouldn't be surprised.

my friend make it up (the pick) if there was anyway to fix it i would and watch your mouth so what i have bad grammer i give you guys a forum
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 03, 2005, 07:37:22 PM
Quote
i give you guys a forum
Whatever. Wilko is right drinking isnt hip or hop as you youngsters say. And the pack will be ready when its ready for people that still keep asking when it will be released.
My question is how are you going to get a sd houndeye and bullsquid?
Title: Re: HL Source High Definiton
Post by: farter on July 03, 2005, 07:57:28 PM
im bloody 23 years old
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 03, 2005, 08:39:58 PM
Good for you.

Cpl_Death, Barneyinblue has created a houndeye for us. I won't go into detail as he might want it as a surprise.  ;)
We are also looking for a good Apache and Sentry model. If any of you have any ideas, please post us a link.

Oh, and before I forget, we all got together and finished the hassassin.
Title: Re: HL Source High Definiton
Post by: flynia on July 04, 2005, 12:12:01 AM
Excellent work guys... Sorry to keep harassing you.

Like many of the people around here im just really excited about this mod being finished  ;D

I'm sure all will be done in time :-)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: User with the dancing badger on July 04, 2005, 12:16:53 AM
If your so sorry about posting, then dont post?
Title: Re: HL Source High Definiton
Post by: James on July 04, 2005, 12:17:51 AM
i give you guys a forum

Erm, you do?
Title: Re: HL Source High Definiton
Post by: baracuda on July 04, 2005, 01:23:24 AM
If your so sorry about posting, then dont post?

dont be playa hatin fool
Title: Re: HL Source High Definiton
Post by: James on July 04, 2005, 01:34:22 AM
He's not "playa hating". Whatever that may be...
Title: Re: HL Source High Definiton
Post by: farter on July 04, 2005, 08:46:29 AM
who the hell are you talking about im lost also here that forum i give you guys http://opposingshepard.proboards46.com
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 04, 2005, 07:40:10 PM
My my, a lot has happened while I was away.

Let's try and stay on topic gentlemen (and ladies if present).  A great deal of work has gone into this project so a little respect for their thread would be nice.  You can take care of personal opinions via your own thread or PM.

Sgt. Wilco all I can say is I can relate with your position, I've been there.  I completely understand your frustration.  I agree with Besli, your priorities are right to be in the real world with real responsibilities before they are here.  Like Flynia, I am excited to see this pack come to fruition, but not at the expense of more important things.  Having said that, I also respect the fact that you keep at it despite the circumstances and ridicule.  You speak your mind with a degree of respect without watering down what you believe.  Those are signs maturity, of character.  Things of much more worth to you and every one who will ever need you in this life.  Kudos to you. 

I'm sure you've been around long enough to know there is always going to be some clueless child (age doesn't equate maturity) who can't be bothered with respect or appreciation because they don't want to take the time or the effort.  They would rather just rant on mindlessly because they are bored and they can cowardly hide behind the Internet.  It bothers me as well, but we have to learn to let it role off our back and get on with things.  Focus on the accomplishment and the comments of those who have grown up a bit.  Not easy I admit, but getting hung up on the words of an ignorant blow hole is destructive... and contagious.  I know I'm not telling you anything you don't already know, but it can get so frustrating some times that a timely reminder can be realigning.  :)

Barneyinblue, good to have you back.  Have been enjoying your work (version 1) for some time (with some tweaks from Flynia, thank you).  Your help can only improve the pack and the process it involves (I'm sure Sgt. Wilco will enjoy a little less heat on him).  Hopefully with Baracuda's mediation Romka will be back on board soon and things will be better all around.  If we the public can manage to patiently and constructively get behind this pack instead of frustrating it, we might get to see this exceptional effort reach release.  I'm all for it.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 04, 2005, 09:57:57 PM
Thank you Frraksurred.
You are the person that truely deserves this pack, and alot more.

Hes the type of person that keeps me working on this pack. He doesn't moan, or complain, but realises that things can take time and the best way to go about it is not to rock the boat.


Anyway, we are currently working on the Sentry now. Barneyinblue has also got his ragdoll up and working and is trying to sort out the SD Garg animations.

I, or Baracuda, will have screens by Thursday.
Title: Re: HL Source High Definiton
Post by: Nathster on July 04, 2005, 10:35:18 PM
My my, a lot has happened while I was away.

Let's try and stay on topic gentlemen (and ladies if present).  A great deal of work has gone into this project so a little respect for their thread would be nice.  You can take care of personal opinions via your own thread or PM.

Sgt. Wilco all I can say is I can relate with your position, I've been there.  I completely understand your frustration.  I agree with Besli, your priorities are right to be in the real world with real responsibilities before they are here.  Like Flynia, I am excited to see this pack come to fruition, but not at the expense of more important things.  Having said that, I also respect the fact that you keep at it despite the circumstances and ridicule.  You speak your mind with a degree of respect without watering down what you believe.  Those are signs maturity, of character.  Things of much more worth to you and every one who will ever need you in this life.  Kudos to you. 

I'm sure you've been around long enough to know there is always going to be some clueless child (age doesn't equate maturity) who can't be bothered with respect or appreciation because they don't want to take the time or the effort.  They would rather just rant on mindlessly because they are bored and they can cowardly hide behind the Internet.  It bothers me as well, but we have to learn to let it role off our back and get on with things.  Focus on the accomplishment and the comments of those who have grown up a bit.  Not easy I admit, but getting hung up on the words of an ignorant blow hole is destructive... and contagious.  I know I'm not telling you anything you don't already know, but it can get so frustrating some times that a timely reminder can be realigning.  :)

Barneyinblue, good to have you back.  Have been enjoying your work (version 1) for some time (with some tweaks from Flynia, thank you).  Your help can only improve the pack and the process it involves (I'm sure Sgt. Wilco will enjoy a little less heat on him).  Hopefully with Baracuda's mediation Romka will be back on board soon and things will be better all around.  If we the public can manage to patiently and constructively get behind this pack instead of frustrating it, we might get to see this exceptional effort reach release.  I'm all for it.

Yea what he said :D
Title: Re: HL Source High Definiton
Post by: Sergeant Kelly on July 05, 2005, 01:50:16 AM
Great work on the pack! If things get too stressfull just take a break. Oh, and I wouldn't give anybody the models unless they wan't to work on them.
Title: Re: HL Source High Definiton
Post by: flynia on July 05, 2005, 06:00:41 AM
Think i may have found another bug towards the end of the game... this one occurs just before you move through to the Xen Portal Generator.

In the room before this where you get the long jump module at the beginning of the scripted sequence before you enter the scientist should be pointing a shotgun at you... infact the shotgun appears to be either inisde or part of his body... anybody else get this???

Hope that dosent sound to vague.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on July 05, 2005, 10:08:02 AM
(http://img239.imageshack.us/img239/7522/comeoverheregargy2ry.jpg)

It's not moving.  :'(
Title: Re: HL Source High Definiton
Post by: flynia on July 05, 2005, 11:53:05 AM
He does happen to look damn fine though  :)

Well done man!

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Kizeesh on July 05, 2005, 11:58:47 AM
its a bit dark, wtf am I looking at?
Title: Re: HL Source High Definiton
Post by: Barnz on July 05, 2005, 12:24:32 PM
It's the Gargantua in the Power Up level. :-\
Title: Re: HL Source High Definiton
Post by: Kizeesh on July 05, 2005, 12:26:06 PM
Ah.



Yes I really like the eye-glow.....
 ::)
Title: Re: HL Source High Definiton
Post by: Barnz on July 05, 2005, 01:02:49 PM
Lol eye glow effect is not working too... ;D

I'll try to fix problems later. :)
Title: Re: HL Source High Definiton
Post by: Kizeesh on July 05, 2005, 01:35:15 PM
*Sticks Brightness and Contrast to the wall*


ahhhh
 
yeah it looks good. 
Title: Re: HL Source High Definiton
Post by: Hart on July 05, 2005, 04:28:24 PM
Looking great can't wait to see that in action  :D
Title: Re: HL Source High Definiton
Post by: Barnz on July 05, 2005, 05:17:53 PM
Finally I fixed Gargantua model with Sgt Wilko's idea. :)
Title: Re: HL Source High Definiton
Post by: fury_161 on July 05, 2005, 06:37:29 PM
You should env map the gargantua. When I get home, I'll post some good vmt lines to make him nice and shiney, but not look washed out.
Title: Re: HL Source High Definiton
Post by: Barnz on July 05, 2005, 08:10:37 PM
I can't see some shaders in HL 2 because I got GeForce 4 MX 440. How can I going to test new env maps?  :-\
Title: Re: HL Source High Definiton
Post by: flynia on July 06, 2005, 12:05:05 AM
I have a X800XT... just let me know what to do and id be more than willing to take some screenshots and post them here.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 07, 2005, 03:49:18 AM
Finally I fixed Gargantua model with Sgt Wilko's idea. :)

Wo0t!

Can you see the grin on my face?  Well, okay... maybe not.   ;D
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 07, 2005, 07:44:16 AM
Some big advances happening well done guys  ;D
Title: Re: HL Source High Definiton
Post by: Barnz on July 07, 2005, 09:51:14 AM
I converted Houndeye model too... ;D
Title: Re: HL Source High Definiton
Post by: Besli on July 07, 2005, 10:30:23 AM
Wow, progress is going on! :o
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 10, 2005, 09:57:14 PM
Hi everyone,

Wilko here, just to say that Barneyinblue and I have been talking and realised a few things.
One of which, is that its time for you lot to help us tweak the pack to your liking.

Thats right, a 'beta of v2' is coming out within the next few days. This is not the final pack, no-where near infact. It will contain most of the monsters including the most common ones such as hgrunt,agrunt,scientist,headcrab etc along with ragdoll, mouths and SD v,w,p_weapons.

However, it is not perfect. We know this, so please, please, please do not point out that the pack is 'buggy'. Instead, we want you to tell us how it is buggy, and what you want to be changed.

I won't go into great detail right now, as Barneyinblue will be posting some images of the monsters we've done.

#By the way, Baracuda (Our 'Leader') is not aware of this. Mainly because we (Barneyinblue and Myself) are getting fed up of his lies.#
Title: Re: HL Source High Definiton
Post by: baracuda on July 10, 2005, 11:44:16 PM

#By the way, Baracuda (Our 'Leader') is not aware of this. Mainly because we (Barneyinblue and Myself) are getting fed up of his lies.#

i had a feling about it  ::)


ok i had enough for being a leader for this pack, and it have been proven meny times that i aint no good leader, so i wood say that it is good what barney and wilko is doing cause they need some free time...

il still help whit hosting of the pack, if i am alowed  ::)
Title: Re: HL Source High Definiton
Post by: Impulse on July 11, 2005, 12:47:48 AM
If it's been done, don't upload it to FilePlanet, please.
Title: Re: HL Source High Definiton
Post by: farter on July 11, 2005, 12:38:22 PM
post it to www.hl2files.com it's far better
Title: Re: HL Source High Definiton
Post by: Barnz on July 11, 2005, 03:11:31 PM
Good idea. I know "Azzkiker" (Head of "www.halflife2files.com") from MSN. :)
Title: Re: HL Source High Definiton
Post by: Matt on July 11, 2005, 03:17:56 PM
who the hell are you talking about im lost also here that forum i give you guys http://opposingshepard.proboards46.com
Wow your free forum! No way could they have signed up for their own free forum from proboards.com. How generous of you  ::)
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 11, 2005, 06:54:45 PM
Yes anything but fileplanet will be good
Title: Re: HL Source High Definiton
Post by: fury_161 on July 11, 2005, 07:03:15 PM
who the hell are you talking about im lost also here that forum i give you guys http://opposingshepard.proboards46.com
Wow your free forum! No way could they have signed up for their own free forum from proboards.com. How generous of you  ::)

 :D
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 12, 2005, 02:53:10 AM
Back on topic...

Baracuda has offered to host this pack regardless of having or not having any continuing roll on this team (which I think if big of him).  I know there has been some bad blood here and there, but he has contributed in different ways, so my vote would be to allow him.  It is a kind gesture and would certainly help the pack out.  What say the rest of the team?  Your input is both needed and deserved.
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 12, 2005, 07:19:41 AM
Dosent matter who hosts aslong as it isn't fileplanet.
Title: Re: HL Source High Definiton
Post by: baracuda on July 12, 2005, 08:58:57 AM
Back on topic...

Baracuda has offered to host this pack regardless of having or not having any continuing roll on this team (which I think if big of him).  I know there has been some bad blood here and there, but he has contributed in different ways, so my vote would be to allow him.  It is a kind gesture and would certainly help the pack out.  What say the rest of the team?  Your input is both needed and deserved.


im still on the team as a helper and dont worry there will be a website download link(most likely filefront),it will also be hosted on fileplanet for peoble who wants to download it there :)
Title: Re: HL Source High Definiton
Post by: Romka™ on July 12, 2005, 01:14:54 PM
im still on the team as a helper and dont worry there will be a website download link(most likely filefront),it will also be hosted on fileplanet for peoble who wants to download it there :)
But please something without registration :-[.
Title: Re: HL Source High Definiton
Post by: Barnz on July 12, 2005, 02:04:19 PM
im still on the team as a helper and dont worry there will be a website download link(most likely filefront),it will also be hosted on fileplanet for peoble who wants to download it there :)
But please something without registration :-[.

Ok commander... :)

(http://img333.imageshack.us/img333/2945/blablapls5ah.jpg)
Title: Re: HL Source High Definiton
Post by: Besli on July 12, 2005, 02:33:24 PM
(http://img333.imageshack.us/img333/2945/blablapls5ah.jpg)

YES, please-e-e!! :D
Title: Re: HL Source High Definiton
Post by: farter on July 12, 2005, 03:30:20 PM
who the hell are you talking about im lost also here that forum i give you guys http://opposingshepard.proboards46.com
Wow your free forum! No way could they have signed up for their own free forum from proboards.com. How generous of you  ::)

lolol
Title: Re: HL Source High Definiton
Post by: Romka™ on July 12, 2005, 04:34:55 PM
(http://img333.imageshack.us/img333/2945/blablapls5ah.jpg)
??? . . . Mr. Anderson, we've missed you 8).
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 12, 2005, 05:14:30 PM
What???? the pakc is ready for a public release??? or soon???
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 12, 2005, 05:37:27 PM
Good question  ???
Title: Re: HL Source High Definiton
Post by: Barnz on July 12, 2005, 06:10:14 PM
(http://img333.imageshack.us/img333/2945/blablapls5ah.jpg)
??? . . . Mr. Anderson, we've missed you 8).

Romka, we need a high detailed G-Man model for Half-Life 1 Source Model Pack... :-[

Could you make one for us? (Pls...) :'(

Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 12, 2005, 06:14:06 PM
Is the beta gonna be out soon?
Title: Re: HL Source High Definiton
Post by: Romka™ on July 12, 2005, 06:20:12 PM
Romka, we need a high detailed G-Man model for Half-Life 1 Source Model Pack... :-[

Could you make one for us? (Pls...) :'(
Why me? You don't know how many people ask me for some favours :(. I ain't a non stop modeller machine . . . I ain't even get money for this. Some fellows who know me personally say that I still belong to the kindergarden. LOL I'm just an amateur . . . I'm not even in shape to create an entire new animation for a standard valve skeleton :'(.
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 12, 2005, 06:23:08 PM
You could convert one. It dosent need the ragdoll animations and he hardly ever speaks

Title: Re: HL Source High Definiton
Post by: Barnz on July 12, 2005, 06:26:49 PM
Romka, we need a high detailed G-Man model for Half-Life 1 Source Model Pack... :-[

Could you make one for us? (Pls...) :'(
Why me? You don't know how many people ask me for some favours :(. I ain't a non stop modeller machine . . . I ain't even get money for this. Some fellows who know me personally say that I still belong to the kindergarden. LOL I'm just an amateur . . . I'm not even in shape to create an entire new animation for a standard valve skeleton :'(.

I can make one but I don't have any time for modelling...  :'(
Title: Re: HL Source High Definiton
Post by: Romka™ on July 12, 2005, 06:28:17 PM
Why don't you ask A.I? BTW: Is he dead? At least he doesn't reply the PMs :(.
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 12, 2005, 06:39:21 PM
He hasnt posted or replied to any topics recently  :(
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 12, 2005, 07:38:45 PM
Hey Romka,
You're back. I thought that you had enough of us  ;). You're not an amateur to us! But I understand if you're too busy to help us. Just, spare a thought for poor Barney and Wilko  :D. If you chip in anything, it will be greatfully recieved.

Well, Cpl_Death, I'm hoping to get a "beta" of the pack up and running by saturday. Unfortunatly, things don't always go to plan. Just keep that in mind....
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 12, 2005, 07:53:31 PM
Cool thx for info Wilko  :)
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 12, 2005, 08:21:50 PM
Hey Romka  ...If you chip in anything, it will be greatfully recieved.

Indeed!

Quote
I'm hoping to get a "beta" of the pack up and running by saturday. Unfortunatly, things don't always go to plan. Just keep that in mind....

It's more then I expected so all I can say is, awesome!  Regardless of when it is, thanks for your continued efforts.
Title: Re: HL Source High Definiton
Post by: Zavaro on July 12, 2005, 10:00:02 PM
Why don't you ask A.I? BTW: Is he dead? At least he doesn't reply the PMs :(.

Not very many people reply to PMs on these forums...

Unless they are expecting them.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 12, 2005, 11:54:34 PM
Besli and Killer12137 have released a HEV station in the "Model Releases" forum.  They are already working on the Health station (WIP forum).  I think both would be an excellent addition to this pack.  Check them out and tell me what you guys think.  Perhaps one of us could approach them about using it.  I would be glad to if given permission by the team (don't want to over-step my bounds).

Just a heads up.  Feedback would be appreciated.

EDIT: Actually I've seen the PS2 versions and I can't believe nobody has ever given these the "SD" treatment and ported them into Source.  THAT would be an idea!   ;D

I know, I know... I'm just making more work for you.  I'll shut up now.   ;)
Title: Re: HL Source High Definiton
Post by: Barnz on July 13, 2005, 12:07:01 AM
We (Me and Sgt. Wilko) are just converting models and adding few extra details to textures. I know It's a good idea to put new Health/HEV charger models to game but we should make new maps for them.

Note: I want to re-make HL 1 with Source engine one day. :)
Title: Re: HL Source High Definiton
Post by: baracuda on July 13, 2005, 02:25:36 AM


Note: I want to re-make HL 1 with Source engine one day. :)

black mesa: source  :-\
Title: Re: HL Source High Definiton
Post by: Barnz on July 13, 2005, 02:36:33 AM


Note: I want to re-make HL 1 with Source engine one day. :)

black mesa: source  :-\

You should be in the bed right now young boy... ::)
Title: Re: HL Source High Definiton
Post by: baracuda on July 13, 2005, 02:40:03 AM


Note: I want to re-make HL 1 with Source engine one day. :)

black mesa: source  :-\

You should be in the bed right now young boy... ::)

dont trow rocks when you allready live in a glass house
Title: Re: HL Source High Definiton
Post by: James on July 13, 2005, 03:20:08 AM
This is going to turn into a "Your mummas so fat..." contest isn't it?
Title: Re: HL Source High Definiton
Post by: baracuda on July 13, 2005, 03:44:15 AM
This is going to turn into a "Your mummas so fat..." contest isn't it?

nope
Title: Re: HL Source High Definiton
Post by: flynia on July 13, 2005, 08:56:57 AM
WOW! Thats great news guys cant wait too see the beta.

I agree with anything but fileplanet... I cant stand having to register to download files.

I like the idea of www.hl2files.com

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Romka™ on July 13, 2005, 12:41:20 PM
Ey fellows . . . yesterday I finished the hassassins for HL:S.

Hmm, strange . . . doesn't look that good with leather-render as I've expected it :(.

Also the chrome_latex texture refuses to be chromed >:(
Title: Re: HL Source High Definiton
Post by: Barnz on July 13, 2005, 01:30:59 PM
(http://img335.imageshack.us/img335/4616/hassassin0un.jpg)

F.assassin works fine for me. :)
Title: Re: HL Source High Definiton
Post by: Romka™ on July 13, 2005, 03:36:18 PM
Works fine? With normal textures yes, but I'm workin' with shaders.

EDIT: It's finished . . .

Mmmh :-\ . . . it looks better in the source HLMV than in HL:S itself, probably because HL:S uses the old lights :(.

What do you guys think? It's looks better in HLMV doesn't it?

[File not found]
Title: Re: HL Source High Definiton
Post by: Sergeant Kelly on July 13, 2005, 05:09:20 PM
It does look a little better in HLMV, but it looks more realsistic ingame.
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 13, 2005, 05:14:03 PM
Those ragdolls look fucking sweet  :o
Title: Re: HL Source High Definiton
Post by: Romka™ on July 13, 2005, 05:15:32 PM
So, success?
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 13, 2005, 05:26:02 PM
Indeed Romka.

It might just be the angle of the screenshot, but the hassassin's arm appears to go inside her body.

So Romka, do you feel like being part of the pack again?
Title: Re: HL Source High Definiton
Post by: Romka™ on July 13, 2005, 05:31:02 PM
Indeed Romka.
Thanks

It might just be the angle of the screenshot, but the hassassin's arm appears to go inside her body.
It's under her body not inside her body . . .  ::)

So Romka, do you feel like being part of the pack again?
Was I ever been banned from it ????
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 13, 2005, 07:16:31 PM
Progess is going well great job Romka  :)
Title: Re: HL Source High Definiton
Post by: Romka™ on July 13, 2005, 07:25:03 PM
Oh yeah, before I forget . . . for the next release of the pack, make the use of textures more comfortable! I mean don't put equal VTFs in the materials folder of each weapon. I'm speaking of the arm textures. Even I use the "w_beretta" texture with a link in the VMT from the w_9mmhandgun for my hassassins.

Please, think about it! Then the pak will automaticly get smaller ;).
Title: Re: HL Source High Definiton
Post by: Besli on July 13, 2005, 07:52:08 PM
Wow, Romka finished the Fassn! That's wonderful!!
Well done Romka!!
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 13, 2005, 07:54:23 PM
Was I ever been banned from it ????

No, I just thought that you had enough of it and went off...

..Then it was the angle of the screenshot...

 :D
Title: Re: HL Source High Definiton
Post by: baracuda on July 13, 2005, 07:58:49 PM
dunno why but the boots looks sexy  :o
Title: Re: HL Source High Definiton
Post by: Romka™ on July 13, 2005, 08:05:50 PM
dunno why but the boots looks sexy  :o
That was the main reason why I remodelled the hassassin. Nice to see that somebody realized it :).
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 14, 2005, 12:46:52 AM
I noticed the boots in the WIP thread before the forums got deleted and thought they were purty hot then!  They look stunning now, but most the work that's been done for this pack does.   ;D

BTW, the Health / HEV chargers I mentioned earlier... I take it they are part of the maps rather then seperate models (making them impossible to remodel without the map files)?

Last but not least, Besli's improved PS2 sentry looks like a good candidate for Source conversion (HL Model Release forum) if he didn't mind.  Thoughts?
Title: Re: HL Source High Definiton
Post by: User with the dancing badger on July 14, 2005, 04:52:53 PM
BTW, the Health / HEV chargers I mentioned earlier... I take it they are part of the maps rather then seperate models (making them impossible to remodel without the map files)?
A brush-based ENTITY can be replaced with a model through ripenting.. although there may be problems with getting the charger / health station to work aster the origanal has been changed.
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 14, 2005, 10:25:39 PM
Hopefully the next version will meet the release date.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 15, 2005, 01:22:27 AM
Hopefully the next version will meet the release date.

Release dates are a "relative" thing in the gaming world.  If you had been around it long at all you would know this already.

The team is working as hard and as long as they can while still retaining their sanity and real world responsibilities.  Keep in mind, they do this in their spare time, are not getting paid and we benefit from their hard work for free... so try and have a little respect. 
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 15, 2005, 07:26:11 AM
Most things are done though saturday is a good date  :)
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 15, 2005, 11:11:20 AM
Last but not least, Besli's improved PS2 sentry looks like a good candidate for Source conversion (HL Model Release forum) if he didn't mind.  Thoughts?

Ah. I forgot about the sentry :(

Maybe I can fit it in by Saturday....
Title: Re: HL Source High Definiton
Post by: Romka™ on July 15, 2005, 01:41:35 PM
Ah. I forgot about the sentry :(

Maybe I can fit it in by Saturday....
Don't forget to recreate the ragdoll mesh ;).
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 15, 2005, 05:06:20 PM
Hopefully the next version will meet the release date.

Release dates are a "relative" thing in the gaming world.  If you had been around it long at all you would know this already.

The team is working as hard and as long as they can while still retaining their sanity and real world responsibilities.  Keep in mind, they do this in their spare time, are not getting paid and we benefit from their hard work for free... so try and have a little respect. 

I know, I respect all the people in the pack because well Half-Life 1: Source is being for respected now due to all you guys. Thank you. You are my gods.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 15, 2005, 07:35:03 PM
Quote
...You are my gods.

LOL!  All I said was respect, not worship!!
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 15, 2005, 08:38:56 PM
Well you are, HAVE MY CHILDREN ALL OF YOU, if I was a women
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 15, 2005, 09:12:32 PM
Quote
if I was a women
which you are
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 15, 2005, 09:34:02 PM
 ;) Right time to stay on topic now people
Title: Re: HL Source High Definiton
Post by: Hart on July 15, 2005, 09:42:18 PM
Lets all do something other than sit and watch this thread post when theres an update :D o just patiently sit until its out.   
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on July 15, 2005, 10:16:25 PM
Well you are, HAVE MY CHILDREN ALL OF YOU, if I was a women
Wth?
Title: Re: HL Source High Definiton
Post by: baracuda on July 16, 2005, 01:15:09 AM
Quote
if I was a women
which you are

 :D
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 16, 2005, 08:29:53 AM
Enough people!

....and they wonder why the thread gets locked so many times.

Well, its Saturday, and I'm now getting all my files together. I need to get a few models off Barneyinblue which I am hoping to do by lunchtime. So, if you do not see me reply today, the pack will most certainly be ready by tomorrow.
Also, last night I have created an improved ragdoll for the hgrunt and a few other human NPCs. I'll have all the human NPCs using the ragdoll by Sunday.
Title: Re: HL Source High Definiton
Post by: flynia on July 16, 2005, 12:05:21 PM
Wow great news abounds!

Cant wait guys... job well done to everybody invovled.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Romka™ on July 16, 2005, 03:40:38 PM
Yeah, nice news . . . don't forget what I wrote about the textures ;).
Title: Re: HL Source High Definiton
Post by: farter on July 16, 2005, 07:09:54 PM
so what need's to be dun now?
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 16, 2005, 08:26:28 PM
so what need's to be dun now?
Title: Re: HL Source High Definiton
Post by: Ethyl on July 17, 2005, 12:19:48 AM
I'm now getting all my files together. I need to get a few models off Barneyinblue which I am hoping to do by lunchtime. So, if you do not see me reply today, the pack will most certainly be ready by tomorrow.
Also, last night I have created an improved ragdoll for the hgrunt and a few other human NPCs. I'll have all the human NPCs using the ragdoll by Sunday.
Title: Re: HL Source High Definiton
Post by: Impulse on July 17, 2005, 12:27:55 AM
I'll wait.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 17, 2005, 02:09:51 AM
Sgt. Wilco hard at work as usual.  Thanks for the good news.

I keep my flash card with me at all times so when this puppy breaks I can run to the nearest braodband connection and get it downloaded.   ;D

In the words of Dr. Kliener... my excitment "is almost palpable."
Title: Re: HL Source High Definiton
Post by: Hircine on July 17, 2005, 02:13:34 AM
I thought the thing above the glowing thing on the garg was the eye...X_X
Title: Re: HL Source High Definiton
Post by: Hart on July 17, 2005, 03:30:28 AM
What exactly is the thing your talking about?
Title: Re: HL Source High Definiton
Post by: James on July 17, 2005, 05:43:14 AM
The glow. And yeah it is the eye isn't it?
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 17, 2005, 10:36:02 AM
Barneyinblue has gone on holiday without sending me his files. So that means that the fancy mappings and Garg will not be in the "test" release. When he'll be back is anyones guess.

Ok, now to get a host.

PS: I would like to remind all of you that this will NOT be the final pack. This is only a tester/teaser so you can see what we have been up to.
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 17, 2005, 10:49:11 AM
So what will be in this release then, and use filefront please fileplanet sucks ass.
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 17, 2005, 04:20:38 PM
Found a host yet?
Title: Re: HL Source High Definiton
Post by: Romka™ on July 17, 2005, 06:01:31 PM
In the words of Dr. Kliener...
It's Dr. Kleiner, not Kliener ;).

Ok fellows, got some news: Human-Grunt Version 6 or "Source-hgrunt" is already in work.
This time with bumpmapping, reflection and shit ;) . . .
Title: Re: HL Source High Definiton
Post by: Super Dude on July 17, 2005, 08:11:20 PM
When the preview pack is released, about how many megabytes is it?
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 17, 2005, 08:25:39 PM
In the words of Dr. Kliener...
It's Dr. Kleiner, not Kliener ;).

Ah yes, thanks for the correction.   :P

Quote
Ok fellows, got some news: Human-Grunt Version 6 or "Source-hgrunt" is already in work.
This time with bumpmapping, reflection and shit ;) . . .

They don't make a smiley with a grin big enough to represent how ecstatic I am!  Can't wait to see it!
Title: Re: HL Source High Definiton
Post by: Ethyl on July 17, 2005, 09:11:17 PM
Will the Version 6 of your Human-Grunt be available for download in the Original Half-Life 1.6? Plus, it will be hosted in Ambient.Impact's site right?

Oh yeah, whatever happend to Ambient.Impact? Did something happen to him  :o !?
Title: Re: HL Source High Definiton
Post by: farter on July 17, 2005, 09:53:29 PM
yea bring, it out in old H;1 as well don't other's miss out
Title: Re: HL Source High Definiton
Post by: Zavaro on July 17, 2005, 09:59:00 PM
I don't think it's possible to bump-map for Half-Life 1.6, sure you can have reflections but it's nowhere near Source quality.  Just wait for HL-E, that should fix your problem.


Or you could just use these (http://ambientimpact.hl-improvement.com/downloads_Romka.htm), also by Romka.

(http://ambientimpact.hl-improvement.com/images/models/Romka/preview_hgrunt_version_5_Romka.jpg)
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 17, 2005, 10:53:49 PM
Are they for Source??? With Ragdolls???
Title: Re: HL Source High Definiton
Post by: farter on July 17, 2005, 11:15:16 PM
i hope so
Title: Re: HL Source High Definiton
Post by: Impulse on July 17, 2005, 11:31:27 PM
Yes.
Title: Re: HL Source High Definiton
Post by: Editor321 on July 18, 2005, 12:38:55 AM
If hosting is an issue, contact me, I might be able to help
Title: Re: HL Source High Definiton
Post by: fury_161 on July 18, 2005, 01:50:33 AM
If hosting is an issue, contact me, I might be able to help

I already offered, they're good.
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 18, 2005, 01:56:20 AM
I can't get those grunts to work in Half-Life Source aer you sure there for it??? It comes up with an error sign, but i've made a models folder.
Title: Re: HL Source High Definiton
Post by: Matt on July 18, 2005, 02:15:51 AM
Quote
Just wait for HL-E, that should fix your problem.
Are you implying HL:E will have bump mapping?
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 18, 2005, 02:58:24 AM
I can't get those grunts to work in Half-Life Source aer you sure there for it??? It comes up with an error sign, but i've made a models folder.

Romka's Grunts pictured above are not for the Source engine, at least not yet.  The one's he announced he was now working on however will be.

If you are looking for Grunts for the old HL engine, then you can go to Ambient.Impact's website and download them from Romka's section (http://ambientimpact.hl-improvement.com/downloads_Romka.htm).
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 18, 2005, 10:16:05 PM
Bah, I don't play Half-Life since i've got Source. I only use Half-Life for Sven Co-op
Title: Re: HL Source High Definiton
Post by: Zavaro on July 18, 2005, 11:02:56 PM
Quote
Just wait for HL-E, that should fix your problem.
Are you implying HL:E will have bump mapping?

No.  I'm saying it's an enhanced experience, with better textures/models/ragdolls/whatnot, and you could wait for that on your 1.6, OR, download these now for better hgrunts.  That's what I meant.
Title: Re: HL Source High Definiton
Post by: Hart on July 18, 2005, 11:06:46 PM
Yea but did you forget thats almost a year from now  :o and who said it only has Hgrunts....?
Title: Re: HL Source High Definiton
Post by: Ethyl on July 18, 2005, 11:15:13 PM
Yea but did you forget thats almost a year from now  :o and who said it only has Hgrunts....?

Nobody said there's was an exact date on when HL:E was going to be released  :P
Title: Re: HL Source High Definiton
Post by: Zavaro on July 18, 2005, 11:19:01 PM
Yea but did you forget thats almost a year from now  :o and who said it only has Hgrunts....?

Nobody said there's was an exact date on when HL:E was going to be released  :P

And even if it is, the wait is entirely worth it.

Now.  To get back on topic...
Title: Re: HL Source High Definiton
Post by: Hart on July 18, 2005, 11:24:55 PM
Yea but did you forget thats almost a year from now  :o and who said it only has Hgrunts....?

Nobody said there's was an exact date on when HL:E was going to be released  :P

And even if it is, the wait is entirely worth it.

Now.  To get back on topic...
Yeah its worth it :)
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 19, 2005, 12:19:40 AM
I'm all for HL:E, but this thread is for the HL:S HD Pack and it's already been locked twice.  Since HL:E has their own forums lets try to stay on topic.

/rant.
Title: Re: HL Source High Definiton
Post by: baracuda on July 19, 2005, 12:37:54 AM
Bah, I don't play Half-Life since i've got Source. I only use Half-Life for Sven Co-op

me to
Title: Re: HL Source High Definiton
Post by: Zavaro on July 19, 2005, 01:48:46 AM
Status check?  Wilko?

Sorry, I'm a bit giddy right now.  The beta's release looms over us like Christmas.
Title: Re: HL Source High Definiton
Post by: Super Dude on July 19, 2005, 03:43:04 AM
My last post in here has been drowned in all the other posts so I guess I'll ask again. How many megabytes is this beta gonna be? Anyways can't wait  ;D this is gonna be awesome.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 19, 2005, 09:07:27 AM
I'm sorry for the delay everyone.

I desperately need to find Barneyinblue. I can't release the pack until I've managed to talk to him. He is on Holiday right now and I'm trying to contact him, but to no avail.

Baracuda, if you see him, please tell him that I need to talk to him.

As of the size of the pack, I'm not sure right now. If it turns out to be a big file, we will release it in groups.
Title: Re: HL Source High Definiton
Post by: Barnz on July 19, 2005, 12:10:15 PM
I'm back with new toys...  ;D
Title: Re: HL Source High Definiton
Post by: Romka™ on July 19, 2005, 12:11:53 PM
Toys? :)
Title: Re: HL Source High Definiton
Post by: Barnz on July 19, 2005, 12:14:38 PM
I mean models... :P

I converted some models in Cyber Cafe's. :)
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 19, 2005, 01:03:52 PM
I'm a bit giddy right now.  The beta's release looms over us like Christmas.

I can so0Ooo relate!!!   ;D

I've already got dreams of whipping up a teaser floating around in the back of my head.   ;D  I'm still picking up details on how best to port .demo files to movie.  Anyways, I'm excited, can't wait!  Still, take whatever time you need to do the job right.
Title: Re: HL Source High Definiton
Post by: farter on July 19, 2005, 04:15:38 PM
is in that what valve said  ???
Title: Re: HL Source High Definiton
Post by: A3shma on July 20, 2005, 12:37:25 AM
Ello! I'm new ^-^ I have a question about the HD pack for source. I downloaded it and extracted it to Valve\Steam\SteamApps\______\half-life source\hl1 but nothing happens. I loaded the game and there was no change. I restarted my comp and started HL:Source and, again, nothing was different. What should I do? I really want to play source, but I can't stand the crappy models. Any help would be greatly appreciated!
Title: Re: HL Source High Definiton
Post by: flynia on July 20, 2005, 12:49:53 AM
Make sure that the files go into the correct folders... these are models and materials

eg:

Valve\Steam\SteamApps\______\half-life source\hl1\models

and

Valve\Steam\SteamApps\______\half-life source\hl1\materials

Hope that helps

If all else fails Delete the Half Life Source Folder and go back to square one.

Cheers flynia

EDIT:- Check Frraksurred's comment below too.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 20, 2005, 01:42:27 AM
I accidentally put everythiing in my "Materials" folder and it still worked.  Just, ya know... FYI.   ::)
Title: Re: HL Source High Definiton
Post by: A3shma on July 20, 2005, 02:38:54 AM
It still dosn't work >.< I'm going to delete the folder. If someone could give me a step-by-step of how to get this to work it would be awesome!
Title: Re: HL Source High Definiton
Post by: Barnz on July 20, 2005, 02:49:48 AM
(http://img262.imageshack.us/img262/3176/c1a3a00008mf.jpg)

I converted romka's human grunt model. Now I need to fix some problems... :-\
Title: Re: HL Source High Definiton
Post by: Zavaro on July 20, 2005, 02:57:14 AM
Awesome.  Did you work on this in the cyber cafe?
Title: Re: HL Source High Definiton
Post by: Barnz on July 20, 2005, 03:05:08 AM
I am at home right now. I just fixed some *.qc lines in the cyber cafe when I was in ....... :P
Title: Re: HL Source High Definiton
Post by: Besli on July 20, 2005, 03:23:06 AM
I converted romka's human grunt model. Now I need to fix some problems... :-\

Hm, funny! I already have Romka's HGrunts, because he converted them homself! :P
(Only problem is the extra leg pack, it shakes when the Grunts are lieing dead on the ground.)
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 20, 2005, 04:47:49 AM
Either way, they look

AWESOME!!![/color]

Excellent job!
Title: Re: HL Source High Definiton
Post by: flynia on July 20, 2005, 05:22:54 AM
I'm sure im gonna get killed by them 20 million times because of the amount of worshiping ill do.

Either way it will be worth it!

Excellent Job they ROCK HARD!

Cheers flynia
Title: Re: HL Source High Definiton
Post by: A3shma on July 20, 2005, 03:00:52 PM
Very nice! I can't wait to be killed by them!
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on July 20, 2005, 10:49:39 PM
Not looking forward to using it but good job so far guys.
Title: Re: HL Source High Definiton
Post by: Ethyl on July 21, 2005, 06:36:59 AM
Excellent work people! If I had HL:S I would get it and enjoy it.

I think this topic should be in the Community Projects forum, just like how GDU got its own forum, but if a mod or admin decides not to or something then thats fine.
Title: Re: HL Source High Definiton
Post by: flynia on July 21, 2005, 06:46:36 AM
I second that... especially a topic with over 280 Replies.

What does everybody think of Reds idea?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Zavaro on July 21, 2005, 06:49:00 AM
I totally agree.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 21, 2005, 08:16:31 AM
I don't.


We've already got through 3...4... 5 threads and I have no wish to get another locked.
Title: Re: HL Source High Definiton
Post by: Zavaro on July 21, 2005, 08:24:29 AM
Well, you are one of the bosses, and well, you do what you think is right.
Title: Re: HL Source High Definiton
Post by: Romka™ on July 21, 2005, 09:34:08 AM
(http://img262.imageshack.us/img262/3176/c1a3a00008mf.jpg)

I converted romka's human grunt model. Now I need to fix some problems... :-\
Oh no, you did it, you've really managed to put the commander head into source . . . shit :-[ :'(.

Sorry, but I never wanted to see my red beret wearing commander head in HL:S, that's why I compiled my V.5 hgrunts with the PS2 style commander head wearing a helmet :-\. Also I've created a new ragdoll mesh for the big bag on the right of the soldier to keep staying with the ragdoll feature.
Title: Re: HL Source High Definiton
Post by: Barnz on July 21, 2005, 10:40:25 AM
(http://img312.imageshack.us/img312/3796/c1a3a00000os.jpg)

Are you happy now? :)
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 21, 2005, 11:40:15 AM
I think that the beret is nicer :-\


Also, why do you use the op4 face?
Title: Re: HL Source High Definiton
Post by: Romka™ on July 21, 2005, 01:32:49 PM
(http://img312.imageshack.us/img312/3796/c1a3a00000os.jpg)

Are you happy now? :)
No, I think this face fits more to the beret . . . the HD (bad commander) face fits more to a helmet.
Wilko should have the hgrunt I mean.

Also, why do you use the op4 face?
Do you mean me or barneyinblue?
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 21, 2005, 01:33:34 PM
I vote for the beret.   ;D

If you can live with that Romka.  If not, well... I'm sure we'll beg harder but in the end it is your model.

*gets his kids to make their best sad puppy faces*
Title: Re: HL Source High Definiton
Post by: Romka™ on July 21, 2005, 01:35:43 PM
I vote for the beret.   ;D
Shit :(
Title: Re: HL Source High Definiton
Post by: Barnz on July 21, 2005, 02:10:10 PM
I am just going to listen Romka because he is the maker of soldier model. :)
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 21, 2005, 03:09:51 PM
Do you mean me or barneyinblue?

You Romka  :D
Title: Re: HL Source High Definiton
Post by: Kizeesh on July 21, 2005, 03:13:40 PM
You mean him romka?
Title: Re: HL Source High Definiton
Post by: Sergeant Kelly on July 21, 2005, 05:19:29 PM
Can't you reskin the baret to green, Romka?
Title: Re: HL Source High Definiton
Post by: Romka™ on July 21, 2005, 09:00:30 PM
There you go Kelly ;).

[File not found]
Title: Re: HL Source High Definiton
Post by: Sergeant Kelly on July 21, 2005, 09:57:05 PM
Thank you! :)
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on July 21, 2005, 10:58:36 PM
Ahh the green berets
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 21, 2005, 11:24:07 PM
I can already imagine how much I'm going to die ingame due to admiring these models.  I can see it now...

"What's the cause of death Dr. Kleiner?"

"It is most unusual Eli..."

"C'mon Doc!  What's the word!?!"

Patience Barney, patience... all my tests indicate..."




"Pixelous Hidefabugeyedicus"
Title: Re: HL Source High Definiton
Post by: flynia on July 22, 2005, 12:22:15 AM
No offense but that wouldn't be the point of it.

It would allow us to organise the information more effectively and allow the community better access to it.

I don't.

We've already got through 3...4... 5 threads and I have no wish to get another locked.

PS - Like the Green Soldier Model... Awesome!
Title: Re: HL Source High Definiton
Post by: farter on July 23, 2005, 12:55:01 AM
well do you guy's need a PHP forum the link has Opposing Shephard but i think it would be good for you guy all you need it a new banner

EDIT: i just clean out the old forum and it's ready for a new owner here it is (http://p2.forumforfree.com/opposingshepard.html) you need a new banner and you will get a new email becasue i have to change it so i will not get any admin email
Title: Re: HL Source High Definiton
Post by: Matt on July 23, 2005, 02:49:06 AM
If they wanted a proboard forum, they could easily sign up for one themselves  ::)

I don't see why you are so determined for them to use a free message forum that you signed up for something completely different. If they want a forum, they can set up their own
Title: Re: HL Source High Definiton
Post by: farter on July 23, 2005, 06:46:42 AM
im trying to do some nice for someone for god sake's
Title: Re: HL Source High Definiton
Post by: flynia on July 23, 2005, 09:50:29 AM
I think what we are all trying to say is that it would be nice for this mod to have a home.

Heck i like the idea of having a Free Forums area... this mod is definatly worth the effort.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Matt on July 23, 2005, 11:18:33 AM
I think what we are all trying to say is that it would be nice for this mod to have a home.

Heck i like the idea of having a Free Forums area... this mod is definatly worth the effort.

Cheers flynia
Yes, but why should they use someone elses rejected forums when they could quite easily sign up for one themselves?
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 23, 2005, 12:10:40 PM
Half-Life: Source HD DOESNT need their own section, becasue we could just use this thread.
Title: Re: HL Source High Definiton
Post by: flynia on July 23, 2005, 12:36:08 PM
Thats all true... but who would we have to ask about setting up a forum??? (whos in charge of this mod now)

Or can we just have a section here at hl-improvement created for this mod???

Cheers flynia

I think what we are all trying to say is that it would be nice for this mod to have a home.

Heck i like the idea of having a Free Forums area... this mod is definatly worth the effort.

Cheers flynia
Yes, but why should they use someone elses rejected forums when they could quite easily sign up for one themselves?
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 23, 2005, 01:44:09 PM
What the?

Who made that poll...  ...I don't recall that.


flynia, We do not currently have a leader, and nor do we want a leader right now. In fact, we are quiet happy with this thread. We do not want our own forum OR a seperate section of this forum. Because, if we wanted a forum, we would have had one by now.
I know you are interested in the pack, but right now you are just making things more complecated than they already are.

We do not need that right now.
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 23, 2005, 01:55:51 PM
Yeah, we don't need it this thread is all that we need.

EDIT: Did you quote me becasue you thought I was backing up your idea on having HL: S HD Pack on having its own forum. Then you are wrong this Pack doesnt need its own forum section.
Title: Re: HL Source High Definiton
Post by: flynia on July 23, 2005, 02:06:20 PM
Wasn't aiming to make things more difficult... i just wanted to see what the general community thought is :-)

EDIT:- One more thing... is that a Stormtrooper as your avatar Wilko?.... as for that SirAlucard quote... I'm not even sure why that was in their LOL

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 23, 2005, 03:49:42 PM
My night must be you guy's day cuz all the posting seems to take place while I'm ZZZZZZZ.

Nice ideas guys, I agree the work done here certainly deserves it's own recognition, but considering the big picture I'd have to agree with Sgt. Wilco.  This team has accomplished some awesome things in my eyes, but as mods go we are a relatively small team, not everyone is sure they want to continue working on this pack after v.2 is finished (though I hope they do)... and we've already had enough problems handling what we've already got (locked threads, disputes inside the team, etc).  For now I think we are best to stick with what we have.  I do however think it is a compliment to this pack that people are bringing such ideas up.

Having said all that, I take enough interest in this pack that if it does "die" after v.2 I will probably pick it up and start reqruitting for v.3 myself.  I have no real modeling or coding skills, but I can administrate and organize.  Either way if the pack grew, in task and in team, large enough to warrant it, I think a place just for us (preferably on the HIT forums) would be appropriate.  Until that happens I think what we have is appropriate for our goals.  Just my personal $.02, please correct me if you feel I'm wrong.
Title: Re: HL Source High Definiton
Post by: farter on July 23, 2005, 04:45:22 PM
What the?

Who made that poll...  ...I don't recall that.


flynia, We do not currently have a leader, and nor do we want a leader right now. In fact, we are quiet happy with this thread. We do not want our own forum OR a seperate section of this forum. Because, if we wanted a forum, we would have had one by now.
I know you are interested in the pack, but right now you are just making things more complecated than they already are.

We do not need that right now.

im giving the thing away i'm not saying "go there now, move form this place" it an old forum we have had for over a mouth now and its doing F ing all, and you can't take a simple nice thing from noboby ffs what the hell do you want form me i try to do something nice and you spit in my face, how dare you! 
Title: Re: HL Source High Definiton
Post by: Matt on July 23, 2005, 04:52:27 PM
What i am saying is, why should they use an old forum account with your websites name in, when they can just as easily sign up for their own?
Title: Re: HL Source High Definiton
Post by: Sergeant Kelly on July 23, 2005, 05:15:10 PM
What the?

Who made that poll...  ...I don't recall that.


flynia, We do not currently have a leader, and nor do we want a leader right now. In fact, we are quiet happy with this thread. We do not want our own forum OR a seperate section of this forum. Because, if we wanted a forum, we would have had one by now.
I know you are interested in the pack, but right now you are just making things more complecated than they already are.

We do not need that right now.

im giving the thing away i'm not saying "go there now, move form this place" it an old forum we have had for over a mouth now and its doing F ing all, and you can't take a simple nice thing from noboby ffs what the hell do you want form me i try to do something nice and you spit in my face, how dare you! 
They didn't spit in your face, they said they didn't need one.
Title: Re: HL Source High Definiton
Post by: farter on July 23, 2005, 06:27:38 PM
What i am saying is, why should they use an old forum account with your websites name in, when they can just as easily sign up for their own?
i had a thing set up so that it would be there all full they would of had the admin account the one i made and all they had to do was change the password and you change the username as well, any way it belong to HL2: S now
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 23, 2005, 06:42:57 PM
It was a nice thought, thanks anyway.

...and what the heck is HL2:S?


Actually, if you answer me, PM me... let's not take the thread off topic anymore then it already is.
Title: Re: HL Source High Definiton
Post by: peterchen620 on July 24, 2005, 02:54:01 AM
What i am saying is, why should they use an old forum account with your websites name in, when they can just as easily sign up for their own?

true,

but proboards is fully customizable...

e.g. my forum (http://www.competer-forum.uni.cc/)
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 24, 2005, 05:59:38 AM
Nice, but... I think we're good for now.

Anyway!  Back on topic.  What does the team think about swapping out the existing xbow (as nice as it is) for H4wk's black polymer one?  I dunno 'bout you, but I think it's sexxeh!   ;D

(http://epsilon.applepics.com/52/userfiles/42ac57e403f6a.jpg) (http://www.hl-improvement.com/forums/index.php?topic=230.0)
click pic for his thread in "Model Releases"

It woud need converted to Source, but all the animations should be the same as the current model.

I relaize we're nearing a beta release, so I'm talking AFTER that.  Let me know your thoughts.
Title: Re: HL Source High Definiton
Post by: flynia on July 24, 2005, 06:44:46 AM
Frraksurred

I agree with ya mate... id gladly like to assist you keep this alive if others move off to bigger and better things.

While i have no modeling experience i really enjoy troubleshooting problems.

Cheers flynia

Having said all that, I take enough interest in this pack that if it does "die" after v.2 I will probably pick it up and start reqruitting for v.3 myself.  I have no real modeling or coding skills, but I can administrate and organize.  Either way if the pack grew, in task and in team, large enough to warrant it, I think a place just for us (preferably on the HIT forums) would be appropriate.  Until that happens I think what we have is appropriate for our goals.  Just my personal $.02, please correct me if you feel I'm wrong.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 24, 2005, 06:52:59 AM
Frraksurred

I agree with ya mate... id gladly like to assist you keep this alive if others move off to bigger and better things.

While i have no modeling experience i really enjoy troubleshooting problems.

Cool.

*searches for a "thumbs up" smiley*

(http://smileys.smileycentral.com/cat/36/36_1_11.gif)
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 24, 2005, 07:45:17 AM
Ok, here's another.  It made me laugh and we need an Easter egg.   ;D

(http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=1156.0;id=2005;image)
more of H4wk's work.

I'm going to have to crack open a tutorial on how to convert models to Source so I'm not throwing so much work at you guys everytime I find another cool model.  LOL!

Anyway, I thought it was cool.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 24, 2005, 08:49:34 AM
im giving the thing away i'm not saying "go there now, move form this place" it an old forum we have had for over a mouth now and its doing F ing all, and you can't take a simple nice thing from noboby ffs what the hell do you want form me i try to do something nice and you spit in my face, how dare you! 

Firstly, calm down.

Secondly, my comment was in no-way directed at you. I was talking to flynia hence, I put flynia's name.

Thirdly, I was annoyed with flynia as he has the habit of contradicting everything that I say.


As for the pack after V2 ( the full version of course ), Barneyinblue and myself thought about making our own models and custom packs.
But, if you lads want to keep at the standard SD pack, then I'd be happy to send over the source files.

PS: God  Frraksurred, we haven't left yet. :D
Title: Re: HL Source High Definiton
Post by: flynia on July 24, 2005, 08:59:18 AM
I agree... looks very cool to me and would definatly add that extra little bit of icing to the cake. Would it be also possible to use peoples avatars as well??? Imagine the key contributors avatars on the cans! Marvelous!!!

Ok, here's another.  It made me laugh and we need an Easter egg.   ;D

(http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=1156.0;id=2005;image)
more of H4wk's work.

Anyway, I thought it was cool.

Thanks i think Wilko... if you dont mind id like a copy of the source files too... after that i promise i wont patronise you :-)

Thirdly, I was annoyed with flynia as he has the habit of contradicting everything that I say.
Title: Re: HL Source High Definiton
Post by: Cpl_Death on July 24, 2005, 09:02:20 AM
I want the source files!!!
Title: Re: HL Source High Definiton
Post by: Matt on July 24, 2005, 11:04:20 AM
i had a thing set up so that it would be there all full they would of had the admin account the one i made and all they had to do was change the password and you change the username as well, any way it belong to HL2: S now
You really do not have a clue do you? Why use a forum with the url with your mods name in it when they can get exactly the same with their own? If you dont want your old forums, leave them alone, they will get deleted eventually. You do not need to give them to other people. Its utterly pointless. If you was giving a forum away on your own server, it would be a different matter, but these are forums you can sign up for free.
Title: Re: HL Source High Definiton
Post by: Barnz on July 24, 2005, 02:18:09 PM
Nice can but I am going to make my own can.
Title: Re: HL Source High Definiton
Post by: farter on July 24, 2005, 04:46:43 PM
You really do not have a clue do you? Why use a forum with the url with your mods name in it when they can get exactly the same with their own? If you dont want your old forums, leave them alone, they will get deleted eventually. You do not need to give them to other people. Its utterly pointless. If you was giving a forum away on your own server, it would be a different matter, but these are forums you can sign up for free.

Matt: doe is really matter what the url has on it. it's what on the forum that count's and any way if you have a website and it has a link to the forum it doe's not matter! FFS

Frraksurred: Half - Life ² : SUBSTANCE own's it now at least xdiesp (the lender) can take it and his mod is bigger than this model pack! not to offend you guy's
Title: Re: HL Source High Definiton
Post by: Matt on July 24, 2005, 05:05:31 PM
It isnt a big deal, but they could easily have their own url instead of using someone elses trash. Why should they use someone elses rejected forum when they could just sign up for their own.

You really do not have a clue, do you?
Title: Re: HL Source High Definiton
Post by: Barnz on July 24, 2005, 05:08:45 PM
(http://img266.imageshack.us/img266/6578/canconcept6cu.jpg)

Tada... ;D
Title: Re: HL Source High Definiton
Post by: Romka™ on July 24, 2005, 05:18:24 PM
You really do not have a clue, do you?
:D
Title: Re: HL Source High Definiton
Post by: Hart on July 24, 2005, 05:48:28 PM
(http://img266.imageshack.us/img266/6578/canconcept6cu.jpg)

Tada... ;D
:o AMAZING
Title: Re: HL Source High Definiton
Post by: farter on July 24, 2005, 06:06:44 PM
It isnt a big deal, but they could easily have their own url instead of using someone elses trash. Why should they use someone elses rejected forum when they could just sign up for their own.

You really do not have a clue, do you?

STFU im trying to do something nice and it's like i ficking say you spit in my face
(http://hl-improvement.com/forums/Themes/Half-Life/images/warnwarn.gif) 
Title: Re: HL Source High Definiton
Post by: Matt on July 24, 2005, 06:12:56 PM
Do not speak to me like that
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 24, 2005, 06:25:51 PM
PS: God  Frraksurred, we haven't left yet. :D

And I wasn't trying to make it sound as if I'm expecting you guys to.  LOL!  Sorry if it came out that way.  I hope you stay on because the whole team is doing an outstanding job!  I'm just going by posts I've read that indicated you guys might want to do your own thing after this, which is completely understandable.  All I meant was that if that were to happen and there were more models to be done, I would probably do whatever I could to finish things up.  Anyway, my apologies if it sounded like I was just expecting everybody to up and quit.  I think you've already proven you're not about to give up.  



On a completely different topic... I'm going to request a Moderater clean this thread.  This is getting out of hand.
Title: Re: HL Source High Definiton
Post by: baracuda on July 24, 2005, 07:39:52 PM
Do not speak to me like that

 :o
Title: Re: HL Source High Definiton
Post by: Nathster on July 24, 2005, 08:09:57 PM
Do not speak to me like that

Funny thing is.. If any1 said something mean to me.. No one would give a shit..  ::)
Title: Re: HL Source High Definiton
Post by: Sergeant Kelly on July 24, 2005, 08:30:22 PM
STFU im trying to do something nice and it's like i ficking say you spit in my face
(http://hl-improvement.com/forums/Themes/Half-Life/images/warnwarn.gif)
Okay, think about it this way. It would be a nice thing if Matt or somebody else gave up this forum, because this forum costs time and money,Well, I think it does. your forum is free and anyone could sign up if they wanted to. Besides, Matt was trying to explain it nicely, it was you who spit in his face.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 24, 2005, 08:49:31 PM
I think we've discussed the forum thing to gibbed out bloody death.  If you need to discuss it more, take it some where else.

Now can we get back on topic!?!
Title: Re: HL Source High Definiton
Post by: Besli on July 24, 2005, 09:43:55 PM
Something like this?

[File not found]
Title: Re: HL Source High Definiton
Post by: Zavaro on July 24, 2005, 09:50:45 PM
That is awesome!!!11
Title: Re: HL Source High Definiton
Post by: Anakite on July 24, 2005, 10:03:06 PM
Been watching this for a while (but oddly, I never said crap), but I think this looks great. Can't wait to see more of this. Looks like you guys are really working hard.
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on July 24, 2005, 10:13:37 PM
STFU im trying to do something nice and it's like i ficking say you spit in my face
(http://hl-improvement.com/forums/Themes/Half-Life/images/warnwarn.gif)
how dare you talk to a admin like that you maggot shit.
Title: Re: HL Source High Definiton
Post by: Romka™ on July 24, 2005, 10:24:26 PM
Something like this?
That's pretty cool . . . good idea Besli, we should use it :P.

Do not speak to me like that
Yeah, there we go :D . . . Rip each other! ;D
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on July 24, 2005, 10:26:50 PM
Well like i said in another thread,some people shold be punched when the come out of their mother.
Title: Re: HL Source High Definiton
Post by: Romka™ on July 24, 2005, 10:29:19 PM
And some people should stay in there forever.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 24, 2005, 10:31:25 PM
Something like this?

Love it Besli!  I think I like the lower one best, but they both rule.

Haven't gotten any input on using H4wk's xbow yet.  Feedback people, feedback.   ;D
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on July 24, 2005, 10:31:34 PM
Rolf rom,that would hurt.
Title: Re: HL Source High Definiton
Post by: Anakite on July 24, 2005, 10:38:47 PM
Why do that to those poor mothers?
Title: Re: HL Source High Definiton
Post by: Romka™ on July 24, 2005, 10:43:43 PM
Let's hope they ain't poor :P.
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on July 24, 2005, 10:44:13 PM
Back on topic......

How far complete is this.
Title: Re: HL Source High Definiton
Post by: Romka™ on July 24, 2005, 10:51:02 PM
I believe no1 knows how far it's done . . . everyone is doing anything . . . Even you don't know how far my grunts are :-\.
Title: Re: HL Source High Definiton
Post by: Zavaro on July 24, 2005, 10:53:32 PM
What about that Beta pack.  Does anyone know when that should be done?
Title: Re: HL Source High Definiton
Post by: Besli on July 24, 2005, 11:02:25 PM
Love it Besli!  I think I like the lower one best, but they both rule.

Haven't gotten any input on using H4wk's xbow yet.  Feedback people, feedback.   ;D

The lower one, with the original "Cola" thing?
Thank god for the Loki Cola font! ;)
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on July 24, 2005, 11:03:32 PM
Are you guys puttion a new apache in?
Title: Re: HL Source High Definiton
Post by: Anakite on July 24, 2005, 11:28:41 PM
A new apache would be sweet, but even if they released it without an apache, it would still be great. Hell, if they released it now, it would still be great.

EDIT: Wilko hasn't posted in a while. Well, I guess it IS Sunday; he probably has better things to do.
Title: Re: HL Source High Definiton
Post by: flynia on July 24, 2005, 11:35:22 PM
Wasn't their a high detail Apache and Ospery done for the HL Enhanced Mod?

Would it be possible to convert them over to HL Source given that we have the original artists permission?

EDIT:- Found the apache here http://www.hl-improvement.com/forums/index.php?topic=627.0
EDIT:- Hope that works.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Slainmaster on July 24, 2005, 11:35:42 PM
This is going to sound really stupid but what will this package include? Will it just have all the stuff from Gearbox's HD Pack? Or will it include other enhanced models created by the community. It would have taken me a while to flick through God knows how many pages this thread has.
Title: Re: HL Source High Definiton
Post by: flynia on July 24, 2005, 11:39:17 PM
This is going to be a mix of everything really... from enhanced models to completely new textures. It will be the equivelent of the Gearbox Pack... but not done by them... rather done by a few talanted modders... eg Barneyinblue, Besli, Sgt Wilko, Romka (sorry if i forgot anyone)

Have a look over the last couple of pages at the soldier and such... that will give you a "heads up" on what the pack will contain.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on July 25, 2005, 01:33:53 AM
Geez, no updates for hours and it already feels dead... LIVE!!!!
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on July 25, 2005, 02:00:33 AM
....
If your sitting there for hours for it to update you need to get your self a life.
Title: Re: HL Source High Definiton
Post by: Anakite on July 25, 2005, 02:11:43 AM
Geez.... no, I'm coming back on every hour or so. I'm just used to it being updated every few minutes. No need to be insulting...
Title: Re: HL Source High Definiton
Post by: flynia on July 25, 2005, 02:47:51 AM
Dosen't matter really... You think a president would be a nicer and more patient person.

Lets just calm down and get back on topic.

Does anybody know of a effort to conver the Apache and Ospery to HL Source??? I had a look around and found a Apache... but could find little to nothing on the Ospery.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 25, 2005, 02:50:12 AM
How near completion IS this thing anyway.
Title: Re: HL Source High Definiton
Post by: Anakite on July 25, 2005, 02:53:03 AM
X+5% done. Oh, and -3. So pretty much X+2%. Yeah, I'll STFU now.

It's coming, and as long as it doesn't go the way of DNF, I'm fine.
Title: Re: HL Source High Definiton
Post by: Grunt002 on July 25, 2005, 03:06:27 AM
Patience is all you need.. PATIENCE!
Title: Re: HL Source High Definiton
Post by: James on July 25, 2005, 03:13:25 AM
All I need now is to get myself a copy of Half Life source. Frickin' retail version, doesn't give you squat....wanna play Half Life: Source, not bloody Counter Strike : Source
Title: Re: HL Source High Definiton
Post by: Anakite on July 25, 2005, 03:17:57 AM
I know; some people that play that game freak me the crap OUT.

Can't you buy it on steam for, like, $10? At least I think you can. Got me Silver, so I never had to deal with that.
Title: Re: HL Source High Definiton
Post by: James on July 25, 2005, 03:20:30 AM
I don't think so, I was always under the impression that it had to come with HL2.
Title: Re: HL Source High Definiton
Post by: Anakite on July 25, 2005, 03:52:16 AM
Well, right click on it in your steam games menu.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 25, 2005, 05:29:26 AM
Yikes people.  Enough questions?   :o  I'll try to address them one at a time.

How far complete is this.

How near completion IS this thing anyway.

The project is about 80% finished.  We have almost all the models done and are finalizing exactly what we want to release for v.2

What about that Beta pack. Does anyone know when that should be done?
 
Sgt. Wilco would be the best to answer this question.  Last I knew we were on the verge.  I'll touch base with him and update you when I know something.

Thanks Besli, I have my new favorite cola.  :D

Are you guys puttion a new apache in?

Does anybody know of a effort to conver the Apache and Ospery to HL Source???

We are using Romka's Osprey.  We did not have an Apache yet (that I know of), so thanks for the link Flynia.

This is going to sound really stupid but what will this package include? Will it just have all the stuff from Gearbox's HD Pack? Or will it include other enhanced models created by the community.

The pack contains all the PS2 models, by models I mean all the weapons and all the NPC's.  Almost all of them have been updated in polycount and texture, a few even bump-mapped, by the community.  The readme will contain full credits.

Can't you buy it on steam for, like, $10? At least I think you can.

Not as of yet.  Valve has annouced they will offer HL:S as a standalone purchase via Steam when DOD:S and HLDM:S are released.



Ppphhhwww.  Try and say all that 3 times fast.   :P
Title: Re: HL Source High Definiton
Post by: Anakite on July 25, 2005, 05:42:55 AM
HLDM:S? Half-Life Deathmatch: Source? Isn't that already out?
Title: Re: HL Source High Definiton
Post by: Zavaro on July 25, 2005, 05:45:28 AM
Not yet.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 25, 2005, 05:50:36 AM
HLDM:S? Half-Life Deathmatch: Source? Isn't that already out?

HL2DM is released, but not HLDM:S.  Sept.1st is the "rumored" release date
Title: Re: HL Source High Definiton
Post by: Anakite on July 25, 2005, 05:59:28 AM
Great. That's reliable.

BACK on topic... well, the only things I can think of to say right now are rushing remarks, but I do not really feel like saying them (no, I'm not getting impatient). I will remain silent, until provoked to speak.
Title: Re: HL Source High Definiton
Post by: Barnz on July 25, 2005, 10:55:20 AM
We are using Romka's Osprey.  We did not have an Apache yet (that I know of), so thanks for the link Flynia.

What the hell is going on here? I am not going to use Romka's osprey or another Osprey model. I think old osprey model looks good.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 25, 2005, 01:08:16 PM
What the hell is going on here? I am not going to use Romka's osprey or another Osprey model. I think old osprey model looks good.

My apologizes.  Romka offered his Osprey and I assumed that had already been brought up to the rest of the team (as I'm new and still investigating what's been decided on and what hasn't).  I should have verified that information with the rest of the team before posting it.  My mistake entirely.  I'll recind that information until the team can discuss it and come to a conclusion.
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 25, 2005, 01:19:33 PM
September 1st AH FFS, VALVE CANT GET ANYTHING ON TIME THEY SUCK. I'll be back at school by the 3 or 7th AGH!!!!!!!!!!!!!!!!!!!
Title: Re: HL Source High Definiton
Post by: Barnz on July 25, 2005, 01:20:57 PM
September 1st AH FFS, VALVE CANT GET ANYTHING ON TIME THEY SUCK. I'll be back at school by the 3 or 7th AGH!!!!!!!!!!!!!!!!!!!

??
:-\
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 25, 2005, 04:19:53 PM
So that only leaves me like 3-4 days of playing it. THATS NOT LONG in my view
Title: Re: HL Source High Definiton
Post by: Matt on July 25, 2005, 04:44:57 PM
What?
Title: Re: HL Source High Definiton
Post by: your evil twin on July 25, 2005, 04:59:18 PM
He'll go back to school just a couple of days after Half-Life Deathmatch Source is released.  And he is annoyed about that.
Title: Re: HL Source High Definiton
Post by: Matt on July 25, 2005, 05:45:22 PM
So? Whats it got to do with this thread? And im pretty sure most people will be in the same position
Title: Re: HL Source High Definiton
Post by: Super Dude on July 25, 2005, 06:01:14 PM
Thank god you get to start school in September. I have to start school next monday.  :-\ Anyways, I'm glad you guys are making progress on this. Keep up the good work.  ;)
Title: Re: HL Source High Definiton
Post by: Romka™ on July 25, 2005, 06:41:30 PM
I have to start school next monday.  :-\
You're not the only one :'(.

BTW: the progress on the source_hgrunt of mine is growing, shall I post it in the "double you I pee"?
Title: Re: HL Source High Definiton
Post by: Barnz on July 25, 2005, 06:57:27 PM
Romka, what are you trying to do? You are making a job without asking us (Me and Sgt. Wilko). Sgt. Wilko spend his two weeks (or more) to get ragdoll effect working for your soldier model. Now you are making your soldier model for Half-Life 1 Source... :(

I think, I am going to stop making this pack soon... :-\

Title: Re: HL Source High Definiton
Post by: Romka™ on July 25, 2005, 07:01:28 PM
Read the first reply on page 17! It's nothing new :(.

Before I forget: keep on doing Barney, the source_grunt should take much time . . . only the bodymesh is ready, I'm creating textures right now ;).
Title: Re: HL Source High Definiton
Post by: flynia on July 26, 2005, 02:38:00 AM
All good news guys...

Keep up the great work Romka.

Barneyinblue, sorry to hear that you may be moving on... we wish you all the best if you do.

Frraksurred... glad to be of help for a change with that Apache model... i know someone out their has the skill to convert it.

Cheers flynia

Title: Re: HL Source High Definiton
Post by: Frraksurred on July 26, 2005, 03:32:06 AM
Romka, what are you trying to do? You are making a job without asking us (Me and Sgt. Wilko). Sgt. Wilko spend his two weeks (or more) to get ragdoll effect working for your soldier model. Now you are making your soldier model for Half-Life 1 Source... :(

I think, I am going to stop making this pack soon... :-\

If I understand you correctly, you're upset because Sgt. Wilcon spent two weeks getting ragdoll to work with Romka's previous Hgrunts and now he's making completely new ones that the ragdoll may not work with (making all that work for nothing more or less)?

I'm not trying to patronize, I'm seriously just making sure I understand what you're saying.


Barneyinblue, sorry to hear that you may be moving on... we wish you all the best if you do.

With my best Dr. Kleiner imitation: "I hope you reconsider!" LOL!  Seriously, I understand if you are frustrated, every team and every project has it's frustrations... they are the challenges that force us to grow and work together (whether we like it or not, LOL!)  However, I do hope you will decide to stay.  You've contributed a great deal to v.1 and thus far in v.2.  You are a valuable asset to this team.  There are numerous fans waiting to drool over your work.   ;D  I'm one of them.  If you choose to go, I can certainly respect your decision, but..perhaps selfishly, I hope you will stick it out.  We are close to beta release, with final release not too far behind that.  If the whole team can try and work together and have some grace for one another, then you'll have the only HD Pack available for HL:S to your credit.  You know how many posts in every HL forum I've been on request this kind of pack?  I can post a dozen links to threads right now (no joke).  This pack and it's team have seen it's fair share of ups and downs.  As a fan, I'm behind you and I'll do whatever I can to help the team succeed (as a team).

Quote
Frraksurred... glad to be of help for a change with that Apache model... i know someone out their has the skill to convert it.

I appreciate anyone endeavoring to be helpful.  Having said that, I cannot garuntee we will use that Apache.  It has not been discussed and decided on by the whole team.  I'm only doing some of the administrative work for the team.  The guys on this team who have put so much heart and sweat into this pack make the final decisions.  Still, as I said, I appreciate your willingness to lend a hand.

Cheers flynia


Quote
Title: Re: HL Source High Definiton
Post by: flynia on July 26, 2005, 03:34:32 AM
I'm definatly confused about this.

Only reason i can see to doing this would be that you arn't happy with the current one.

Please tell me i am wrong cause they look awesome!

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 26, 2005, 04:04:53 AM
As I understand it, and Romka can correct me if I'm wrong.  Primarily all he is doing is adding bump and UV maps to his Hgrunts.  From his last post I gather he is doing some updates to the meshes and textures as well.

Since we have working Hgrunts already, maybe a good suggestion would be using the one's we have for v.2 and looking at Romka's updated Hgrunts for v.3.  This way none of the work that has already been done will go to waste and we can all drool over the idea of more bump-mapped models for next release.  ;D

What say the team?
Title: Re: HL Source High Definiton
Post by: flynia on July 26, 2005, 04:42:24 AM
Sounds good to me... always best to have a generic platform to start with... once thats done you can than build upon it.

This will also cut the "when will it be released" because we will be to busy playing V2.0

Or at least i will be ;-)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Romka™ on July 26, 2005, 09:13:32 AM
Hey, what the hell are you talking about? Use my V.5 hgrunts, because my source_hgrunt ain't finished yet . . . ain't finished by far.
The mesh basicly the same, only detailed out a lil'. The skeleton remains the same, I don't think I need more bones :-\. And the Progress is nearly only 10% to 12% right now. So it won't be finished that fast :-X.
Title: Re: HL Source High Definiton
Post by: flynia on July 26, 2005, 12:44:16 PM
Thats what we were saying... or trying to.

Might as well go with what we have rather than what is still being built.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: peterchen620 on July 27, 2005, 04:00:06 PM
Hey, what the hell are you talking about? Use my V.5 hgrunts, because my source_hgrunt ain't finished yet . . . ain't finished by far.
The mesh basicly the same, only detailed out a lil'. The skeleton remains the same, I don't think I need more bones :-\. And the Progress is nearly only 10% to 12% right now. So it won't be finished that fast :-X.

gl Romka and the others... I wish I could help, all I can do here is support and read the project completion percentage goes up slowly~~~
Title: Re: HL Source High Definiton
Post by: Romka™ on July 27, 2005, 04:41:56 PM
Ey fellas, I got some odd stuff for you to look at . . . look especialy for HL:S

It uses a light metal render . . . in HLMV it's hard to see, but I hope that it's more visible in game (I haven't tested it yet . . . still @ the Lambda-reactor :-\)

[File not found]
Title: Re: HL Source High Definiton
Post by: Anakite on July 27, 2005, 05:06:10 PM
Holy crap.... Freaking Sweet! But, can't you just map to one of the Xen maps?
Title: Re: HL Source High Definiton
Post by: Romka™ on July 27, 2005, 05:26:16 PM
Nah, I don't like cheating :-\.
Title: Re: HL Source High Definiton
Post by: Besli on July 27, 2005, 05:29:22 PM
Nah, I don't like cheating :-\.

I think he meant ripenting the maps, so you can see one (or more of them) in the XEN worlds...
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 27, 2005, 06:05:06 PM
Looks absolutely awesome!  But you knew I'd say that.   ;D
Title: Re: HL Source High Definiton
Post by: Romka™ on July 27, 2005, 07:26:50 PM
Looks absolutely awesome!  But you knew I'd say that.   ;D
Hm, I think it looks the same as in normal HL :-\.
Title: Re: HL Source High Definiton
Post by: Anakite on July 27, 2005, 08:25:07 PM
What? You mean with the HD Pack that came with Blue Shift? Come to think of it, there is a resemblance.... but dammit, that still takes talent!
Title: Re: HL Source High Definiton
Post by: Romka™ on July 27, 2005, 10:04:50 PM
There was no HEV suit that came with the HD-pack, what I meant was the PlayStation 2 version :P.
Title: Re: HL Source High Definiton
Post by: Anakite on July 27, 2005, 10:19:10 PM
Ah. Never played that. Too bad only the PS2 got good built-in coop...
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on July 27, 2005, 10:54:18 PM
I feel hl was only meant for the pc,screw systems.
Title: Re: HL Source High Definiton
Post by: Barnz on July 27, 2005, 11:39:45 PM
(http://img292.imageshack.us/img292/3703/harrypotterhalloferrors2es.jpg)

;D
Title: Re: HL Source High Definiton
Post by: Besli on July 27, 2005, 11:43:06 PM
Haha, that's funny! :D
Title: Re: HL Source High Definiton
Post by: flynia on July 27, 2005, 11:54:50 PM
That is indeed funny... love the look of the Haz Suit guy... looks pretty sweet too me.

Look foward to seeing more artwork when its done.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on July 27, 2005, 11:59:10 PM
If I sound impatient, I'm sorry, but, um....

Where's Wilko?
Title: Re: HL Source High Definiton
Post by: Barnz on July 28, 2005, 12:00:41 AM
He is sleeping atm... :-\
Title: Re: HL Source High Definiton
Post by: Anakite on July 28, 2005, 02:25:40 AM
Hibernation?

I am guessing "Sleeping" means taking a break. Alrighty, then.
Title: Re: HL Source High Definiton
Post by: flynia on July 28, 2005, 04:33:08 AM
Either that or "sleeping" due to time zone difference.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on July 28, 2005, 04:41:13 AM
Well, wouldn't he be awake by now? Ah, but I can see it now. When he comes back on, he's probably going to go batshit fucking loco on me (I usually get that kind of response out of the nicest people without trying) because I kept asking about where he was. No, I'm not insulting his character. I'm insulting my own verbal skills.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on July 28, 2005, 07:42:38 AM
Maybe lads, just maybe I'm trying to enjoy my holiday.  ::)
Title: Re: HL Source High Definiton
Post by: baracuda on July 28, 2005, 02:31:41 PM
Maybe lads, just maybe I'm trying to enjoy my holiday.  ::)

oh that reminds me, im going on holiday today, i will be away for a week, so dont do anything stupid while im away   ;)
but it is first like 3 am gmt, so i will still be on the computer for a while
Title: Re: HL Source High Definiton
Post by: Barnz on July 28, 2005, 02:38:05 PM
He is trying to escape! Get him boys... ;D
Title: Re: HL Source High Definiton
Post by: Romka™ on July 28, 2005, 05:39:29 PM
 :o Don't let him get away. "Whack him if necessary!" ;)
Title: Re: HL Source High Definiton
Post by: Hart on July 28, 2005, 05:52:44 PM
*WHACK* Hey I got him ! wait he's not breathing  :o
Title: Re: HL Source High Definiton
Post by: Anakite on July 28, 2005, 06:18:30 PM
Right, holiday.

*shuts up*
Title: Re: HL Source High Definiton
Post by: Romka™ on July 28, 2005, 08:34:56 PM
*WHACK* Hey I got him ! wait he's not breathing  :o
He's dead, now rip him in peaces, grill him and we've got some warm food :).
Title: Re: HL Source High Definiton
Post by: baracuda on July 28, 2005, 08:36:49 PM
He's dead, now rip him in peaces, grill him and we've got some warm food :).

HA HA HA HA, THAT WAS MY EVIL TWIN!!!
ambient.impact
Title: Re: HL Source High Definiton
Post by: Zavaro on July 28, 2005, 08:50:45 PM
(I'm on holiday, too.)
Title: Re: HL Source High Definiton
Post by: Romka™ on July 28, 2005, 08:55:30 PM
You're all on holiday . . . and gotta start go to school again right on monday >:(. I had only 3 weeks of peace :-\.
Title: Re: HL Source High Definiton
Post by: Barnz on July 28, 2005, 09:11:04 PM
2 new shots: ;D

(http://img190.imageshack.us/img190/1495/whoops3do.jpg)

(http://img190.imageshack.us/img190/5170/barnacleterror9bf.jpg)

+

3 random pics made by me:

(http://img265.imageshack.us/img265/8620/oo3qx.th.jpg) (http://img265.imageshack.us/my.php?image=oo3qx.jpg)

(http://img265.imageshack.us/img265/9182/hit7bw.th.jpg) (http://img265.imageshack.us/my.php?image=hit7bw.jpg)

(http://img265.imageshack.us/img265/7431/next4cv.th.jpg) (http://img265.imageshack.us/my.php?image=next4cv.jpg)

Sgt Wilko:
thats genious

:o

Title: Re: HL Source High Definiton
Post by: Impulse on July 28, 2005, 10:00:44 PM
All can i say is : LOL.
Title: Re: HL Source High Definiton
Post by: Zavaro on July 28, 2005, 10:27:44 PM
That can't possibly be HL-Source.  :P
Title: Re: HL Source High Definiton
Post by: Romka™ on July 28, 2005, 10:37:41 PM
Yeah, I can say LOL either :D

PS: this topic is getting ouda' countrol . . . watch it people! :P
Title: Re: HL Source High Definiton
Post by: Barnz on July 28, 2005, 10:54:06 PM
(http://img150.imageshack.us/img150/7761/oowow0cf.th.jpg) (http://img150.imageshack.us/my.php?image=oowow0cf.jpg)

:o
Title: Re: HL Source High Definiton
Post by: flynia on July 28, 2005, 11:06:03 PM
And now back to business:

Great Pics... forgive the stupid question... but barneyinblue just bought it to mind with one of his pics... has the barnacle been re-skinned for the pack???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on July 28, 2005, 11:16:02 PM
I am using A.I's Barnacle model.
Title: Re: HL Source High Definiton
Post by: Romka™ on July 28, 2005, 11:17:02 PM
Hey you were to fast >:(, that's unfair :'(.
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on July 29, 2005, 12:27:15 AM
Those are some fubar yet funny pics.
Title: Re: HL Source High Definiton
Post by: flynia on July 29, 2005, 12:59:10 AM
Thanks for that Barney

I couldn't recall if it was being done or not.

Cheers Mate

Flynia

I am using A.I's Barnacle model.
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 29, 2005, 03:07:46 PM
Been off building my new PC, good to see progress as well as people getting some rest.  Rest is important, burnout does little for inspiration.

I've starting doing some demo's of HL:S before the HD Pack, just so we have some footage to campare it to when we release.  I've got this little idea for a trailer that should be cool.  Looking forward to beta.  How are we looking in that area, btw?
Title: Re: HL Source High Definiton
Post by: Anakite on July 30, 2005, 01:34:51 AM
Besides what you guys are doing, HL:S isn't getting any love.
Title: Re: HL Source High Definiton
Post by: SirAlucard on July 30, 2005, 06:59:48 AM
I'll give it some love, hehe
Title: Re: HL Source High Definiton
Post by: Romka™ on July 30, 2005, 09:27:39 AM
And I'll give a fuck :).
Title: Re: HL Source High Definiton
Post by: when on July 30, 2005, 04:31:53 PM
i think you do. im only joking hi im new hear and i never heard of this pack i been reading up what you got in this and look's good btw i have no HL: S but i trying putting it in Gmod no luck keep crashing on me so i read some more on the forum and i over looked that there no ragdoll's lol no wonder my Gmod crash so many time's lol
Title: Re: HL Source High Definiton
Post by: Grunt002 on July 31, 2005, 06:05:40 AM
I WILL give a love...  ;D

And "When":
lol i dunno how it to work's, i just know u put it in wrong place so search and post this in the help secton plz lol
Title: Re: HL Source High Definiton
Post by: when on July 31, 2005, 06:10:18 AM


And "When":
lol i dunno how it to work's,

huh? no idea what you said
Title: Re: HL Source High Definiton
Post by: Anakite on July 31, 2005, 06:44:35 AM
Is it just me or did this thread almost just become kinky?
Title: Re: HL Source High Definiton
Post by: flynia on July 31, 2005, 07:10:41 AM
Ok well lets try and get it back on topic then shall we  ;D

Does anybody know if Valve will give HL Source HDR or if they plan too???

I know they will use it DOD:S and CS:Source.

Cheers flynia

Title: Re: HL Source High Definiton
Post by: Anakite on July 31, 2005, 07:16:45 AM
I want to know if it will be applied to HL2, but HL: S would be great too. I don't know why ANYBODY wouldn't want Valve making new content for HL: S, but NOOoooo, the uber-fanboys CAN'T just play the ORIGINAL Half-Life.....
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 31, 2005, 03:45:00 PM
I'm glad to see so many fans of this pack.  You've come to the right place for info, but this thread has gotten seriously off-tpic.  Let's try and show some respect.

Getting this thread locked AGAIN will not inspire those hard at work on the pack to go the extra mile it takes to release an over the top job rather then just a mediocre one.  Would it you?

Does anybody know if Valve will give HL Source HDR or if they plan too???

I think HDR in HL:S would be awesome, but until Valve decides to give the game the same work over as CS:S and DOD:S, then I highly doubt they will.  Particularly with BM:S out there.  Perhaps that will be a job for v.3 or v.4 of this pack?  :D
Title: Re: HL Source High Definiton
Post by: Barnz on July 31, 2005, 03:49:06 PM
Ermm I can put HDR stuff in to the game but how can I going to test HDR effect?! :-\
Title: Re: HL Source High Definiton
Post by: Anakite on July 31, 2005, 07:53:10 PM
"We asked the community on whether or not they wanted new content for HL: S, and they said no, so it will just be a straight port" - Gabe Newell, I believe. SOME bloke from Valve.

Yes, back on topic. That "Off-Topic" spree was probably my fault. How's it coming along there, guys?
Title: Re: HL Source High Definiton
Post by: Besli on July 31, 2005, 08:22:45 PM
"We asked the community on whether or not they wanted new content for HL: S, and they said no, so it will just be a straight port" - Gabe Newell, I believe. SOME bloke from Valve.

They never asked me!! :-\
Title: Re: HL Source High Definiton
Post by: Anakite on July 31, 2005, 10:09:59 PM
Me neither.... I wonder who they DID ask.
Title: Re: HL Source High Definiton
Post by: flynia on July 31, 2005, 10:13:04 PM
Hmmmm... they probably asked the question in a Counter Strike forum...

How hard would it be to include HDR??? and what would you need to test it Barney???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on July 31, 2005, 10:57:51 PM
They never asked me!! :-\

Me neither.... I wonder who they DID ask.

me... ME NIETHER!!!

Hmmmm... they probably asked the question in a Counter Strike forum...

Ain't that the truth.  LOL! 

I wish I had a grfx card that would allow me to help test HDR, but I'm about *checks newegg.com* ..$293.00 short (outta 294.00! ;D ).

Yes, back on topic. That "Off-Topic" spree was probably my fault. How's it coming along there, guys?

Yeah.  I haven't seen an update in awhile.  Any news?
Title: Re: HL Source High Definiton
Post by: Barnz on July 31, 2005, 11:21:39 PM
I am going to release HD "roach.mdl" tomorrow...  ;D
Title: Re: HL Source High Definiton
Post by: Sephiroth on July 31, 2005, 11:23:32 PM
Talk about attention to detail.  :)
Title: Re: HL Source High Definiton
Post by: flynia on July 31, 2005, 11:54:57 PM
For HL Source or for the original HL Barney?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on August 01, 2005, 12:37:39 AM
With the best ragdoll EVER seen (even though it just gibs). As it turns out, this is the best model of the pack.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 01, 2005, 02:11:44 AM
I am going to release HD "roach.mdl" tomorrow... ;D

LOL!  Are you serious?  Shall I add it to the Readme?  ;D
Title: Re: HL Source High Definiton
Post by: flynia on August 01, 2005, 02:17:06 AM
Wow now thats cool... ill be too busy gawking at the new roaches... promise i wont step on them in game... wouldn't wanna show disrespect for the effort barney has put in.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on August 01, 2005, 03:58:12 AM
Maybe he WANTS you to step on them. Maybe it would be disrespectful NOT to.

BTW, what do you need to test HDR?
Title: Re: HL Source High Definiton
Post by: flynia on August 01, 2005, 06:26:58 AM
Just for public record I have a X800XT and would be glad to test HDR with this Pack if it becomes avaliable.

BTW, what do you need to test HDR?

As to question above... i've seen it posted around that for HDR in "The Lost Coast" you will need...

2.0 GHZ Processor
Latest Videocard from ATI or NVIDIA (9800 Series and onward and the 6600 Series onward)
1 GB RAM

Please bear in mind that these are from reading most of the topics relating to HDR on www.steampowered.com forums and are not to be taken as definitive requirements.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Romka™ on August 01, 2005, 11:52:52 AM
Any news?
Question: is the aliengrunt working well?
Title: Re: HL Source High Definiton
Post by: Barnz on August 01, 2005, 11:59:09 AM
Yes... :)
Title: Re: HL Source High Definiton
Post by: Romka™ on August 01, 2005, 11:59:37 AM
Good :)
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 01, 2005, 12:02:07 PM
Its going alright, much like the islave, the middle hand is a bit static.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 01, 2005, 12:26:03 PM
Are we going to use the islave A.I created :P?
Title: Re: HL Source High Definiton
Post by: Barnz on August 01, 2005, 01:17:49 PM
Yes... ???
Title: Re: HL Source High Definiton
Post by: Romka™ on August 01, 2005, 02:27:40 PM
Also good ;D
Title: Re: HL Source High Definiton
Post by: Anakite on August 01, 2005, 02:58:56 PM

2.0 GHZ Processor
Latest Videocard from ATI or NVIDIA (9800 Series and onward and the 6600 Series onward)
1 GB RAM

Cheers flynia

I'd offer to help test (it all checks out) but I'm not the most reliable person in the world.

islave.... that's the floating thingy, right? I wonder whatever happened to those....
Title: Re: HL Source High Definiton
Post by: Matt on August 01, 2005, 03:01:45 PM
Floating thingy? I dont ever remember them floating
Title: Re: HL Source High Definiton
Post by: Cpl_Death on August 01, 2005, 03:07:50 PM
nope Islaves shoot lightning at you and claw you....
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on August 01, 2005, 03:14:28 PM
I'd offer to help test (it all checks out) but I'm not the most reliable person in the world.

islave.... that's the floating thingy, right? I wonder whatever happened to those....
.....
(http://ambientimpact.hl-improvement.com/images/models/preview_islave.jpg)
this is a islave.
Title: Re: HL Source High Definiton
Post by: Anakite on August 01, 2005, 10:38:13 PM
OH, I thought that was called an aslave.
Title: Re: HL Source High Definiton
Post by: knox on August 01, 2005, 10:40:23 PM
Alien Slaves are the ones with the Hornet Gun.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 01, 2005, 10:41:22 PM
It should be aslave = alien slave, but because of some reason in model folder it's called islave ???

Alien Slaves are the ones with the Hornet Gun.
Nope, they're aliengrunts.
Title: Re: HL Source High Definiton
Post by: knox on August 01, 2005, 10:42:30 PM
Bah, I made a, um, big typo.
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on August 01, 2005, 10:47:28 PM
Bah, I made a, um, big typo.
Ah..i got what you ment.
Title: Re: HL Source High Definiton
Post by: Anakite on August 01, 2005, 10:48:34 PM
EDIT: Missed the first part of Romka's post. Thanks for clearing that up, Holy Romka.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 01, 2005, 10:55:46 PM
I ain't holy . . . say God bless Romka and I tell you where Tupac is ;D.
Title: Re: HL Source High Definiton
Post by: Anakite on August 01, 2005, 11:04:13 PM
I beg to differ. Remember BiB's illustration of "Holy Romka" And "God"?

God bless Romka.
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on August 01, 2005, 11:29:49 PM
off topic:God bless romka,now tell me where he is i gotta get revenge.

On topic:Are you guys going to create a new alien controller?
Title: Re: HL Source High Definiton
Post by: Romka™ on August 01, 2005, 11:30:23 PM
God bless Romka.
DAMN, I don't know where Tupac is :-[. I would like to know :-\. Sorry

I beg to differ. Remember BiB's illustration of "Holy Romka" And "God"?
Ehh ???
Title: Re: HL Source High Definiton
Post by: Barnz on August 01, 2005, 11:49:49 PM
On topic:Are you guys going to create a new alien controller?

No... :-\
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on August 02, 2005, 12:02:28 AM
Oh crap :(,well it still will be a good pack.
Title: Re: HL Source High Definiton
Post by: flynia on August 03, 2005, 03:04:22 AM
Excellent news people...

How will the beta testing be done for the pack? and more importantly who do i contact re: beta testing.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Cpl_Death on August 03, 2005, 06:43:21 PM
They said earlier tesing is public...
Title: Re: HL Source High Definiton
Post by: SirAlucard on August 03, 2005, 08:05:57 PM
Hahahahaa
Title: Re: HL Source High Definiton
Post by: Android on August 03, 2005, 08:11:28 PM
Has any part of this pack been released yet? I'm anxious to have a few parts of it right now. Primarily the SD Barney and Scientist with working ragdoll physics.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 03, 2005, 08:19:34 PM
Has any part of this pack been released yet? I'm anxious to have a few parts of it right now. Primarily the SD Barney and Scientist with working ragdoll physics.
The v.1 have already been released.
Title: Re: HL Source High Definiton
Post by: Hircine on August 03, 2005, 08:36:54 PM
Did you guys fix the necks yet? The heads can't turn and this causes npcs to turn there whole body at you.
Title: Re: HL Source High Definiton
Post by: Barnz on August 03, 2005, 08:42:31 PM
Everything works fine right now... :)
Title: Re: HL Source High Definiton
Post by: Cpl_Death on August 03, 2005, 09:51:57 PM
Any ideas on beta release date?
Title: Re: HL Source High Definiton
Post by: when on August 03, 2005, 11:51:07 PM
2006
Title: Re: HL Source High Definiton
Post by: flynia on August 04, 2005, 12:36:22 AM
Im sure that it will be done when its done  8)

I know everyone is really anxious but don't forget getting these things right takes time... not to mention the guys also have real lives to live.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on August 04, 2005, 01:08:41 AM
Actually we converted (almost) everything. We are just trying to fix ragdoll effect. :-\
Title: Re: HL Source High Definiton
Post by: Android on August 04, 2005, 02:36:41 AM
I know how hard it is to model, and the time it takes. And also Romka im quite aware of v.1 of the pack but it sucks, scientists and barneys dont have ragdolls but the models are excellent. Im talking about the current pack being worked on, if any small part of it can be released so we dont have to wait for a hella long time for the full thing? Getting small sections at a time would be great
Title: Re: HL Source High Definiton
Post by: SirAlucard on August 04, 2005, 03:23:05 AM
Can't you guys get the .qc file and use them for the new models?

Or wouldn't that work since of the new bone set up?

.qc is the physics file btw for you n00bZ that don't know what it is.
Title: Re: HL Source High Definiton
Post by: flynia on August 04, 2005, 03:36:23 AM
It would probably be best to relase all in one... It's very easy to get confused with mulitple releases... especially for people who arn't sure about what they are doing.

Besides... if barney is correct it wont be long before release anyway.

EDIT:- Awww man my status has been updated to HoundEye... sigh... I wanna be a Headcrab!!!!  :'(

Cheers Ian
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 04, 2005, 03:38:08 AM
Any ETA?
Title: Re: HL Source High Definiton
Post by: Anakite on August 04, 2005, 03:52:27 AM
Actually, weren't the models not *new* at all for the first pack? I thought they were just the old BS HD Pack, with the skins touched up a little. All in all, I didn't really like the wrinkles you guys added to the sci's and barneys...
Title: Re: HL Source High Definiton
Post by: Sergeant Kelly on August 04, 2005, 04:31:47 AM
Those were A.I.'s models right?
Title: Re: HL Source High Definiton
Post by: flynia on August 04, 2005, 05:57:29 AM
This might solve that question:

This is the Readme from V1.0

SD Model Pack For Half-Life 1 Source
redme by baracuda


background story:
well its a very short story, i allways wanted to have the hd pack to hl1 to hl:s, but as
the time went, nobody still dident get any pack out, so 2 post later at hl2world and
someone converted the hd weapons for hl:s,(kimhenning), and then i asked if someone cood
convert the npc models but no one answerd so, like a week later Barneyinblue replyd whit
screenshot saying, woot i can convert npc models, so then i asked barneyinblue and
asked him if he cood convert the last models and after a long night of converting
it finnaly he got the models done but he told me that he had to go to school and he will
wont get back intill june 2005, so he codent convert anymore models so intill
barneyinblue gets back, well have to stick to what we got here :P....


how to install:
put the models and materals folder in your Valve\Steam\SteamApps\*******\half-life source\hl1
and then thats pretty moach it :P...


list of models:
Barney sd model converted by Barneyinblue
Gman besli model converted by Barneyinblue
Scients sd models converted by Barneyinblue
Weapons models sd converted by kimhenning

credits:
Barneyinblue
kimhenning
HIT Team
HIT Forum
Valve software
Gearbox software
Ambient.Impact
hl2world
besli


Cheers flynia
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 04, 2005, 09:03:54 AM
....you lot are pushing me. I won't have any of that. I have far more important things to do than this pack, and if I'm not doing it fast enough for you. Then I'll quit.


And i'll be damned if I'll give any of you the files when I do.
Title: Re: HL Source High Definiton
Post by: Barnz on August 04, 2005, 09:14:33 AM
.qc is the physics file btw for you n00bZ that don't know what it is.

QC: Quake Control File

Title: Re: HL Source High Definiton
Post by: fury_161 on August 04, 2005, 01:11:55 PM
Quote
.qc is the physics file btw for you n00bZ that don't know what it is.

It's a compilation file. .phy is what your're thinking of.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 04, 2005, 01:52:50 PM
Why are you people waiting for this damn pack, convert the models you want on your own . . . so you can't complain later.

Hey Wilko, do you want my HL:S hassassin? At least for the pack?
Title: Re: HL Source High Definiton
Post by: baracuda on August 04, 2005, 02:50:34 PM
hey im back from praug...
just got back late last night.  8)
Title: Re: HL Source High Definiton
Post by: Romka™ on August 04, 2005, 02:58:53 PM
Yeah, I'm back too. Just got out of my bed that morning 8).
Title: Re: HL Source High Definiton
Post by: Barnz on August 04, 2005, 06:02:51 PM
Why are you people waiting for this damn pack, convert the models you want on your own . . . so you can't complain later.

Hey Wilko, do you want my HL:S hassassin? At least for the pack?

Game over man, I don't want to work on this pack anymore. We are just converting other people's models. Yes, it's a easy job and can be done in few days but we are too lazy to finish making pack. Someone please close this thread.
Title: Re: HL Source High Definiton
Post by: Sergeant Kelly on August 04, 2005, 06:05:41 PM
Game over man, I don't want to work on this pack anymore. We are just converting other people's models. Yes, it's a easy job and can be done in few days but we are too lazy to finish making pack. Someone please close this thread.
If you're going to close it at least release what you have. :-\ Otherwise it would all have been for nothing.
Title: Re: HL Source High Definiton
Post by: Nathster on August 04, 2005, 06:12:55 PM
Game over man, I don't want to work on this pack anymore. We are just converting other people's models. Yes, it's a easy job and can be done in few days but we are too lazy to finish making pack. Someone please close this thread.

You forgot the [sarcasm] tag (I hope  :'( )
Title: Re: HL Source High Definiton
Post by: Barnz on August 04, 2005, 06:21:24 PM
Look at Romka's words. He is right. We are just converting models...

Quote
convert the models you want on your own . . . so you can't complain later.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 04, 2005, 07:04:02 PM
I wouldn't say that we are lazy. I, myself, have alot of things to do.. and therefore do not have time to do this.

Also, might I add, the countless attempts of 'witt' shown by most of the people on this thread has not helped in anyway.

I'll give an example :
Cpl Death: They said earlier tesing is public...
Sir Alucard: Hahahahaa

oh look, heres another :
Cpl Death: Any ideas on beta release date?
When: 2006

I could go on for hours...

Considering that you wanted this pack, some of you were very unrespectful.
Title: Re: HL Source High Definiton
Post by: baracuda on August 04, 2005, 07:22:32 PM
You forgot the [sarcasm] tag (I hope  :'( )
i hope so to  :-[
Title: Re: HL Source High Definiton
Post by: Romka™ on August 04, 2005, 07:27:43 PM
So it's my fault :( . . . :-X :'(
Title: Re: HL Source High Definiton
Post by: Barnz on August 04, 2005, 07:31:30 PM
It's not your fault.  :-\
Title: Re: HL Source High Definiton
Post by: Anakite on August 04, 2005, 08:20:47 PM
Yes, please. If you are going to give up, please, at least release what you guys have done. I would rather you don't quit, but other REAL things DO take priority.

But, ah, great. My in(un?)descerning eye has offended the makers of this pack... sorry that I didn't notice the difference between the Blue Shift HD pack and this one.... no offence intended.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 04, 2005, 08:27:08 PM
Hey . . . cool, this pack has 35 pages, just as my WIP for Kate was untill some dumbass deleted the whole forums.

You don't need to read this, so why are you quoting?
Title: Re: HL Source High Definiton
Post by: SirAlucard on August 04, 2005, 08:33:06 PM
It's a compilation file. .phy is what your're thinking of.

Yes thats wot i'm thinking about, im such an idiot, thank you for correcting me
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 04, 2005, 09:26:31 PM
Some high frustrations here.  I'm sorry to see and hear that this pack may be coming to an end.  If it in fact does.  Sgt. Wilco, Romka and Barneyinblue would you be willing to send me whatever you have,in whatever shape it is in and I will take it from here.  You can wash your hands of it if that is what you desire. 

For the record, I understand schedules and the ludicris amount of off-topic and disrepect that has taken place during the course of this project.  So I can understand your frustartaion with completing it.  Personally I hate to lose talent and work ethic like yours, but I would understand your reasons.  With the great amount of work that has been done towards this pack I would hate to see it all be for nothing.  Please PM me and let me know what you think and where you stand.

Thanks for your efforts up to now, regardless of what happens from here.
Title: Re: HL Source High Definiton
Post by: Anakite on August 04, 2005, 10:14:18 PM
I totally agree with Fraksurred. If you guys quit now, no biggie. I mean, you DO have real lives to live, and this is just a pack for a game. Besides, I am sure we would be totally happy with what you guys have done up until now.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 04, 2005, 10:27:55 PM
I only added my hgrunt and the hassassin. Besli should have them, ask him! Or perhaps I release the hassassin some time :-\.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 04, 2005, 10:53:02 PM
Besli would certainly do the pack justice, but I'd like to be considered if the pack is going to change hands.  I've been following it as long as anyone.  I've talked with Besli before about the two packs working together and I'm sure he and I would have no problems working together.

I'm not out to take credit for anything or ruin any of the work that's been done, I just want to honor all the team's efforts and bring them to completion and to the community.  The credits going to those who deserve them, you who have done the work (Ambient.Impact, Sgt. Wilco, Romka, Barneyinblue, Baracuda, Besli).  If anyone has a problem with me taking what has already been done and managing it until it is ready, please feel free to voice your thoughts.  I really just don't want to see this project die and all these guy's hard work go to waste.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 04, 2005, 10:57:55 PM
You've got my word . . . you can take the stuff I made/released ;D.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 04, 2005, 11:11:21 PM
I aprreciate that Romka... and I thank you for your trust.  I'll have to do a little research into what exactly needs to be completed, it sounds like little more then some ragdoll issues, but I can't say for sure yet.  Anyway, are you still interested in helping out or are you looking to move on as well?
Title: Re: HL Source High Definiton
Post by: Romka™ on August 04, 2005, 11:15:44 PM
Nah, if I have something new, I'll compile it for HL:S straight after compiling for HL1.

But I'm afraid to convert other old things . . . it's very annoying, you know :-\.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 04, 2005, 11:20:30 PM
As long as it doesn't end up with Flynia you can use my files.  :D
Title: Re: HL Source High Definiton
Post by: flynia on August 04, 2005, 11:27:37 PM
Thanks for the vote of confidence their mate  8)

I'll be sorry to see this mod dissappear... even i can respect the time and hard work people have put into it... Besides I'm not really worried about releases and such now... im too busy building computers for clients and managing the network here... i'd figured id rather just help answer all the questions i can relating to it. As for credit and all that it dosent really matter me... id rather just see it come to completion EVENTUALLY rather than dissappear into the void.

I'm upset now ive always considered myself a big supporter of this mod.

Guess ill just have to wait till Black Mesa Source  :P

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 04, 2005, 11:37:11 PM
As long as it doesn't end up with Flynia you can use my files.  :D

Well, for my part, thank you.  I appreciate your trust.

As for Flynia, he has been a long time supporter and even pitched in with solving the xbow bug.  I hope you would not have an issue with him recieving the final release as a public fan?
Title: Re: HL Source High Definiton
Post by: flynia on August 04, 2005, 11:43:09 PM
Yeah me too Frraksurred... i didnt come here wanting to make enemies... all i wanted to do was to help the community bring HL Source up to par with the original.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Nathster on August 04, 2005, 11:55:56 PM
I wouldn't say that we are lazy. I, myself, have alot of things to do.. and therefore do not have time to do this.

Also, might I add, the countless attempts of 'witt' shown by most of the people on this thread has not helped in anyway.

I'll give an example :
Cpl Death: They said earlier tesing is public...
Sir Alucard: Hahahahaa

oh look, heres another :
Cpl Death: Any ideas on beta release date?
When: 2006

I could go on for hours...

Considering that you wanted this pack, some of you were very unrespectful.

So you people better apolgize they dont have to do this you know..
Title: Re: HL Source High Definiton
Post by: flynia on August 05, 2005, 12:04:30 AM
Ok for the record... if i put any undue preassure on anybody here i appologise.

Special appologies to Wilko for naggin him too much

I'm just very excited about seeing this completed and looking at HL Source the way it was ment to be.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 05, 2005, 12:56:43 AM
Flynia, you are probably choosing to be a bigger person then those who were truly being disrespectful will have the guts to be.
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 05, 2005, 01:02:14 AM
Sorry didnt meant to pressure anyone :(
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 05, 2005, 01:23:07 AM
Every pack worth downloading has eager fans that can come across as "pressuring".  I think the issue is with those who were constantly taking the thread off-topic with petty arguments.  Belittling or making fun of some of the hard work done for this project.  Being blatantly and disrespectfully demanding about a release.  These are examples of what I consider a real offence.  Also, keep in mind; we're talking about things that have taken place not just recently, but from the beginning, spanning all of the different threads that the team has started to communicate with each other and for the community to be able to stay abreast of what is going on.

When I say, "truly being disrespectful", I'm not talking about a little over-eager pressure... shot, I'm guilty of that!  LOL!  I'm talking about the real offences.
Title: Re: HL Source High Definiton
Post by: flynia on August 05, 2005, 01:40:33 AM
Actually... ive had a think...

If anybody wants to ask questions about release dates and gossip relating to the pack i would be more than happy to field those questions

I wouldn't mind doing PR if thats ok with people.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on August 05, 2005, 02:11:57 AM
To quote myself,

Quote from: Anakite
I just hope it doesn't go the way of Duke Nukem Forever.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 05, 2005, 02:29:12 AM
The pack is not going to die.  We are already in the process of mediating where it will go from here.  Just stay tuned, keep your shirts on and I'll let you know something as soon as I know something.
Title: Re: HL Source High Definiton
Post by: flynia on August 05, 2005, 02:48:42 AM
Thanks for the update Frraksurred...

Hope that keeps people happy for the time being.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on August 05, 2005, 04:48:03 AM
I've never been happy. /joke

All we can do is sit and wait. Or pray. Or do other stuff.
Title: Re: HL Source High Definiton
Post by: flynia on August 05, 2005, 06:51:53 AM
How bout just wait patiently.

Everything will be out when its done.

Cheers flynia


I've never been happy. /joke

All we can do is sit and wait. Or pray. Or do other stuff.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 05, 2005, 08:13:06 AM
Actually... ive had a think...

If anybody wants to ask questions about release dates and gossip relating to the pack i would be more than happy to field those questions

I wouldn't mind doing PR if thats ok with people.

Cheers flynia

So what exactly would you tell them? You have no idea yourself.
This is what angers me about you. You just act as if your part of everything.

And to my knowledge, I or Barney never said you were o_0
Title: Re: HL Source High Definiton
Post by: James on August 05, 2005, 08:32:55 AM
Sgt.Wilko, Flynia seems to me like a very nice guy who wants to help you out. He said if it's ok with you then he will do the PR stuff. IE, when you agree to him helping you, you give him the answers to the questions and he relays them back to the public when things like "Hai wen will it be relesed, as if u haev some magik cristal ball or soemthing which u can just look into to find out wen u will be dun" are asked. Which in turn keeps them off your back so you can concentrate on the job at hand
Title: Re: HL Source High Definiton
Post by: flynia on August 05, 2005, 09:20:19 AM
Thanks Minuit... i was just trying to help.

You are correct in assuming that i was just going to field the questions for the "typical questions"

I consider myself a fan of this pack and that is just about it... i offered my help but seems its not wanted and i can understand and respect that. I'm a IT Support Officer by trade and not afraid of hardware and software troubleshooting... those often make me very direct and to the point. I also work in govenment so im used to PR.

I'm not out for any sort of inclusion or credit with this pack... if i wanted to be in the team i would say so... I am just a fan of the work going on here. THATS IT... NO HIDDEN AGENDA!

I have already been around the steam forums... their is lots of support for this topic... Frraksurred would agree with me on that. I keep fowarding people here because im devoted to this and not personal glory.

One more thing Wilko... im trying to level things out with you not make more holes... we are both here on the same ideal... it dosent matter if we cant see eye to eye... thats not relevent to me. If you have a issue with me PM it too me... we can resolve it their.

EDIT - One more thing. You often meet people in life you don't like... my theory is "Get to know them and where they are comming from... it often helps you understand them".

Cheers flynia

Sgt.Wilko, Flynia seems to me like a very nice guy who wants to help you out. He said if it's ok with you then he will do the PR stuff. IE, when you agree to him helping you, you give him the answers to the questions and he relays them back to the public when things like "Hai wen will it be relesed, as if u haev some magik cristal ball or soemthing which u can just look into to find out wen u will be dun" are asked. Which in turn keeps them off your back so you can concentrate on the job at hand
Title: Re: HL Source High Definiton
Post by: Anakite on August 05, 2005, 07:29:15 PM
How bout just wait patiently.

Everything will be out when its done.

Cheers flynia



I meant wait and see what happens, not for the pack to come out. I ALSO meant we don't really have a say, it's all up to them.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 06, 2005, 03:50:43 AM
I have found an Installer to use when the pack is released to make things easier on the masses (thanks "Ambient.Impact" and "Jed"). :D  It has the capability of offering the user the choice of what they want to install and what they do not.  This way if you have, say a shotgun, that you don't want to install over you can uncheck the shotgun in the installer and keep your existing model.  It also gives us the option to offer more then one version of a model if we desire and the user can pick which one he or she wants to use.  I'm in the beginings of learning how to script it now.

In other news, things are looking as if I will take over management of the pack.  Nothing is official yet, details are still being ironed out and I'm hesitant to jump the gun, but I felt an update was appropriate.  If and when that happens I will be taking a little time to look things over, get a feel for what is ready and what is not and then determining our next step from there.  Stay tuned and I'll keep you posted.
Title: Re: HL Source High Definiton
Post by: Anakite on August 06, 2005, 06:30:57 AM
Damn Capslock... Good to hear, Fraksurred. That's why I liked John P.'s Deus Ex - Invisible War Texture Packs. An easy and efficient interface.
Title: Re: HL Source High Definiton
Post by: flynia on August 06, 2005, 08:52:38 AM
Guys

On a off topic note their was a news release on steam for HL2 Lost Coast (Release in a couple of weeks according to Steam News). They also mention HL2 Aftermath and DOD Source.

Restart Steam to check it out.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Zavaro on August 06, 2005, 09:07:20 AM
I don't remeber it saying it was going to be released in a couple of weeks.  But I do remember:

Finally, next week we'll have an announcement of another new game that will be coming to Steam that wasn't built here at Valve.

And Unknown Worlds Entertainment (the guys behind Natural Selection) have recently been talking about NS coming to 'My Games' list.  AND their NS 3.1 build playtest has just been released to the Constellation members.  Which means it's coming soon.
Title: Re: HL Source High Definiton
Post by: flynia on August 06, 2005, 09:25:38 AM
Zavaro

This is the extract from Steam News...

While we know we're starting to sound a little like a broken record, Lost Coast, Day of Defeat, and Aftermath are in the final phases of development and being polished for release. While the latter two aren't quite at the point where we can nail down an exact release date, we're expecting to have Lost Coast ready in a couple of weeks.

Thats great news about the installer Frraksurred... that would definatly allow the community to pick and choose between which models they want... it also allows easier customization for the community. Could i get the link for it from you if thats ok as i would like to have a fiddle with it and see how it works... i may be able to help  :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: your evil twin on August 06, 2005, 12:49:54 PM
God damn, it sucks that to get Half-Life Source I would have to buy Half-Life 2 all over again.  Should be able to buy it seperately, but noooo.  I'd love to try out Half-Life Source and all the great models in this pack.
Title: Re: HL Source High Definiton
Post by: baracuda on August 06, 2005, 12:54:53 PM
God damn, it sucks that to get Half-Life Source I would have to buy Half-Life 2 all over again.  Should be able to buy it seperately, but noooo.  I'd love to try out Half-Life Source and all the great models in this pack.

if you got bronze pack, you can just upgrade to silver  ;)
Title: Re: HL Source High Definiton
Post by: flynia on August 06, 2005, 01:04:27 PM
I tell ya... Half Life Source is worth getting... heck as soon as i got it i enquired about using the models from Blue Shift with it.

It's how i came to find these forums and all the awesome model makers here.

Cheers All

Flynia
Title: Re: HL Source High Definiton
Post by: your evil twin on August 06, 2005, 02:05:49 PM
if you got bronze pack, you can just upgrade to silver  ;)

Wha?  How?  On my Steam when I look at the various HL2 options it says "Thank you!  You have already purchased HL2 on Steam.  At present only one HL2 offer may be purchased per Steam account."

And if I click on purchase options for Half Life Source, it says "here is how you can purchase HL Source on Steam"... and it shows Hl2 Gold and Silver.  With the message saying I already have HL2 and can't buy it again.  :(  I would need to set up a new Steam account and buy the whole of HL2 Silver or Gold, there seems to be no way to upgrade.
Title: Re: HL Source High Definiton
Post by: Cpl_Death on August 06, 2005, 02:35:11 PM
Wilko were you picking at me of the idiotic responses to my questions?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 06, 2005, 03:28:56 PM
That's why I liked John P.'s Deus Ex - Invisible War Texture Packs. An easy and efficient interface.

Exactly.  Hey!  I have that same pack, have we met before!?!  LOL!

--

Good news Flynia, been lookinf forward to Loast Coast.  Now if I could only afford the card to run it.  BTW, I PMed you the link to NSIS.  It's pretty straight forward.  I have most of it configured already.  I'm working on custom pics and icons for it now.

--

it sucks that to get Half-Life Source I would have to buy Half-Life 2 all over again. Should be able to buy it seperately, but noooo. I'd love to try out Half-Life Source and all the great models in this pack.

Actually HL:S is becoming available as a standalone purchase.  Valve has stated that once DOD:S and HLDM:S are released (which should be simultaneously), they will offer HL:S via steam without having to upgrade packages.  So save your money and be patient, it shouldn't be too much longer.  If rumor can be trusted (LOL!) DOD:S may be released in September.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 06, 2005, 03:45:08 PM
Wilko were you picking at me of the idiotic responses to my questions?

I was quoting the poor attempt of 'witt' in the replies to your questions. Nothing directed at you.
Title: Re: HL Source High Definiton
Post by: Zavaro on August 06, 2005, 07:28:47 PM
While we know we're starting to sound a little like a broken record, Lost Coast, Day of Defeat, and Aftermath are in the final phases of development and being polished for release. While the latter two aren't quite at the point where we can nail down an exact release date, we're expecting to have Lost Coast ready in a couple of weeks.

Sweet.
Title: Re: HL Source High Definiton
Post by: Cpl_Death on August 07, 2005, 07:42:08 AM
Quote
I was quoting the poor attempt of 'witt' in the replies to your questions. Nothing directed at you.
Thats cool  :)
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 07, 2005, 07:33:10 PM
I haven't had much time to sit down at my PC the last couple days, but when I get home tonight I will be making an update... with pics ;D
Title: Re: HL Source High Definiton
Post by: when on August 08, 2005, 12:15:35 AM
really so what the big story, fall asleep on the toilet thinking about the model pack?
Title: Re: HL Source High Definiton
Post by: James on August 08, 2005, 01:00:36 AM
Oh I see
Title: Re: HL Source High Definiton
Post by: when on August 08, 2005, 01:21:49 AM
yea and so guy if you ever want something to do, sleep on the toilet you can do thing on it, that you could not do before  ;) i would not call it fun but you guy's should try it, so away back to the pack.  ;D so what is there to do now?
Title: Re: HL Source High Definiton
Post by: flynia on August 08, 2005, 03:19:41 AM
Thanks for the update Frraksurred... im already drooling with anticipation.

On another off topic note... everybody check out Blue Shift for Steam on the news section... have a look at the main site to download.

Cheers flynia
Title: Re: HL Source High Definiton ***56K BEWARE***
Post by: Frraksurred on August 08, 2005, 04:57:32 AM
really so what the big story, fall asleep on the toilet thinking about the model pack?

Uh, no actually.  I'm a single Dad so I work two jobs to make ends meet.  I just got these files over the weekend and I had to make heads or tails of them before I could get them to work ingame, there were a couple bugs to address and lastly, when I do get a moment to myself, occasionally I like to do something other then be glued to my PC.  :D


Now then, I promised a bit of an update didn't I?  As of this last weekend, I have "officially" taken over as manager of the HL:S HD Pack.  Sgt. Wilco and Barneyinblue are moving on to other projects, though one of them may lend a helping hand when and if he has time.  Romka is still on board, Flynia has stepped in to do some PR and troubleshotting and I am learning every little thing I can to get this pack to completion.  I will likely be doing some recruiting depending on what is left to be done.  Both Romka and Barneyinblue have fowarded me their files and Sgt. Wilco will be forwarding his once he gets back to the UK (where his files are).  What I've seen so far looks awesome.  I became a hyper teenager momentarily when I first saw the Alien Slave... then again when I ran into the Hgrunts.  Even the roaches got a reaction out of me.  All in all things are looking top notch.  But, instead of carrying on, why don't I just show you.  56k beware!


(http://img40.imageshack.us/img40/6425/pals5vw.th.jpg) (http://img40.imageshack.us/my.php?image=pals5vw.jpg)
Hgrunts being a little insensative to my needs.


(http://img239.imageshack.us/img239/584/haha8wq.th.jpg) (http://img239.imageshack.us/my.php?image=haha8wq.jpg)
Awefully excited about kicking me in the nards!
This shows one of the bugs we are ironing out.  Unless the unmasked grunts are talking or dead, they run around looking like this.  Funny, but not the way it should be.


(http://img163.imageshack.us/img163/5982/islave28xp.th.jpg) (http://img163.imageshack.us/my.php?image=islave28xp.jpg)
This pic was one of my favorites.  Finally the Alien Slaves might be scary...  might. ;D


(http://img40.imageshack.us/img40/415/roach4wz.jpg)
Even the roaches got a facelift (with bumpmap!)


We are still having a problem getting ragdoll to work with the Scientists, but it works with all the other models.  I will have more pics in the near future, but I don't want to give everything away, so don't get too big eyed.  Besides that, I haven't gotten the SDK to recognize my HL:S yet and I'm still trying to figure out how to get the fassasin to stay visible long enough ingame for me to get a screenshot.   ::)  ;D :P

Anyway, there you have it.  A tease if you will.  Enjoy.
Title: Re: HL Source High Definiton
Post by: Zavaro on August 08, 2005, 05:54:59 AM
*Speechless*
Title: Re: HL Source High Definiton
Post by: flynia on August 08, 2005, 06:54:49 AM
try using ai_disable 1 Frak it might work a treat for that speedy gonzales assassin

Cheers flynia

PS - Awesome looking update!
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 08, 2005, 07:15:01 AM
try using ai_disable 1

PS - Awesome looking update!

Thank you.  I used "notarget", it had basically the same effect.

--

Hungry for more?

(http://img15.imageshack.us/img15/1082/fassasinsm2rc.th.jpg) (http://img15.imageshack.us/my.php?image=fassasinsm2rc.jpg)
"Momma warned me about girls like you."

(http://img220.imageshack.us/img220/4932/fassasin2sm2rr.th.jpg) (http://img220.imageshack.us/my.php?image=fassasin2sm2rr.jpg)
This whole pack is worth it just for this model.  Check out those boots!

(http://img97.imageshack.us/img97/2489/gargsm0oy.th.jpg) (http://img97.imageshack.us/my.php?image=gargsm0oy.jpg)
None of these pics do the models justice ingame.  The animations of this big guy breathing were co0l... I gotta make a movie.  ;D

(http://img34.imageshack.us/img34/7522/sentry1ew.th.jpg) (http://img34.imageshack.us/my.php?image=sentry1ew.jpg)
Hadn't seen this model before PS2.  Got it now!

Ah, well it's a quarter after 1 am here in midwest USA.  I have to be up in about 5 hours.  I hope you people apprecia....zzzzzzzzzzzzzzzzzzzzzzzz...

 ;D
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 08, 2005, 07:26:07 AM
Wow those are amazing Cant wait for the release :D
Title: Re: HL Source High Definiton
Post by: flynia on August 08, 2005, 08:15:24 AM
I'm sure that we are all drowning in our own drool.

Thanks for the shots Frraksurred the female assassin looks awesome! Love the boots ;-)

Glad to be of help with that... i like fiddling around with the console commands... truely their are some weird ones.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on August 08, 2005, 10:42:26 AM
OMG... Models with normal maps looking uber cool... :o
Title: Re: HL Source High Definiton
Post by: Romka™ on August 08, 2005, 10:47:53 AM
Wow, that vortigaunt looks D00M-ish :o

The female assassin seems to look much better than in normal HL, because of the source effects of course :).

And the gargantua looks like a god . . . so my grunts are the last shit in this pack :-[.

More pics please!
Title: Re: HL Source High Definiton
Post by: Barnz on August 08, 2005, 10:51:46 AM
Everything looks good except old levels...

::)
Title: Re: HL Source High Definiton
Post by: Romka™ on August 08, 2005, 10:53:31 AM
Right, that's why I'm waiting for BM:S :).
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 08, 2005, 01:12:02 PM
Everything looks good except old levels...

Right, that's why I'm waiting for BM:S :).

LOL!  That's Besli's department.  Although, some of the textures in those shots have already been upgraded.

Romka, your hgrunts are in the first set of pics.  I'll post more in about a week (when I get more files ;D ).


Glad everyone is enjoying the shots.  I'll be converting a few models to source this week.  Next week Sgt. Wilco will be able to get to his files in the UK and I'll be getting the rest of what has been done so far.  Depending on how things go, we could be looking at a beta release in two to three weeks.  That is entirely conditional, so let's not get worked into a frenzy, lol.

Gotta go to work, take care people.
Title: Re: HL Source High Definiton
Post by: baracuda on August 08, 2005, 02:20:22 PM
looks sweet  ;D
Title: Re: HL Source High Definiton
Post by: Anakite on August 08, 2005, 08:05:58 PM
Great, now this is comparable to waiting for DaniJ to release JDRP v1.1, or actually for a hyped-up whole GAME!!!!! Those screen shots look SWEET! Great work guys!
Title: Re: HL Source High Definiton
Post by: Besli on August 08, 2005, 10:00:02 PM
Really nice pics!! :o

I'm also waiting for DaniJ to release JDRP v1.1!! He's also a very great modeller and texture artist!!
He makes the good old DOOM looking really nice!! I love jDoom!!!
Title: Re: HL Source High Definiton
Post by: Nathster on August 08, 2005, 10:52:13 PM
Will these models have the abilty to Lip synch?
Title: Re: HL Source High Definiton
Post by: Anakite on August 08, 2005, 11:00:55 PM
Really nice pics!! :o

I'm also waiting for DaniJ to release JDRP v1.1!! He's also a very great modeller and texture artist!!
He makes the good old DOOM looking really nice!! I love jDoom!!!

/agree. A long time ago I was actually in contact (just through newdoom, of course) with this man.... then I got banned for being an ass or something like that... long time ago.

Anyways... those pics freaking ROCK.

Title: Re: HL Source High Definiton
Post by: Zavaro on August 08, 2005, 11:49:44 PM
Really nice pics!! :o

I'm also waiting for DaniJ to release JDRP v1.1!! He's also a very great modeller and texture artist!!
He makes the good old DOOM looking really nice!! I love jDoom!!!

jStrife with Models/Textures packs will be awesome.  So incredibly awesome.

/ontopic

The Vortigaunt looks scary.
Title: Re: HL Source High Definiton
Post by: Anakite on August 09, 2005, 02:04:16 AM
Actually, come to think about it.... I just KNOW one of you is gonna bite my head off, but....

I don't like the vortigaunt. I think it is too beefy (the vortigaunts in HL1 & 2 were rather "skinny" looking).
Title: Re: HL Source High Definiton
Post by: Sergeant Kelly on August 09, 2005, 02:15:31 AM
Those are the SD ones, I think they look beefy because of the picture and the bump mapping. (If there is any.)

[File not found]
Title: Re: HL Source High Definiton
Post by: Anakite on August 09, 2005, 03:25:09 AM
No, I think it looked too muscular because of the arm width, body mass, etc. In short, because of the modeling, not the effects applied to it. Personally, I like the Bump-Mapping (displacement and relief are good too, you guys ever use it?), it's just the modelling (although well-done) doesn't exactly stick to what vortigaunts look like.

EDIT: You would dare to do that to Lamarr, my 2nd favorite character!? I am speechless.

EDIT 2: Typo
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 09, 2005, 08:27:22 AM

We are still having a problem getting ragdoll to work with the Scientists, but it works with all the other models


I managed to get a working ragdoll for the scientist. Thats not the hard part, the hard part is getting each bone of the coat to not go through the rest of the body. Its the same case with the zombie, only Barneyinblue didn't get round to texture it.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 09, 2005, 09:15:41 AM
I managed to get a working ragdoll for the scientist. Thats not the hard part, the hard part is getting each bone of the coat to not go through the rest of the body.

Ah, cool.  Didn't know that yet.


Quote
Its the same case with the zombie, only Barneyinblue didn't get round to texture it.

News to me also, lol.  Which Zombie were are we using?  PS2 or A.I's?
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 09, 2005, 01:49:13 PM
Well, mine is A.I's...
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 09, 2005, 10:06:26 PM
That's what I was hoping you'd say.   ;D  What on it do we need to texture yet?
Title: More Updates
Post by: Frraksurred on August 10, 2005, 05:25:14 AM
Well, my go at converting models to Source isn't going so well.  I'm making small steps towards my goal, but running into problem after problem.  Learning from scratch sucks, but how else I am going to figure it out.  In the mean time, here are a few more pics.

(http://img364.imageshack.us/img364/1091/hev26iq.th.jpg) (http://img364.imageshack.us/my.php?image=hev26iq.jpg)
Roll that beautiful HEV footage...   ;D

(http://img287.imageshack.us/img287/6818/hev9hv.th.jpg) (http://img287.imageshack.us/my.php?image=hev9hv.jpg)
That is one gorgeous model.  I can't wait to get the files for the Holo so I can see it.

(http://img158.imageshack.us/img158/9931/tree0rn.th.jpg) (http://img158.imageshack.us/my.php?image=tree0rn.jpg)
Hey, it may only be a funky lookin' tree, but it's HD baby!

(http://img364.imageshack.us/img364/9748/sci10lc.th.jpg) (http://img364.imageshack.us/my.php?image=sci10lc.jpg)(http://img5.imageshack.us/img5/461/sci21fl.th.jpg) (http://img5.imageshack.us/my.php?image=sci21fl.jpg)(http://img5.imageshack.us/img5/2152/sci37mw.th.jpg) (http://img5.imageshack.us/my.php?image=sci37mw.jpg)
"Glad to oblige a fellow Scientist"


--

There have been some doubts about working ragdoll mentioned in other threads, so some proof is in order.

(http://img363.imageshack.us/img363/7551/raggrnt20pg.th.jpg) (http://img363.imageshack.us/my.php?image=raggrnt20pg.jpg)
I got an itch... I... can't... quite.....reeeach!

(http://img358.imageshack.us/img358/6940/raggrnt4mt.th.jpg) (http://img358.imageshack.us/my.php?image=raggrnt4mt.jpg)
Watch!  I can do the backspin!


(http://img313.imageshack.us/img313/4573/ragslv9tu.th.jpg) (http://img313.imageshack.us/my.php?image=ragslv9tu.jpg)
What an incredibly compromising position.   :o

(http://img313.imageshack.us/img313/4504/ragslv29dr.th.jpg) (http://img313.imageshack.us/my.php?image=ragslv29dr.jpg)
Looks like an intestinal problem to me.

(http://img360.imageshack.us/img360/6443/gman1dh.th.jpg) (http://img360.imageshack.us/my.php?image=gman1dh.jpg)
Here is one of the bugs we need to iron out.  I think this model has a detail texture that isn't showing up correctly in Source.  We'll see.

Well, that's it for now.  If I ever finish learning how to convert models into Source I'll have a PS2 Sentry and an alternative xbow to show you.
Title: Re: HL Source High Definiton
Post by: Zavaro on August 10, 2005, 05:39:01 AM
Well, it looks good, and I'm glad that the ragdolls seem to be working properly.  But I'm sorry to hear you are having conversion issues.
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 10, 2005, 06:16:22 AM
someone should do a nice normal map for those tree things.
Title: Re: HL Source High Definiton
Post by: Anakite on August 10, 2005, 06:22:33 AM
Hm, I guess I was wrong about the beefiness of the vortigaunts.
Title: Re: More Updates
Post by: Sgt Wilko on August 10, 2005, 07:12:40 AM
Frraksurred, when I've got some spare time, I'll knock up a simple tutorial for you.... well.... simple enough  :D
Title: Re: HL Source High Definiton
Post by: Barnz on August 10, 2005, 11:53:20 AM
I never tested this models in-game. Tree.mdl looks very good in Xen. :)
Title: Re: HL Source High Definiton
Post by: Romka™ on August 10, 2005, 12:34:07 PM
someone should do a nice normal map for those tree things.
But, isn't there already 1 ???? It looks like there is one.

The vortigaunt looks like a porn mate on the last 2 pics :P.

The Gman bug seems to be a missing layer on the texture . . . Possibly a line too much in the *.VMT file ::).
Title: Re: HL Source High Definiton
Post by: Barnz on August 10, 2005, 02:08:49 PM
Wait a minute. I never converted a gman model to Half-Life 1 Source... ???
Title: Re: HL Source High Definiton
Post by: Romka™ on August 10, 2005, 02:16:20 PM
Wasn't the Gman already in v.1?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 10, 2005, 02:16:36 PM
Wait a minute. I never converted a gman model to Half-Life 1 Source... ???

He was in v.1, so you must have converted him at some point.  ;)

Frraksurred, when I've got some spare time, I'll knock up a simple tutorial for you.... well.... simple enough  :D

That would be awesome!  Thanks mate, it would help my neubishness out a lot.

Hm, I guess I was wrong about the beefiness of the vortigaunts.

I think it was just the angle of the first pick I posted, outside of having a lot more polys and a greatly updated skin, he's not all that different from the original.
Title: Re: HL Source High Definiton
Post by: Barnz on August 10, 2005, 02:18:53 PM
Use Liquidator's G-Man model. It must be around here somewhere.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 10, 2005, 02:26:14 PM
Use Liquidator's G-Man model. It must be around here somewhere.

I had that same thought.  ;D

But, isn't there already 1 ???? It looks like there is one.

I'll check when I get home from work, but I believe it does, yes.

Quote
The Gman bug seems to be a missing layer on the texture . . . Possibly a line too much in the *.VMT file ::).

Hmmm, I'll look into that.  If I send you the .vmt would you be willing to look it over?  ;D
Title: Re: HL Source High Definiton
Post by: flynia on August 11, 2005, 12:45:32 AM
Guys

Found the GMAN model made by Liquidator.

http://www.hl-improvement.com/forums/index.php?topic=1510.0

Their is another actually by Marphy Black... i think this is the better one.

http://www.hl-improvement.com/forums/index.php?topic=345.0

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on August 11, 2005, 01:17:27 AM
Yea, you are right. Marphy Black's G-Man model looks much better...  :)
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 11, 2005, 02:07:41 AM
Thanks Flynia.  I appreciate you're being helpful.

I actually already downloaded both Gman models along with half a dozen other candidates for conversion (Fat_Al's gib packs, Zen world models like hair and light plant, PS2 version of sentry and turret... stuff like that) earlier last week.  I've just run into several roadblocks in doing anything with them.

I have lots of potential models, but no skill in converting them.  I have searched EXTENSIVELY, days on end, for tutorials and guides on converting models to Source but only found one very poorly written tut designed for CS:S.  It has got me started, but now, amoung other things, I've encountered problems with the SDK not recognizing HL:S, so all progress has come to a screeching halt.  I didn't realize something so simple could become so complex.  I'm well beyond frustration so I'm taking a break.  I have so much to do that I've put off trying to solve these issues that I'm going to have no choice for the next few days but to take time out for other things. 

I assure you, if I can find one iota of help or helpful information I will be hard at work getting this pack done.  I'm not giving up... in fact I'm so fixated on this project now I couldn't give up if I wanted to, LOL!   Anyway, I'll stop whinning now.   ::)
Title: Re: HL Source High Definiton
Post by: flynia on August 11, 2005, 02:17:18 AM
Don't worry Frak im the same way :)

I'm not giving up on this project either... im very determined to see this reach the light of day :)

I feel the same devotion to it as you do.

So far everything is going awesome! The community has come together and with any luck all that is left is a few minor problems that im sure the experience modders in the community would be able to solve.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 11, 2005, 05:26:54 AM
Well, I made some contacts towards solving some of the problems I've been experiencing and now I'm waiting for replies.  In the meantime I spent some time working on the installer some more.  I made some serious progress there that has helped relieve a little pent up stress (it feels good to finally get some where with something!).  I'll be working both jobs the next two to three days, so I may seem to have fallen off the planet.  Regardless I will be trying to squeek some work on the pack in and post any updates that seem appropriate.

It seems slow, but we are getting there friends.


BTW, been pimpin' in the Desktop thread (http://www.hl-improvement.com/forums/index.php?topic=1396.msg24627#msg24627).
Title: Re: HL Source High Definiton
Post by: Anakite on August 12, 2005, 11:39:24 PM
You guys show us any more pics, and I will probably be foaming at the mouth.

BTW, falling off of the planet? The only thing like that I've ever heard was "I hit him so hard he fell off the internet".

EDIT: Are you guys doing anything with the headcrab?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 13, 2005, 04:23:09 PM
EDIT: Are you guys doing anything with the headcrab?

We're using A.I's headcrab (http://ambientimpact.hl-improvement.com/downloads_npc.htm) (ported to Source of course, of course).
Title: Re: HL Source High Definiton
Post by: flynia on August 13, 2005, 06:52:46 PM
You more then welcome to use my Headcrab if you want.

Cup of coffee included of course  ;D

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 13, 2005, 09:55:08 PM
You more then welcome to use my Headcrab if you want.

Cup of coffee included of course ;D

Cheers flynia

Yeah... we've been leary to work with your headcrab actually.  His caffine addition has created quite a reputation in the industry.  His exploits are forever in the tabloids, and we here at HL:S:HD would like to avoid that kind of pubilicty.  ;D

/kidding

LOL.  I was just wondering how we'd mod the cup into an effective crowbar replacement.

And now for something completely off-topic...  How does everybody like my new sig?  I'm asking because I'm not totally sure I like it yet.  It still "needs something".
Title: Re: HL Source High Definiton
Post by: Barnz on August 13, 2005, 09:59:55 PM
Are you planning to add HL 2 styles eyes in to the human models?
Title: Re: HL Source High Definiton
Post by: Anakite on August 13, 2005, 11:49:42 PM
I like your new sig. BUT, what is Ps. 51:17b?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 14, 2005, 12:03:51 AM
Are you planning to add HL 2 styles eyes in to the human models?

That's a bit over my head skill-wise, though I'd love to be able to!  I actually thought the Scientists & Barney already had them.  Perhaps I'm wrong.

--

I like your new sig. BUT, what is Ps. 51:17b?

It is one of my favorite verses from the Bible.  Psalms 51:17b says: "...a broken and contrite heart, O God, you will not despise (or deny, depending on the translation)."  It is where my screen name is derived from.  Frraksurred (strange for "fractured") is me reminding myself what God has done for me, which helps keep me humble.  Make sense, or more answer then you bargined for?  lol.
Title: Re: HL Source High Definiton
Post by: Anakite on August 14, 2005, 12:30:34 AM
I thought it was from Psalm, but I didn't think there was EVER a "b" verse. I wish I had a favorite verse, I guess I should read mine. Again. Good idea on how to keep humble, though....  because it was my idea. j/k.

But we should get back on topic before this turns into a religious discussion. This would get locked quicker than you can say "Pipboy".

Seems like things are coming along nicely. This will be worth the wait.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 14, 2005, 03:33:04 AM
But we should get back on topic before this turns into a religious discussion. This would get locked quicker than you can say "Pipboy".

Indeed.  I could talk about Jesus all day long, but it irritates me when people continuously hijack a thread, so I won't do it in this one.

Quote
Seems like things are coming along nicely. This will be worth the wait.

Some times I wonder if it will ever get done.  LOL!  New bugs seem to crop up all the time (they're breeding!!!).  However, we are closer now then we've ever been and I believe it will indeed be worth the wait.  Sgt. Wilco should be sending me his files any day now.  After that we have about a half dozen bugs to exterminate, a couple more models to convert and we should[/b] be ready for beta release.  I'm going to put a two week goal on beta testing, if all goes well we will be making an official release soon after that.  I will be contacting a few HL related sites with the news to get the word out.  Personally I'm excited.  This is no BM:S or major mod, but this pack contains some exceptional models that should breath some life into a HL:S community that was terribly dissappointed with the original port.
Title: Re: HL Source High Definiton
Post by: Anakite on August 14, 2005, 03:44:52 AM
... kind of like a bug orgy...

You should also contact Bluesnews.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 14, 2005, 07:50:00 PM
Okay lads, this is a file for Frraksurred. Let me make that clear that it is ONLY for Frraksurred. I hope that I can trust you NOT to download the file yourself.

Before you ask, it does not contain any models of any kind. It is just something Frraksurred asked for which I could not send via email as my email system is broken at the moment.

I would be very upset if someone took the file, so please don't.

Thankyou  :D

[File not found]
Title: Re: HL Source High Definiton
Post by: when on August 14, 2005, 08:04:40 PM
oh no it's a virus
Title: Re: HL Source High Definiton
Post by: Zavaro on August 14, 2005, 08:17:54 PM
Well I haven't downloaded it, but plenty of others have.

* For_Frraksurred_ONLY.rar (241.98 KB - downloaded 10 times.)
Title: Re: HL Source High Definiton
Post by: when on August 14, 2005, 08:19:03 PM
well it much have a password if it's RAR
Title: Re: HL Source High Definiton
Post by: Romka™ on August 14, 2005, 08:20:13 PM
Well I haven't downloaded it, but plenty of others have.

* For_Frraksurred_ONLY.rar (241.98 KB - downloaded 10 times.)
Me either . . . Wilko, what's in there?
Title: Re: HL Source High Definiton
Post by: SirAlucard on August 14, 2005, 08:27:20 PM
Hehe I love that "Result!!!" picture so funny
Title: Re: HL Source High Definiton
Post by: Barnz on August 14, 2005, 08:42:11 PM
Well I haven't downloaded it, but plenty of others have.

* For_Frraksurred_ONLY.rar (241.98 KB - downloaded 10 times.)

I downloaded it 8 times... ;D
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 14, 2005, 08:51:53 PM
I downloaded it 8 times... ;D

LOL!!!!!!!!!!  You deviant you.

Thanks Sgt. Wilco.  I appreciate your time and effort.  This will help me out a ton, or a gross... better yet a giggaton, yeah.  ;D

Anyway, it will help me out a lot.  Thanks pal.

*bolts off to look at "Frraksurred ONLY" pics*   Muhahahaha!
Title: Re: HL Source High Definiton
Post by: Barnz on August 14, 2005, 09:10:47 PM
I know tutorial is going to help you but you still don't know how to make other things...

::)

So what are you going to do?
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 14, 2005, 10:01:15 PM
Thanks lads, you've all proved that NONE of you can be trusted.

So, NONE of you can have my models.


Good job.

EDIT: No joke. It was a bloody simple test, and you all failed.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 14, 2005, 10:19:49 PM
I didn't even download it . . . how about some password protection?
Title: Re: HL Source High Definiton
Post by: Barnz on August 14, 2005, 10:26:31 PM
Romka?! What happened to your name and avatar?! Anyway I am still working on male models. (It's almost done) :)
Title: Re: HL Source High Definiton
Post by: Lurid on August 14, 2005, 10:35:54 PM
Thanks lads, you've all proved that NONE of you can be trusted.

So, NONE of you can have my models.


Good job.

EDIT: No joke. It was a bloody simple test, and you all failed.

Well, typing it like that made it almost SOUND like you wanted people to download it.
Title: Re: HL Source High Definiton
Post by: Anakite on August 14, 2005, 10:38:17 PM
Hey hey hey!!! I didn't download it!! Why punish ME!? Couldn't you have also PMed it to him!?

EDIT: Typo
Title: Re: HL Source High Definiton
Post by: Romka™ on August 14, 2005, 10:45:36 PM
Romka?! What happened to your name and avatar?! Anyway I am still working on male models. (It's almost done) :)
Err . . . nothing ::), the avatar is my Uber-Avril.
Good to "read" that :).

Hey hey hey!!! I didn't download it!! Why punish ME!? Couldn't you have also PMed it to him!?
No, PMs don't have the file attachments :-\.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 14, 2005, 11:26:46 PM
I know, I tested you lot.

Jesus, it was only a rar file with a few pictures, that wasn't the point. Besides, I could have used Encryption. I wanted to see how you lot would react, and my point was proven.
Title: Re: HL Source High Definiton
Post by: Anakite on August 15, 2005, 01:02:58 AM
Well, I didn't download it! You can trace my friggin IP if you want! And it's my router IP, so it doesn't change when I restart.
Title: Re: HL Source High Definiton
Post by: flynia on August 15, 2005, 03:05:23 AM
Lets not worry about who downloaded what and when. If you dont want it download dont post it here... either that or email it privately.

Lets try to work together to create something that the whole community can enjoy. Thats what open source is all about... now i know this isn't open source... but we are all working towards the same goal and it just makes sense to work together  :) right???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: when on August 15, 2005, 03:39:42 AM
ok doe's this feel like it's going off topic and may get locked?
Title: Re: HL Source High Definiton
Post by: Anakite on August 15, 2005, 03:46:31 AM
They may lock it, but a successor WILL COME!!!! *evil laugh*

But seriously, how DOES this keep getting off-topic?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 15, 2005, 03:47:11 AM
I know tutorial is going to help you but you still don't know how to make other things...

::)

So what are you going to do?

Darn straight I don't how to do a lot of stuff yet.  Wish I did, not that I'm looking to do it all myself, but at this point my only real option is to learn don't you think?  I'm open to additional suggestions.   I'll take all the help I can get, I'm just not giving up until I have a finished product.  I didn't take this thing over just to give up because of a little challenge or offense.  I'm not in this for me.  I told people this pack was coming and I'm going to make good on my word.  Period.
Title: Re: HL Source High Definiton
Post by: flynia on August 15, 2005, 03:52:17 AM
Ok guys i will be assisting Frak with the Readme and changelogs for the pack.

I will be going over the last 40 pages of this forum with a fine toothed comb so that we can get everything in order. This will also include updates from Version 1 as well. If you have any queries or suggestions please foward them to me via PM.

Hope i didn't jump the gun or anything. Could i also please have someone post a list of links used for programs as well... milkshape, model viewers etc.. I know this is a big ask... but the more the helpfull the documentation can be the better that way we can have a list of programs in case people want to look into model editing as well.

I will google some of the programs later but the documentation is a big issue at the moment and getting it right will get the pack all the more professional

I agree with you mate... We have made it this far and i know we can get this going... I'll help you all the way  :) I'm 100% behind this pack!

Darn straight I don't how to do a lot of stuff yet.  Wish I did, not that I'm looking to do it all myself, but at this point my only real option is to learn don't you think?  I'm open to additional suggestions.   I'll take all the help I can get, I'm just not giving up until I have a finished product.  I didn't take this thing over just to give up because of a little challenge or offense.  I'm not in this for me.  I told people this pack was coming and I'm going to make good on my word.  Period.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: when on August 15, 2005, 04:28:08 AM
They may lock it, but a successor WILL COME!!!! *evil laugh*

But seriously, how DOES this keep getting off-topic?

well if the modeller would show more pic's we would keep on topic or if they give us the pack we would talk more about it :P
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 15, 2005, 04:55:50 AM
I will be going over the last 40 pages of this forum with a fine toothed comb so that we can get everything in order

Just to save you some time... I already did that and the Readme I sent you reflects the info I gathered.


Quote
Could i also please have someone post a list of links used for programs as well... milkshape, model viewers etc..

Steam's SDK has a model viewer, though you have to edit several files to get it to recognize HL:S.  Not sure what else to use yet.  As for the rest, here's a few:

Milkshape 1.7.5 (http://www.swissquake.ch/chumbalum-soft/index.html)
You will need this to decompile & compile models, not to mention to add ragdoll.

GCF Scape (http://www.bravothree.com/Files/gcfscape115.exe)
You will need this to open the HL:S GCF files and extrat the needed .mdl file

VtexGUI (http://www.halflife2.net/forums/attachment.php?attachmentid=13007&d=1101339726)
This will help convert your .tga's to .vtx files.  Steam needs to be running for this one.


After I get the hang of things, I will be whipping up a tutorial of my own, using parts of Wilco's most generous tutorial, a CS:S tutorial I found some time back, and what I picked up along the way.  The aim to make it as user friendly as possible.  Don't expect it too soon, I will post it when it's ready.

Title: Re: HL Source High Definiton
Post by: Frraksurred on August 15, 2005, 04:59:47 AM
well if the modeller would show more pic's we would keep on topic or if they give us the pack we would talk more about it :P

and if you were paying attention you'd know we just posted a bunch of pics, not to mention what we are waiting on before we can release anything.  Do I post almost dailey updates for nothing, or do you just have problems reading?

I live by a simple rule of thumb that has helped me out a lot.  Engage brain before mouth.  I think it would help you to.
Title: Re: HL Source High Definiton
Post by: flynia on August 15, 2005, 05:34:06 AM
Just for the record i live by the following  ;D

1. Jump at head
2. Make reaaak noise
3. Engage claws
4. headcrabify victim and zombify

Hope i got a laugh.

Nah seriously... give people time... Frak is doing a damn fine job... if you have questions about release and pics send me a message as i am more than willing to help the newcommers to this forum find their way.

Everything will be done when its done.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: when on August 15, 2005, 06:28:07 AM
and if you were paying attention you'd know we just posted a bunch of pics, not to mention what we are waiting on before we can release anything.  Do I post almost dailey updates for nothing, or do you just have problems reading?

I live by a simple rule of thumb that has helped me out a lot.  Engage brain before mouth.  I think it would help you to.

wtf i was making a joke  ::)
Title: Re: HL Source High Definiton
Post by: Anakite on August 15, 2005, 06:50:15 AM
Not to jump the gun or anything, but that sounded like impatient nudging to me.
Title: Re: HL Source High Definiton
Post by: Cpl_Death on August 15, 2005, 08:34:17 AM
No models for me and NO one is recieving my World of Warcraft high res texture pack and my WC 3 Model upgrades   :D
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 15, 2005, 08:44:24 AM
Fine.
I'll send you the files Frraksurred.

I felt guilty for Cpl Death and Anakite, since they didn't download the folder.

SirAlucard didn't exactly hide the fact he downloaded the file...


EDIT: Lol downloaded 22 times? If that was you Barney, i'm going to kill you  :D
Title: Re: HL Source High Definiton
Post by: SirAlucard on August 15, 2005, 10:21:31 AM
It was a funny picture, great models though
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 15, 2005, 12:41:20 PM
YOU WEREN'T MEANT TO LOOK AT THE FILE..

Jesus, can you not read english? or do you lack the intelligence to understand my statement?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 15, 2005, 01:32:09 PM
wtf i was making a joke ::)

And we're supposed to be able to know that how?  Your tone of voice?  Body language?  Knowing you so well personally?  Reading your mind?

You're on the Internet, you have to clarify.  Respect would be a nice thought to.
Title: Re: HL Source High Definiton
Post by: Anakite on August 15, 2005, 06:58:01 PM
Ok, thank you Sgt. Wilko.
Title: Re: HL Source High Definiton
Post by: Cpl_Death on August 15, 2005, 07:32:20 PM
K thx Wilko I think Barney probably added to the download numbers lol
Title: Re: HL Source High Definiton
Post by: when on August 15, 2005, 07:50:11 PM
YOU WEREN'T MEANT TO LOOK AT THE FILE..

Jesus, can you not read english? or do you lack the intelligence to understand my statement?

would the Admin know who DL it?
Title: Re: HL Source High Definiton
Post by: SirAlucard on August 15, 2005, 08:44:22 PM
YOU WEREN'T MEANT TO LOOK AT THE FILE..

Jesus, can you not read english? or do you lack the intelligence to understand my statement?

 :o calm down, its not that important, a few pictures no need to cry over it. Idiot.
Title: Re: HL Source High Definiton
Post by: Barnz on August 15, 2005, 08:59:06 PM
:o calm down, its not that important, a few pictures no need to cry over it. Idiot.

Hey, what are you trying to do?  >:(

I think, Sgt. Wilko was right. No one is deserving this pack, NO ONE! :-\
Title: Re: HL Source High Definiton
Post by: Romka™ on August 15, 2005, 10:18:50 PM
:o calm down, its not that important, a few pictures no need to cry over it. Idiot.
You should calm down . . . you call people "Idiot" . . . even your rank is lower than ours, dumbass! >:(
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 15, 2005, 10:21:42 PM
:o calm down, its not that important, a few pictures no need to cry over it. Idiot.

You are hopeless... forget it. You don't understand.

Frraksurred, I'll send over the files tomorrow... most likely.
Title: Re: HL Source High Definiton
Post by: Anakite on August 15, 2005, 10:38:23 PM
It's amazing how much people can be total bastards to those who are trying to give us something that they aren't being paid for, out of the goodness of their hearts.
Title: Re: HL Source High Definiton
Post by: Barnz on August 15, 2005, 10:38:42 PM
Ermm, I just want to tell the truth about me....

I leaved this pack because some of the guys just like Sir Alucard every day posting stupid messages...

These type of guys are always making me (and Sgt Wilko) upset... :-\
Title: Re: HL Source High Definiton
Post by: flynia on August 15, 2005, 11:05:58 PM
Ok guys lets just calm down shall we... this arguing is pointless we are just going to get another thread locked and none of us want that.

Lets just show some respect to the people who have spent countless hours putting these models together. They don't have to do this at all.

For the first time i can understand where barney is comming from and im sorry to hear it and wish to appologise to him if i had caused him any grief during this project.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Zavaro on August 15, 2005, 11:11:43 PM
/slightly offtopic as of now - What exactly is on the picture/pictures?  Anything important?  Schemes for World Domination?

/On topic - What models are left to be converted, if any?
Title: Re: HL Source High Definiton
Post by: Barnz on August 15, 2005, 11:18:14 PM
/slightly offtopic as of now - What exactly is on the picture/pictures?  Anything important?  Schemes for World Domination?

/On topic - What models are left to be converted, if any?

Only weapon models left...

Me and Sgt Wilko already converted all HD stuff to Half-Life 1 Source already... :-\
Title: Re: HL Source High Definiton
Post by: flynia on August 15, 2005, 11:22:46 PM
Barney

I may have asked this before but do you know if it is possible to edit the weapon select menu of the hazard suit?

I've heard this may have something to do with a font file and would like to take a look at it.

EDIT: On another note Frak has mentioned that he is looking into converting the PS2 Sentry model over. He mentioned to that their are also several bugs that need ironing out including a mouth controller issue with the Hgrunt.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on August 15, 2005, 11:24:18 PM
I know how to change HUD in HL 1 but I never tried to change HUD in HL 2...

I'll try to look at files...
Title: Re: HL Source High Definiton
Post by: flynia on August 15, 2005, 11:26:11 PM
Thanks mate your a champ  8)

I've been trying to get the dang AR 9mm in the wepon select menu for HL Source rather than the HK.

EDIT:- Barney think i may have found a lead... http://developer.valvesoftware.com/wiki/Authoring_and_Using_TrueType_Fonts
EDIT:- I'll check it out tonight when i get home and see if i can get a 9MMAR to suit
EDIT:-
EDIY:- One question though mate and then ill stop bugging you... is the HUD in HL 1 a TTF Font file or images?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on August 15, 2005, 11:49:53 PM
Images... :-\

Anyway, I found a way to edit HL1 Source HUD textures...
Title: Re: HL Source High Definiton
Post by: flynia on August 15, 2005, 11:52:46 PM
Yeah so did i... apparently its all done through a TTF file according to the link below

http://developer.valvesoftware.com/wiki/Authoring_and_Using_TrueType_Fonts

You need a program called Fontlab... Check the link above for a more detailed description.

Leave it with me and i should be able to come up with something soon.

How did you manage it if you dont mind me asking???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 16, 2005, 03:53:46 AM
Well ladies and gents, I'm glad that things are getting back on topic.  It sure doesn't take long to make a thread ugly.  Thank you all for getting back on track.  Every effort we can give to be constructive helps, and it makes life easier for every one in the process.  Now to business...


Frraksurred, I'll send over the files tomorrow... most likely.

Thank you Sgt. Wilco.  I sincerely appreciate it.

Only weapon models left...

Me and Sgt Wilko already converted all HD stuff to Half-Life 1 Source already... :-\

Indeed the pack is coming together.  Once Mr. Wilco sends his files we should have nearly everything and can focus on fixing the bugs.  I thought all the weapons were done however.  What weapons still need to be worked on?

What models are left to be converted, if any?

With Sgt. Wilco's files we have all the weapons, all the NPC's, the player model, a few miscellaneous world models and Besli's HD map texture pack.  Without Wilco's files we will need the Zombie, Agrunt, Scientists (with ragdoll) and potentially some I'm forgetting.  Once the files are together our next major push will be erradicating bugs.  Currently our buglist is as follows:

 - Hgrunt mouth controller needs fixed (mouths always wide open)
 - Islave not casting any shadow
 - Islave A.I. messed up (shot at you when they see you, but do not pursue you)
 - Islave ragdoll wierd (works yet he dies in the same position every time)
 - Scientist do not have working ragdoll (without Wilco's files)
 - Scientist coat clipping into body during ragdoll (with WIlco's files)
 - Zombie coat clipping into body during ragdoll ("  "  ")
 - Gman upper body texture not rendering correctly (checkerboard)

That is just what I can think of off the top of my head.  We are close, but we may have more to do then we anticipated.  I'll keep you posted as we go.
Title: Re: HL Source High Definiton
Post by: Anakite on August 16, 2005, 05:14:48 AM
Sounds like, well, let me put it this way: Most of those bugs seem like they are Goliath Beetles.
Title: Re: HL Source High Definiton
Post by: Zavaro on August 16, 2005, 05:33:02 AM

 - Hgrunt mouth controller needs fixed (mouths always wide open)
 - Islave not casting any shadow
 - Islave A.I. messed up (shot at you when they see you, but do not pursue you)
 - Islave ragdoll wierd (works yet he dies in the same position every time)
 - Scientist do not have working ragdoll (without Wilco's files)
 - Scientist coat clipping into body during ragdoll (with WIlco's files)
 - Zombie coat clipping into body during ragdoll ("  "  ")
 - Gman upper body texture not rendering correctly (checkerboard)


I believe the Ragdoll for the Islave is meant to do that, as whenever you kill him he flies onto his back or falls straight down, unless of course in Half-Life Source they took out that animation, which they might've, I'm not entirely sure.
Title: Re: HL Source High Definiton
Post by: flynia on August 16, 2005, 05:39:49 AM
I will confirm that tonight by going on a Islave hunt  >:(

I will also check the shadow as well in that case as it may have something to do with Source graphics detail levels.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: flynia on August 16, 2005, 08:41:23 AM
Look Sir we are trying to achive something here so if you have nothing better to do than flame the users of this forum please go away. Nothing Personal but the rest of us here don't want this topic locked again.

Cheers flynia

 
That is becasue I don't live on these forums unlike some people. Idiot.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 16, 2005, 08:45:52 AM
...Moving on.

Frraksurred, as for the Hgrunt mouth controller, you have 2 options.

1 of which being that you lower the amount that the mouth can move and the 2nd option is to completely replace the sound files and edit the sentences.txt.

I'd suggest that you lower the mouth controller..... unless you want a hell of a lot of trouble, which isn't really worth it.

Also, my hgrunt conversion has the very first ragdoll I made. Needless to say, it isn't pretty.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 16, 2005, 01:22:22 PM
I believe the Ragdoll for the Islave is meant to do that, as whenever you kill him he flies onto his back or falls straight down, unless of course in Half-Life Source they took out that animation, which they might've, I'm not entirely sure.

That is exactly what it does.  There is obviously something I do not yet understand about the ragdoll.  I thought that when an NPC died the ragdoll physics just took over using calculations of bone weights, direction of impact, mass, etc.  Physics basically.  I didn't realize ragdoll needed to be animated in any way.  My ignorance obviously, but I'm learning.


...Moving on.

Frraksurred, as for the Hgrunt mouth controller, you have 2 options.

1 of which being that you lower the amount that the mouth can move and the 2nd option is to completely replace the sound files and edit the sentences.txt.

I'd suggest that you lower the mouth controller..... unless you want a hell of a lot of trouble, which isn't really worth it.

Also, my hgrunt conversion has the very first ragdoll I made. Needless to say, it isn't pretty.

Thanks for the heads up.  I'll look into both options.  Ideally I'd like the mouths to work as they are supposed to, but if that proves to be a major undertaking, then I will adjust the mouths in the mean time and look into a true fix when time allows.  BTW, Kudos to you for choosing to "move on."  I have a lot of respect for people who are mature enough to take the high road and not let themselves get caught up in petty arguments.  If I was from Australia I'd say: "Good on ya mate!"  ;D
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 16, 2005, 02:51:56 PM
That is exactly what it does.  There is obviously something I do not yet understand about the ragdoll.  I thought that when an NPC died the ragdoll physics just took over using calculations of bone weights, direction of impact, mass, etc.  Physics basically.  I didn't realize ragdoll needed to be animated in any way.  My ignorance obviously, but I'm learning.

Thats not entirely true. The ragdoll is a seperate thing which does not have an effect on the animation side. The only way you could train the ragdoll to go into different poses is how Valve did it in HL2, by the use of death_poses. These are basicly the supports of the ragdoll, making them go in a certain direction.
Title: Re: HL Source High Definiton
Post by: Anakite on August 16, 2005, 07:42:45 PM
Doubt it would work, but you could always try shoving the jaw into his face and building a new one over it.
Title: Re: HL Source High Definiton
Post by: when on August 16, 2005, 09:14:08 PM
sounds like a plan to me :)
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 16, 2005, 10:02:30 PM
Doubt it would work, but you could always try shoving the jaw into his face and building a new one over it.

What?
Do you even have a clue what you are saying?
Title: Re: HL Source High Definiton
Post by: Anakite on August 16, 2005, 10:17:18 PM
No, I guess not... by "shoving the jaw into his face" I meant placing that part of the model inside of his head, as to conceal it, but that could just raise more complications.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 16, 2005, 10:20:32 PM
Oh I see..... you mean close off the mouth completely?
Title: Re: HL Source High Definiton
Post by: Anakite on August 16, 2005, 10:53:01 PM
Well, yeah, but that's not totally what I meant. I meant that after concealing the first jaw, building another attached to it, so it would move when they were talking. Of course, this would require that their mouths open even more when they talk...

But yeah, it could work just closing it completely. Like a bug that you would fix in a later version, their mouths just wouldn't move at all.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 16, 2005, 11:45:32 PM
Not ideal, but it is an option.
Title: Re: HL Source High Definiton
Post by: Anakite on August 16, 2005, 11:47:55 PM
The way I see it, there are 3 options:

1) Fix as many bugs as you can before you release at a set time, and fix the rest in the next version

2) Delay the pack until all bugs are fixed

3) A Miracle Happens
Title: Re: HL Source High Definiton
Post by: flynia on August 16, 2005, 11:51:07 PM
Talking about miracles... i did manage to get the 9MMAR HUD VTF working.

I have sent the files to Frak and they should be in the release.

In simple terms... the HKMP5 is no longer in the Weapon HUD... instead we have a Icon for the 9MMAR.

I'm very proud as its my first mod for HL Source apart from the texture XBow bug  ;D

Cheers flynia
Title: Re: HL Source High Definiton
Post by: VectorW8 on August 17, 2005, 02:59:08 AM
JEEZUS, this thread has over 40 pages.
Title: Re: HL Source High Definiton
Post by: Anakite on August 17, 2005, 03:07:20 AM
Almost 50. ;D
Title: Re: HL Source High Definiton
Post by: Besli on August 17, 2005, 03:45:16 AM
JEEZUS, this thread has over 40 pages.

Because many people are waiting for this great pack!
Title: Re: HL Source High Definiton
Post by: flynia on August 17, 2005, 03:51:43 AM
We are a very dedicated bunch of people here at the HL Source High Definition Thread.

We are constantly working towards this goal and are very devoted towards HL Source.

Everybody has made a marvelous contribution to the success of this.

Well Done and Happy 46 Pages people!

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 17, 2005, 04:11:49 AM
Talking about miracles... i did manage to get the 9MMAR HUD VTF working.

I have sent the files to Frak and they should be in the release.

Indeed it shall be in the release.  Nice work.  I noticed in the "Other Releases" forum that this had been done for HL1 but no one had done it for Source yet.  You have pioneered something Flynia!  LOL!

The way I see it, there are 3 options:

1) Fix as many bugs as you can before you release at a set time, and fix the rest in the next version

2) Delay the pack until all bugs are fixed

3) A Miracle Happens

Couldn't have said it better myself.  The plan is this: we are going to try and fix all of the bugs (I hate releasing something that is not done), but if one or two problems prove to be overly difficult and can be "temped up" in some way so as not to be nasty and obvious, then we will release with the temp fixes and work on a 2.1 release of complete bug vaporization.

So, what is getting worked on now?  I'm so glad you asked, allow me to elaborate...

I am tinkering ever so deligantly with the installer.  Every little thing we add to the pack means several lines of code.  And I am ever so happy to add them if it means a bigger and better pack!

Flynia is hard at work on the Readme, correcting the weapon sprites in your beloved Mark IV Hazardous EnVironmental Suit's Heads Up Display (and to think I could have just written HEV HUD).

Sgt. Wilco is aiding me in the fine art of converting models, and *AHEM* sending mE SoM3 F|Le5!!!1111!!! ;D (the kind soul that he is)

Besli is relentlessly and gradually adding HD textures to the map pack

Romka is getting a PM from me about a couple of our bugs (as he has been immensely helpful in the past in that area)

My computer is reading the latest edition of "MaximumPC" and drooling copulantly at their gorgeous dream machine; "DMx" (Dual dual proc's, OCed 7800's in SLI, 8 gigs of DDR400, 2 terabites of SATA HDD's in RAID 3 - oh MOMMA!!!)
Title: Re: HL Source High Definiton
Post by: Anakite on August 17, 2005, 04:20:31 AM
*sighs* That WOULD be a dream machine...
Title: Re: HL Source High Definiton
Post by: flynia on August 17, 2005, 04:23:14 AM
Yeah it would... i am a ATI Fanboy though so i would have to go with Crossfired X850's or the newer R530's (if and when they release them)

Don't forget all you ATI Fans that the Catalyst 5.8 Series are avaliable at Driverheaven today or at ati.com tomorrow.

Frak Who did the processors??? are they AMD or Intel???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on August 17, 2005, 04:25:08 AM
I know, Nvidia is a whore. ATI got soul, but DAMN are those NV cards fiiiiine.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 17, 2005, 05:18:58 AM
Yeah it would... i am a ATI Fanboy though so i would have to go with Crossfired X850's or the newer R530's (if and when they release them)

Don't forget all you ATI Fans that the Catalyst 5.8 Series are avaliable at Driverheaven today or at ati.com tomorrow.

Frak Who did the processors??? are they AMD or Intel???

Cheers flynia

*steps off-topic breifly*

Thanks for the heads up on the drivers!  My 9700 thanks you.  I am a ATI fan myself, but until the R520 arrives (now been delayed until late summer) with SM 3.0 and some serious performance numbers (and crossfire that more PCI-E mobo's can utilize), the 7800 is just beating the crap outta our favorite team. 

The procs were dual core AMD Opterons (2.2Ghz x 4), the rig also had Creative's not yet released sound card, the X-Fi (24 x more MIPS then Audigy 2) with EAX 5.  It's just sick!  SICK!!! ...in a good way.  *devious grin*

*steps back on-topic*

(http://img236.imageshack.us/img236/5702/sprite8nc.jpg) (http://imageshack.us)
Flynia is this your spite?  Looks good, doesn't quite match the model used ingame however (but niether does the shotgun come to think of it).

(http://img45.imageshack.us/img45/1374/oops5ha.th.jpg) (http://img45.imageshack.us/my.php?image=oops5ha.jpg)
Either way it looks a darn sight better then my botched up first Source conversion.  LOL!  Think I messed up converting the .tga's to .vtx.  Back to the drawing board for me.

 
Title: Re: HL Source High Definiton
Post by: flynia on August 17, 2005, 05:23:57 AM
Thats the HK one mate... the AR9MM should look like a Rifle rather than that.

just confirm that the models are in the "half-life source\hl1\materials\sprites" directory.

I'll take a screen capture of it tonight and find a spot to upload it too... sorry guys i cant get to imageshack here at work as it is blocked on the firewall.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 17, 2005, 05:35:08 AM
just confirm that the models are in the "half-life source\hl1\materials\sprites" directory.

Ah, I had unpacked the .rar you sent me straight to the "sprites" folder.  What I didn't realize was that the files were in a "Materials/Sprites" folder of their own.  Once I removed them from their folders and put the .vtx files directly into the original "sprites" folder they worked flawlessly. 

(http://img15.imageshack.us/img15/9931/sprite21fj.jpg)

Again, nice work.

EDIT: Better pic.
Title: Re: HL Source High Definiton
Post by: flynia on August 17, 2005, 05:40:17 AM
Ahhh thanks mate... im gonna take copies of the images that you have uploaded here at add them too the original RAR file i have here.

Thanks for the compliment and sorry for being a pain... i should have just sent a link with where to extract them too... I'll do that next time.

Glad you like though :-)

Enjoy!

On the bonus side it seems like the shottie has been upgraded too :-)

Cheers flynia

PS - Well apparently im now a  Vortigaunt... but a  Vortigaunt with a Headcrab!
Title: Re: HL Source High Definiton
Post by: Zavaro on August 17, 2005, 06:31:08 AM
So those are all done with sprites and not fonts?  Because sometimes weird stuff can happen with the stuff in Half-Life 2; such as your crosshair turns into the letter Q; and all the images of firearms change to letters on the weapon selection part of the Heads-up-display.
Title: Re: HL Source High Definiton
Post by: flynia on August 17, 2005, 06:38:56 AM
All done using sprites mate.

I tried them out for about 20 minutes or so and everything seemed to be a-ok with them.

Turned out i didn't need to touch any fonts at all... seems like its just HL2 that uses fonts in that way.

The files are just replacements VTF's and still adhere to the right dimensions of Vavles originals.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Cpl_Death on August 17, 2005, 08:17:30 AM
lol valve actully released an update for HL:S on aug 10th.

"Half-Life: Source

    * Enabled low violence content for low violence users"
Shame it cant be something a little better  :(
Title: Re: HL Source High Definiton
Post by: Romka™ on August 17, 2005, 12:34:51 PM
I'm just wondering . . . Have you fellas ever thought of using LODs?

I mean we could set a real game standard with this and I already know where we can get the most LODs . . . the PS2 version!

It ain't my intention to make more work here . . . but it's just a suggestion for users with lower PCs :-\.
Title: Re: HL Source High Definiton
Post by: flynia on August 17, 2005, 12:44:48 PM
I did a search for LOD.

Amongst the dozen or so pages i found the following:

http://www.hl-improvement.com/forums/index.php?topic=1140.0

I will see if i can get these to work in our Mod

EDIT:- Drat... red ERROR messages... ahhh well... we do already have "Alien Tree" models so theirs not much more point looking into that one. I'm new to converting MDLS over to "Source". These ones look fairly simple so i guess ill start to learn from here.

EDIT AGAIN:- I've managed to isolate the VTF's for the Chapter select menu of Half Life Source. I'm fairly confident that when we Release V2 i can modify those menu images and we can have swish new ones featuring our content rather than the Low Definition ones  :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 17, 2005, 01:51:23 PM
So those are all done with sprites and not fonts? Because sometimes weird stuff can happen with the stuff in Half-Life 2; such as your crosshair turns into the letter Q; and all the images of firearms change to letters on the weapon selection part of the Heads-up-display.

I had that problem once.  It was traced back to downloading a "Half-Life" font to my PC.  If you have any fonts using the same font as HL or HL2, then remove it from windows and your PC and that should solve the problem.

I've already downloaded the LOD's in the thread Flynia linked some time back.  I posted a pic of the tree already converted a few pages ago.  I will be adding the "hair" and "light plant" once I get the hang of converting models (I've been lucky to get an hour or two to myself each night as of late).  I think this is a great idea and was already planning on doing of much of it as we could.  The Sat_globe and soda can have already been done.
Title: Re: HL Source High Definiton
Post by: Zavaro on August 17, 2005, 02:55:29 PM
I had that problem once.  It was traced back to downloading a "Half-Life" font to my PC.  If you have any fonts using the same font as HL or HL2, then remove it from windows and your PC and that should solve the problem.

I know.  It's just kind of weird that Half-Life 2 uses fonts as weapons images.

What does the soda can look like?
Title: Re: HL Source High Definiton
Post by: Marphy Black on August 17, 2005, 06:21:03 PM
LOD means Level of Detail, and it refers to decreasing the detail of a model as it moves away from the viewer by using seperate lower-poly submodels of the same model. This can be seen very clearly in HL2 when walking away from any character. They appear to sort of be changing shape as you move away from them. That's just them reverting to a lower-poly submodel because since you're not as close, you can't see that much detail on them anyway, so this should increase performance.

Frankly I don't see a reason to include an LOD system for these Source models. You'd be putting yourselves through a lot of more work. If you truly want to be making HL: Source look the best it can possibly be, you should basically disregard the LOD system entirely. Quite frankly, HL: Source's levels and textures are far from HL2 quality, so there's really no reason to try and squeeze some extra performance out of it anyway.

If you did want to put in an LOD system, well you'd have to manually edit every model to get 5 or 6 level of detail submodels, each lower-poly than the last. You could technically use the already-made PS2 submodels, but so many changes have already been made to the first and highest quality mesh over time that the change from the highest LOD to the next LOD model would look too drastic and obvious to the player.

Also, I'm not into editing Source at all, but there's also the question of how the engine handles the LOD submodels and physics. I imagine that you would have to apply physics to all 5 or 6 of these extra level of detail submodels, and multiply that by about the 14 or so models that do have both a ragdoll death and LOD submodels, I'd say you'd have about 80 or so new models to work with adding physics on.

Again, I don't know how the engine deals with ragdoll deaths and the LOD submodels, like in HL2 or CSS, so maybe my last paragraph is wrong, but I imagine a big number will scare you away from wanting to work on an LOD system for the models. :P

If you really want to add LOD to the models, well it may help lower-spec pc's, and there is a command to disable the LOD system entirely for people who always want the highest quality models shown, but quite frankly I don't think it's worth all the trouble. The fps difference might mean an extra 5-10 fps, as there are rarely many enemies on screen at one time in Half-Life. But, if these people do have Half-Life: Source, then that means they would have to have HL2, and if people are really running into performance problems playing HL:S, than I wonder why they would have even bought HL2.
Title: Re: HL Source High Definiton
Post by: Barnz on August 17, 2005, 07:17:10 PM
Making LOD system for models is very easy. Just open the 3D Studio Max and open the model file then "Optimize" it. :)
Title: Re: HL Source High Definiton
Post by: Besli on August 17, 2005, 08:13:52 PM
5 or 6 level of detail?

1. A.I's or Romka's
2. PS2 (highest LOD)
3. HD
4. PS2 (lower LOD)
5. LD
6. PS2 (lowest LOD)

Numbers could be switched.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 17, 2005, 08:21:39 PM
5 or 6 level of detail?

1. A.I's or Romka's
2. PS2 (highest LOD)
3. HD
4. PS2 (lower LOD)
5. LD
6. PS2 (lowest LOD)

Numbers could be switched.
The LD & HD wouldn't fit, if we're gonna use LODs, then I suggest all PS2 LODs or self created.
Title: Re: HL Source High Definiton
Post by: Besli on August 17, 2005, 09:16:39 PM
The LD & HD wouldn't fit, if we're gonna use LODs, then I suggest all PS2 LODs or self created.

Why not, you can reskin the models, so they will fit.
PS2 has only 3 LOD's.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 17, 2005, 09:23:47 PM
I know, but if you compare the Hd or LD hgrunt with the PS2 version, you'll see that the torso bags are completely different.
Title: Re: HL Source High Definiton
Post by: halflifedave on August 17, 2005, 10:23:04 PM
I rarely check up on here only to find this  :'(
Thanks lads, you've all proved that NONE of you can be trusted.

So, NONE of you can have my models.


Good job.

EDIT: No joke. It was a bloody simple test, and you all failed.

 is he for real or what  ???
Title: Re: HL Source High Definiton
Post by: VectorW8 on August 17, 2005, 10:30:17 PM
My computer is reading the latest edition of "MaximumPC" and drooling copulantly at their gorgeous dream machine; "DMx" (Dual dual proc's, OCed 7800's in SLI, 8 gigs of DDR400, 2 terabites of SATA HDD's in RAID 3 - oh MOMMA!!!)


Dream machine eh? Hehehe. I gotta challenge that. What I have is an air cooled, water cooled VooDoo PC. It has an AMD64 overclocked at 4.7 GHZ, a GIG of RAM, Two crossfire X850s, 5 hard drives, a sound system that blows away 5.1. It's the type of system used at rock concerts. Wireless Microsoft Keyboard and mouse. 1900X1200 Resolution in HL2 that runs smooth as butter. And the moniter is a 71" Inch Mitsubishi TV. Btw, I have to keep my CPU constantly at a temp of 37 degrees Faranheit, or else it'll fry. Total cost: $7,000.
Title: Re: HL Source High Definiton
Post by: halflifedave on August 17, 2005, 10:33:46 PM
Hmm didn't know crossfire finally came out, too bad it doesn't have all the supports Nvidia has been getting *sigh* after SLi came and SM3.0 it all went downhill  :'(
Title: Re: HL Source High Definiton
Post by: flynia on August 17, 2005, 11:10:53 PM
That all sounds fairly sweet to me but lets get back on topic shall we  ;)

We don't wanna get this thread locked again especially when we are all working so hard on it  :)

I'm still looking into those "chapter select" menus and have decided to go with the images in V1 of the Pack as we just need still images. I'll let you guys know how i get on... if its as easy (well as easy as converting models can be) I will have something definative tonight (Australian Time). This should take care of all the "Menu's" and such.

EDIT:- Just a reminder to all the other ATI Fanboys out their like myself that the Catalyst 5.8 Drivers are avaliable for download today at www.ati.com (http://www.ati.com)  ;D

Cheers flynia
Title: Re: HL Source High Definiton
Post by: halflifedave on August 17, 2005, 11:17:26 PM
That all sounds fairly sweet to me but lets get back on topic shall we  ;)

We don't wanna get this thread locked again especially when we are all working so hard on it  :)

I'm still looking into those "chapter select" menus and have decided to go with the images in V1 of the Pack as we just need still images. I'll let you guys know how i get on... if its as easy (well as easy as converting models can be) I will have something definative tonight (Australian Time). This should take care of all the "Menu's" and such.

EDIT:- Just a reminder to all the other ATI Fanboys out their like myself that the Catalyst 5.8 Drivers are at ATI.com  ;D

Cheers flynia
yay, didn't know about that. and your idea sounds really cool. I actually may be upgrading to sliver soon (only $10 and kinda for the helluva) so I would love to get this pack for it  ;)
Title: Re: HL Source High Definiton
Post by: Zavaro on August 17, 2005, 11:22:37 PM
You can't "upgrade" to Silver.  You must create a new account and repurchase Half-Life 2.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 17, 2005, 11:24:11 PM

Dream machine eh? Hehehe. I gotta challenge that. What I have is an air cooled, water cooled VooDoo PC. It has an AMD64 overclocked at 4.7 GHZ, a GIG of RAM, Two crossfire X850s, 5 hard drives, a sound system that blows away 5.1. It's the type of system used at rock concerts. Wireless Microsoft Keyboard and mouse. 1900X1200 Resolution in HL2 that runs smooth as butter. And the moniter is a 71" Inch Mitsubishi TV. Btw, I have to keep my CPU constantly at a temp of 37 degrees Faranheit, or else it'll fry. Total cost: $7,000.

You definately have the "DMx" in the sound department, maybe even the monitor department (I didn't know Mitz made a 71"...  CRT?).  The DMx had dual 24" Dell flat panels. I think the DMx has you every where else.  The equivilent of 4 2.2mhz procs, each with 4 gigs of DDR400 at it's Hypertransport disposal, each proc with it's own chipset on the Tyan mobo. 2 24 pipe 7800's over-clocked about 22%.  2 Terabites of stripe 3 HDD's, some of the highest read speeds they've ever tested.  It's crazy, and over $10K.

Regardless you have a exceptionally nice rig that I would ALMOST give my left nut for.  ;D

Alright, back ontopic...

I think Marphy Black makes a good point about the LOD system, though doable, it would be wasted on this game.  HL:S just isn't as demanding as HL2, even with our uber-models.  If we did decide it was worth adding, a later version would be best at this point.  If we can get all the models together and the bugs worked out, I'd be extatic enough to do a happy dance and announce release.  Then we can brainstorm for 3.0.    
Title: Re: HL Source High Definiton
Post by: flynia on August 17, 2005, 11:25:10 PM
HalfLifeDave - here is the forum link for Version 1 of the Half Life Source HD Pack

http://www.hl-improvement.com/forums/index.php?topic=487.0

Enjoy!

Cheers ATI Fanboy Flynia  ;D
Title: Re: HL Source High Definiton
Post by: halflifedave on August 17, 2005, 11:32:45 PM
You can't "upgrade" to Silver.  You must create a new account and repurchase Half-Life 2.

LIES!!!  >:(

btw, ty very much for the link flynia  ;D

[File not found]
Title: Re: HL Source High Definiton
Post by: flynia on August 17, 2005, 11:36:00 PM
Wow!

Sweet im shocked... does this meen that people will be paying to use or mod LOL

"This Suggests a entirly new line of research" - hope i quoted right  ;)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Romka™ on August 17, 2005, 11:48:07 PM
LIES!!!  >:(
False! >:(

[File not found]
Title: Re: HL Source High Definiton
Post by: flynia on August 17, 2005, 11:53:07 PM
Ok lets stop quoting the image shall we...

It looks like he is a ATI Coupon holder... wasn't the upgrade avaliable for those people with ATI coupons???

EDIT:- Yep I'm right link below
EDIT:- http://www.steampowered.com/index.php?area=news&id=325

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Zavaro on August 17, 2005, 11:53:32 PM
Yeah, well he has the ATI HL2 coupon.  I don't know how that works.  So.. yeah.

Romka is generally right though.  You can't upgrade with normal purchases and whatnot.

Edit- Damn too quick!
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 17, 2005, 11:56:14 PM
Thanks for the clarification Flynia.

Let's try and get back ontopic now.  I know I've been as bad as anybody else lately, but this is getting out of hand.
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 12:02:32 AM
Frraksurred is right... Can anybody out their help with the list of bugs that we have going???

The more help we can get the sooner we can release  ;) ;D ;)

 - Hgrunt mouth controller needs fixed (mouths always wide open)
 - Islave not casting any shadow
 - Islave A.I. messed up (shot at you when they see you, but do not pursue you)
 - Islave ragdoll wierd (works yet he dies in the same position every time)
 - Scientist do not have working ragdoll (without Wilco's files)
 - Scientist coat clipping into body during ragdoll (with WIlco's files)
 - Zombie coat clipping into body during ragdoll ("  "  ")
 - Gman upper body texture not rendering correctly (checkerboard)

If anybody can please feel free to check them out and make suggestions.

Hope i'm not overstepping the mark Frrakssured

Cheers flynia

Thanks for the clarification Flynia.

Let's try and get back ontopic now.  I know I've been as bad as anybody else lately, but this is getting out of hand.
Title: Re: HL Source High Definiton
Post by: Anakite on August 18, 2005, 01:52:26 AM
Yes, back on to the dream machine topic.

But anyways, doesn't Source use a crappy Shadowmap system? And doesn't that mean that new models require new shadows be built, or does it create them automatically? If the latter is true, it might be that there is some option that you set/didn't set for the others that you didn't set/did set for the islave. f you haven't already, you might just compare the processes used to create the islave and the others, if it is different at all.

EDIT: ALMOST 50!!!!
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 18, 2005, 02:35:08 AM
Hope i'm not overstepping the mark Frrakssured

Not at all, I do however have some updates before anybody wastes needless time on a bug that is already fixed.

Quote
- Islave not casting any shadow

This problem is solved.  It was a map specific problem.  On some of the SP maps the islave shadow is just exceptionally light... on other maps it is fine.

Quote
- Islave ragdoll wierd (works yet he dies in the same position every time)

This is evidently indicative to the game.  Ragdoll does in fact work, they just have a couple "death poses" that they are predisposed to end up in.

Quote
- Gman upper body texture not rendering correctly (checkerboard)

We will be converting a different Gman model to take this one's place.

Other then that, knock yourselves out.  We can use all the help we can get.


Title: Re: HL Source High Definiton
Post by: halflifedave on August 18, 2005, 02:46:21 AM
OK, as you can tell, I know nothing about converting or anything to do with Source. but couldn't you get the Gman from HL2 and rename them for HL:Source (since it's the same engine and allowed on here) and the gman doesn't have that many animations *right?*  ???
Title: Re: HL Source High Definiton
Post by: Anakite on August 18, 2005, 02:49:43 AM
If you can do that, please use the HD G-man!
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 18, 2005, 03:07:11 AM
OK, as you can tell, I know nothing about converting or anything to do with Source. but couldn't you get the Gman from HL2 and rename them for HL:Source (since it's the same engine and allowed on here) and the gman doesn't have that many animations *right?* ???

Not quite that simple.  There is a lot more to bringing a HL2 model into HL:S even though they share the same engine.  HL2 models have an entirely different skeletal sytem, facial animations and a host of other things a pain in the posterior to port to HL:S.  Besides that they would look so out of place in their environment it wouldn't look right.  We want to keep the look of the original, just upgrade it.  :D
Title: Re: HL Source High Definiton
Post by: Zavaro on August 18, 2005, 03:09:47 AM
OK, as you can tell, I know nothing about converting or anything to do with Source. but couldn't you get the Gman from HL2 and rename them for HL:Source (since it's the same engine and allowed on here) and the gman doesn't have that many animations *right?*  ???

As Frak said, they would look out of place, and would be a pain to convert.  I think the checkerboard problem is related to graphical settings or your card somewhat.  When the first pack came out I had a checkerboard Gman; and then I got my new card and I believe it's fixed.
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 03:17:33 AM
That might be the case actually.

I have a X800XT and everything appears fine with the original GMan model from Version 1.

Hmmmm... what video card is this occuring on Frak?

EDIT:- Would we get away with the current one if this is the case seeing as you wouldn't really need correctly working ragdoll for the Gman (im assuming you don't considering we dont get a chance to smack him with the crowbar.

EDIT:- I have posted a request for a "Source Converted" GMAN here http://www.hl-improvement.com/forums/index.php?topic=1688.0

Cheers flynia

Title: Re: HL Source High Definiton
Post by: VectorW8 on August 18, 2005, 03:37:30 AM
You definately have the "DMx" in the sound department, maybe even the monitor department (I didn't know Mitz made a 71"...  CRT?).  The DMx had dual 24" Dell flat panels. I think the DMx has you every where else.  The equivilent of 4 2.2mhz procs, each with 4 gigs of DDR400 at it's Hypertransport disposal, each proc with it's own chipset on the Tyan mobo. 2 24 pipe 7800's over-clocked about 22%.  2 Terabites of stripe 3 HDD's, some of the highest read speeds they've ever tested.  It's crazy, and over $10K.

Regardless you have a exceptionally nice rig that I would ALMOST give my left nut for.  ;D

Alright, back ontopic...

I think Marphy Black makes a good point about the LOD system, though doable, it would be wasted on this game.  HL:S just isn't as demanding as HL2, even with our uber-models.  If we did decide it was worth adding, a later version would be best at this point.  If we can get all the models together and the bugs worked out, I'd be extatic enough to do a happy dance and announce release.  Then we can brainstorm for 3.0.    

It's not CRT, it's an actual Television, the same one I use to watch HBO.

Btw, this is what my case looks like.

(http://img205.imageshack.us/img205/107/2ndpcside17zr.jpg)
Title: Re: HL Source High Definiton
Post by: halflifedave on August 18, 2005, 03:45:50 AM
^^ god that is bitching  :o

just one more question I have right now. on the first SD pack, I noticed how much of an eye-sore the shell cases were, will you be upgrading those too?
Title: Re: HL Source High Definiton
Post by: Zavaro on August 18, 2005, 03:46:12 AM
Here I'll find the picture.

Here it is.  This was taken on a Geforce 4 MX440 at least, I'm pretty sure.

WARNING - SORRY FOR UNREASONABLY HUGE PICTURE SIZE!

(http://zavaro.jggs.org/c5a10001.jpg)
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 18, 2005, 03:49:45 AM
Hmmmm... what video card is this occuring on Frak?

I have an ATI 9700 Pro... and I'm not the first to see checkerboards on this particular Gman.  I 'spose it may be indicative to a specific card, but even if that is the case, there are a ton of 9700's out there and we don't want any portion of our users having to deal with a bug.

Quote
EDIT:- Would we get away with the current one if this is the case seeing as you wouldn't really need correctly working ragdoll for the Gman (im assuming you don't considering we dont get a chance to smack him with the crowbar.

Good point.  That would actually make converting another model all the more simple and logical.  Nice catch.

Quote
EDIT:- I have posted a request for a "Source Converted" GMAN here http://www.hl-improvement.com/forums/index.php?topic=1688.0

I'm still working on perfecting model conversion, so if nobody steps up, let's just do it ourselves.
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 03:53:06 AM
Yep... looks the same on mine... Sorry Frak!

Hmmmm... its probably a Catalyst driver issue... what Catalyst version do you use Frak??? I reccomend the 4.12 Series for 9x00 Series cards.

Heres my case  :P

(http://img152.imageshack.us/img152/6558/case8fw.jpg)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 18, 2005, 03:54:32 AM
It's not CRT, it's an actual Television, the same one I use to watch HBO.

CRT is a TV.  Most screens that big are CRT's or DLP's (I work with Home Entertainment and Security).

I noticed how much of an eye-sore the shell cases were, will you be upgrading those too?

Yes.  We already have some and may be adding more.

Here I'll find the picture.

Hmmm... nice textures (Tram).  They look familiar. 

So Besli, how is that texture pack coming along?

......

Besli?

;D
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 03:58:55 AM
Frak

Can you post a pic of the Gman texture issue that you have??? I'm 75% Certain its probably a driver issue at the moment.

EDIT:- This link may assist with the conversion of models... check it out!
EDIT:- http://www.hl-improvement.com/forums/index.php?topic=1686.0

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 18, 2005, 04:06:50 AM
Can you post a pic of the Gman texture issue that you have???

(http://img360.imageshack.us/img360/6443/gman1dh.jpg)

It is in Zavaro's pic as well, just not as strong.
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 04:09:12 AM
Looks to me like a shader issue... try several different versions of the Catalyst drivers and see if that helps.

Also check to ensure that you are running D3D and not OpenGL in the settings menu as this may account for it.

ATI Cards generally prefer Direct3D to OpenGL.

EDIT:- Yay 50 Pages!.... but lets keep on topic  ;)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 18, 2005, 04:27:27 AM
Yay 50 Pages!.... but lets keep on topic ;)

Fifty pages indeed.


... and half of it is you and me spamming it into oblivion.

;D
Title: Re: HL Source High Definiton
Post by: Besli on August 18, 2005, 04:36:01 AM
Happy 50th!!
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 18, 2005, 05:04:45 AM
Happy 50th!!

HEY YOU!!!  LOL!  You get any of my PM's, posts... cerebrial wave lengths, lately?
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 05:09:10 AM
Here is a treat.... a teaser of one of the chapter upgrades... This is not the final... i want them as close to the originals as possible... its just proof that we can hopefully change the look of the chapter menus.

The black area around it seems strange but thats the way it came when i extracted it (The TGA that is converted using VTFTOTGA... I will see you up ahead  ;)

(http://img3.imageshack.us/img3/8066/chapter190hv.jpg)

EDIT:- This will replace chapter 19 BTW

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on August 18, 2005, 06:44:56 AM
50 FTW!!!

But yes, definitely a problem with a layer. I suggest what Flynia said, except reworded to sound like my idea.
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 09:13:50 AM
People!

You know those updated images for the "Chapters" menu that i said i was going to do???

Guess what!

They are done... ill send them off to Frakksurred now and hopefully they will be in the Release.

Here are 3 of them

"Chapter 3: Unforseen Consequences"

(http://img365.imageshack.us/img365/4301/chapter36ux.jpg)

"Chapter 12: Surface Tension"

(http://img365.imageshack.us/img365/9980/chapter129gl.jpg)

"Chapter 17: Interloaper"

(http://img365.imageshack.us/img365/128/chapter170bu.jpg)

Watcha think?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 18, 2005, 10:10:07 AM
Can we get some full sized pics of those? :)
Title: Re: HL Source High Definiton
Post by: Barnz on August 18, 2005, 10:12:07 AM
Watcha think?

Cheers flynia

Hmmm, I don't like the pics... :-\
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 10:40:04 AM
Yeah i know... low quality... but i could only have images 153x88 Pixels unfortunatly... i tried larger but HL Source dosent like it.

To the "Chapter Select" menu they are "Full Size"... I have some at 1024x768 though if you are really keen!

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Romka™ on August 18, 2005, 10:43:52 AM
Bigger resolution pics please!
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 10:49:52 AM
I'm also confined by the fact that my monitor only supports 1024x768 at 85HZ maximum.

I can't go any bigger than that :(

I only have dial up too so here is one at 768 x 576

(http://img231.imageshack.us/img231/2042/chapter124cv.jpg)

They are captured on my System running at 16XF and 8XAA with a Radeon X800XT.

Sorry!

Cheers flynia

Title: Re: HL Source High Definiton
Post by: Romka™ on August 18, 2005, 10:56:06 AM
1024x768 is ok, I would also be satisfied with 800x600.
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 10:59:28 AM
They dont scale down well unfortunatly... when they get to 153x88 they have lost most of the primary visual quality... but their isn't much i can do about that.

This is only for the "Chapter Select" menu though so it isn't too bad.

Here is a "In-Game Shot" i took of it :)

Not bad for my second mod ever though  ;D

Cheers flynia


Romka here it is at 1024x768

(http://img295.imageshack.us/img295/4052/untitled0fj.jpg)
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 18, 2005, 01:20:00 PM
Very nice!  It is a detail that we previously did not have.  I like it.

As far as the pics themselves, we may experiment with a few different pics to see if we like the "feel" of one over the other, but on the whole I think they look awesome!

It's weird how Source darkens screen shots so much more then the old engine, it does the same thing to me.  Does look much more realistic however.  BTW, I really like how you stayed as close to the original pics content as possible.  Nice job.
Title: Re: HL Source High Definiton
Post by: Cpl_Death on August 18, 2005, 02:14:34 PM
What is left to do?
Are we looking at a release soon?
Title: Re: HL Source High Definiton
Post by: Romka™ on August 18, 2005, 02:50:58 PM
- Hgrunt mouth controller needs fixed (mouths always wide open)
 - Islave not casting any shadow
 - Islave A.I. messed up (shot at you when they see you, but do not pursue you)
 - Islave ragdoll wierd (works yet he dies in the same position every time)
 - Scientist do not have working ragdoll (without Wilco's files)
 - Scientist coat clipping into body during ragdoll (with WIlco's files)
 - Zombie coat clipping into body during ragdoll ("  "  ")
 - Gman upper body texture not rendering correctly (checkerboard)
Title: Re: HL Source High Definiton
Post by: when on August 18, 2005, 04:25:39 PM
well i think some would have to make that a sig so people would stop asking :P
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 18, 2005, 07:27:00 PM
Actually tha list was updated a couple pages back.

This all depends a great deal on if and when Sgt. Wilco sends me his files.  With them we are very close, without them we well need to convert and troubleshoot four or more models.

Anyway, the updated list is as follows:

- Hgrunt mouth controller needs fixed (mouths always wide open)
 - Islave A.I. messed up (shot at you when they see you, but do not pursue you)
 - Scientist do not have working ragdoll (without Wilco's files)
 - Scientist coat clipping into body during ragdoll (with WIlco's files)
 - Zombie coat clipping into body during ragdoll ("  "  ")

We may have a potential lead on the mouth controller.  If that doesn't pan out... and I ever get a decent block of time to sit down a devote to it, I may see if Barneyinblue would be willing to help me figure out how to fix it.  I think this is a must before release.

I haven't a clue what to do with the islave AI.  I'll talk to some people and see what I can come up with (too any things to do at once).

Depending on how bad the clipping problem the Scientist and Zombie have, we may leave that fix for 2.1.

That's about it for now.  We are making progress, but until I know if I'm getting some files or not, a lot is basically up in the air.  I'm trying to work on what will need to be done whether we get them or not.  But...
Title: Re: HL Source High Definiton
Post by: Anakite on August 18, 2005, 07:51:30 PM
I wish Valve would be more open with the community, because frankly, I believe they could help greatly with this bugfixing. I don't think the islave is you guys' fault. It is obviously an error with the coding. It must be that it doesn't support new models that well, which would be their fault.
Title: Re: HL Source High Definiton
Post by: Barnz on August 18, 2005, 08:05:16 PM
If you need help just send PM to me...
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 18, 2005, 08:59:43 PM
I haven't a clue what to do with the islave AI.  I'll talk to some people and see what I can come up with (too any things to do at once).

You need to make sure all the animations are correct for the islave. What your problem sounds like is that the model maybe doesnt have a correct running animation name and the AI cant play it when it needs to run so it just stays there. make sure all you animations are correct.
Title: Re: HL Source High Definiton
Post by: Barnz on August 18, 2005, 09:02:36 PM
There isn't something wrong about animation names. They only need to fix physmodel... :-\
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 18, 2005, 09:08:24 PM
I dont think the phys model would effect its running abilities.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 18, 2005, 09:49:31 PM
What in the Phys model do you think would affect it's ability to run or hamper AI?  (BTW, thanks for your willingness to help)

Either way, both ideas would be worth looking into.  Barneyinblue did the model conversion, so if he says the animations are correct I'm inclined to believe him.  I might look just to make sure there isn't a simple spelling error or something.  Other then that, I'm not familiar enough yet with the phys model to know what to look for there.
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 18, 2005, 09:56:03 PM
The phys model doesnt effect a living NPC after it dies and goes into ragdoll thats when it uses a phys model.
Title: Re: HL Source High Definiton
Post by: Anakite on August 18, 2005, 09:56:52 PM
The animations don't either. If the animations were bad, it would just slide towards you. It's a problem with the AI.
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 18, 2005, 09:58:27 PM
No I've seen some cases were the animations were not put in correctly and the NPC wouldnt move at all.
Title: Re: HL Source High Definiton
Post by: Anakite on August 18, 2005, 10:00:37 PM
Such as...?
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 10:03:30 PM
I'm curious.

Did you resolve your GMan issue Frakk????

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on August 18, 2005, 10:06:50 PM
- Islave A.I. messed up (shot at you when they see you, but do not pursue you)

Ah you were talking about this problem.

I think it's a small *.qc file problem. I hope you know how to change lines in *.qc. :-\
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 18, 2005, 10:08:55 PM
I dont want to spam up the thread by explaining so just make sure all the animations match up and then you can eliminate that theory if it doesnt work.

just saw you post barney and thats what I'm talking about he might of messed up a animation name or line in the .qc file.
Title: Re: HL Source High Definiton
Post by: Barnz on August 18, 2005, 10:21:39 PM
Ermm, I think there are few differences (animation speeds) between PS2 Vortigaunt (A.I.'s V. model is based on PS2 V. model) model and PC Vortigaunt (HL1:S V. model) model. :-\
Title: Re: HL Source High Definiton
Post by: flynia on August 18, 2005, 11:36:58 PM
Would it be possible to have the ISlave model or the QC File uploaded at all???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: your evil twin on August 19, 2005, 01:03:43 AM
Might I make a suggestion for the  "Chapter Select" menu screenshots?  I don't have Half-Life Source (yet) but I was wondering if in the exisiting screenshots there is a visible weapon model.  I think it might be possible to make the weapon view model invisible using a console command.  Alternatively, you could simply put on god mode and notarget, and use cheat codes to warp to various maps without having an HEV suit or weapons and then take the screenshots.

I don't know what image editing software you are using, but I use paint shop pro, and I find if you use the smart resize option it tends to nicely shrink things down and keep them high quality.  There are also a couple of other resize options like pixel resize and stuff that might allow for a different appearence, worth giving them a try.  But if you are using photoshop, I have no suggestions I am afraid.

I bloody well hope that when Half-Life Source Deathmatch is released Half-Life Source becomes free to everyone that has HL2, as has been rumoured.  Cause with these new models HL:S is looking incredible.  For the first time I reckon HL:E actually has some competition from HL:S.  When HL:E is released and I have HL:S as well, I won't know which to play!
Title: Re: HL Source High Definiton
Post by: flynia on August 19, 2005, 01:07:08 AM
I used Photoshop CS2 :)

I work in IT and have access to a lot of expensive programs :)

The shots are as close to the originals in HL Source as i could get... i then used Photoshop CS2 to resize and smooth them out. The weapons in the shots themselves mainly replace the existing shots... but i wanted to show more of the weapon... A few of them have different weapons but that was because i wanted to show off all the weapons rather than the same one over and over.

I used Notarget, God Mode and the removal of the Hud... thanks to Frakk for those commands :)

I cannot size them differently as the image does not stay within the frame... the maximum resolution i can have is 153x88 Pixels which is tiny  :(

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on August 19, 2005, 01:07:30 AM
I can make the "Chapter Select" menu pictures. I am good at using Photoshop. I'll post some pictures tomorrow (or later)...

(I am going to sleep now)
Title: Re: HL Source High Definiton
Post by: your evil twin on August 19, 2005, 01:10:05 AM
I personally reckon the screenshots would be better without visible weapon models - I'm sure that in Half-Life 2 you don't see the player's weapon in the screenshots, just in image of a location from that chapter.  I understand that you wanted to show off the new high definition models, but since the images are already so small it is a bit of a waste to fill up a quarter of the screen with a identical HEV hand in every image. :)
Title: Re: HL Source High Definiton
Post by: Anakite on August 19, 2005, 01:13:44 AM
I agree.
Title: Re: HL Source High Definiton
Post by: flynia on August 19, 2005, 01:14:19 AM
Feel free to send me the newer/improved images if you want... ill add them to the pack and replace the existing ones :)

Just make sure they are at 153x88 Pixels

email:- flynia@lycos.com

Thanks for the tips BTW guys... im glad that this mod has aroused such interest  ;D as its the second one ive done... the first was the 9MMAR and SHOTTIE replacement for the HUD.

EDIT:- Point taken... i might redo some of them tonight... depends on how much time i get... besides its friday here in Australia :)... Time to party!

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 19, 2005, 01:46:46 AM
Did you resolve your GMan issue Frakk????

My resolution was to abondon the one we have and convert Liguidator's Gman.  ;D  Comments are welcome.


I think it's a small *.qc file problem. I hope you know how to change lines in *.qc. :-\

Very Interesting.  I'll have a look, compare .qc and .mdl to make sure the animations are all correct.  Also, if I can find some free file hosting I will upload it for you to look over as well.

I personally reckon the screenshots would be better without visible weapon models

I too am in agreement with this.  While you have done a fantastic job Flynia, I think we should stick to the original games format.  It looks cleaner, and I'd rather let the suspence build and let the player be wowed by each weapon as they find them ingame.  We don't want to give away all our model sexiness right up front now do we?  ;D  So, if you or Barneyinblue would like to reshot the screens without weapons, we will whip up the new batch of Chapter Selection pics. 

One question while we're on this subject.  Isn't there a chapter or two that show models we haven't updated yet?  I thought I remembered some of the chapters showing the Zombie and the Agrunt.  Niether of which has been updated yet.  We should hold off on these until we have those models ingame (um, Sgt. Wilco... how are those files coming?  ;D ).  Sound reasonable?

Loving all the constructive input and interest.  This is what a project thread should look like!  Thanks to all who are chipping in and trying to be of help!!!  I commend you!
Title: Re: HL Source High Definiton
Post by: flynia on August 19, 2005, 01:52:27 AM
Sweet... it shall be done.

Their are a few original textures still in the "Chapter" Select.... NINIHALTH (however its spelt) and the Zombie ones in particular as i dont have updated source models for them. I will hopefully look over them tonight and completly remove the weapon models... gotta give my fans what they want dont i ;)

Leave it with me and ill get them done as that will make it easier... if you guys wanna send me images thats fine... but due to having dialup internet it takes forever and ill probably just get annoyed and do them again myself.

I too agree... thanks guys for the input... ill have them done sometime in the next 12 hours as its 11am here and im at work :( I'll wait on the new Grunt model and Zombie models then ;)

EDIT:- If anybody wants to send contenders for the chapter select menu could they please do so in the next 4 hours or so as im here at work till then.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 19, 2005, 03:49:07 AM
I don't know of an updated Nihilanth.  It and the Alien Controller seemed to have gotten neglected in the PS2 release (even Blue Shift).  If we can find one that is worth converting, great.  Otherwise we will have to stick with what we have.
Title: Re: HL Source High Definiton
Post by: flynia on August 19, 2005, 05:05:44 AM
Ok here are the chapters that i will redo tonight.

Chapter 3
Chapter 4
Chapter 6
Chapter 7
Chapter 8
Chapter 9
Chapter 10
Chapter 11
Chapter 12
Chapter 13
Chapter 14
Chapter 17
Chapter 19

I have removed most of the ones we don't have links for :)...apart from that i should have them by around "4pm Frraksurred" time.... hope thats right as i will start them about midnight aussie time. It's currently 2pm here now.

Thanks to everyone for giving me the feedback as well as the opportunity to do something for this pack. I'm glad that i can assist and contribute ;D

Cheers flynia

EDIT:- Cheers is a aussie thing i guess... every post ive ever made has had "Cheers flynia" at the end. LOL.
Title: Re: HL Source High Definiton
Post by: Anakite on August 19, 2005, 05:13:35 AM
Two Flynias? Both saying Cheers!?

EDIT: Hey Frak, what happened to your Ps reference?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 19, 2005, 05:19:03 AM
Well, after three attempts to convert a simple can I've gone from this:
(http://img45.imageshack.us/img45/1374/oops5ha.jpg)

to this:
(http://img366.imageshack.us/img366/4998/oops27ei.jpg)

I've decompiled, checked and rechecked my .qc, made sure all my .tga's were poweres of 2, made sure all my .vmt's had the right path to find the textures and still it doesn't wrok.  I'm getting fed up.  At least I've gone from solid purple to checkered purple, lol.  I don't know if that is progress or digress, but it is something.

On the brighter side, the islave shadow bug was never really a bug at all.  Some maps just show it's shadow more prominent then others.
(http://img378.imageshack.us/img378/5946/vortshad5eu.jpg)



Can anyone recommend a good free file hosting website?  I'd like to upload my .vmt and .qc for some of you experts to take a look at.  I also need to upload the hgrunt .qc for Barneyinblue.  Thanks.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 19, 2005, 05:27:12 AM
EDIT: Hey Frak, what happened to your Ps reference?

I'm going to work it in some where else for now.  It will be back.  ;D



Hey Flynia, it was about 11:00 p.m. here when you made your post.  Thats... 9 hours difference.  So, you'll be starting them about 9:00 am for me.  Dang, jet lag.  :P
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 19, 2005, 05:38:29 AM
Email the model and the vtf and vmt to JoshuaMK2atgmail.com (replace at with @)
Title: Re: HL Source High Definiton
Post by: Anakite on August 19, 2005, 05:39:24 AM
Did you make sure that the textures are the right format?

EDIT: Good to hear it will be back.
Title: Re: HL Source High Definiton
Post by: flynia on August 19, 2005, 05:40:52 AM
Frak

I did a quick google and came up with http://www.thefreesite.com/Free_Web_Space/

Most ISP's also offer users homepages so i reccomend using that... it wont be much space but it may be enough :) Not only that but it will allow you easier access to files in the future... plus no spam mail ;)

Another option is to upload them to imageshack but rename the extension ;) eg rename hlgrunt.qc to hlgrunt.jpg... infrom barney to change the extension back when he gets the image ;)... thats what i do ;)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 19, 2005, 12:18:44 PM
Jesus, I lose my internet connection for one day.. and 5 pages of crap comes in.

-Firstly, the phymodel has bugger all to do with animations. I don't care what you think, its true. Its used for the ragdoll. Thats all.

-Secondly, Frraksurred, you've made it more than clear that you want my files.

-Thirdly, why in gods name are you faffing around with the chapter menus?

-Lastly, do not ever, EVER use the free space rubbish. You get enough spam mail just by entering those damn things, let alone uploading files.

And JoshuaC, you wait for the pack like everyone else. Thankyou. Byebye.


EDIT: Why the hell have you gone mad with advertising?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 19, 2005, 10:24:19 PM
Firstly, the phymodel has bugger all to do with animations. I don't care what you think, its true. Its used for the ragdoll. Thats all.

I appreciate the info, that's why I said in my earlier post I would have to look into it.

Quote
-Secondly, Frraksurred, you've made it more than clear that you want my files.

I did not realize your connection was down, I apologize if I came accross as demanding.

Quote
-Thirdly, why in gods name are you faffing around with the chapter menus?

Nobodies "faffing", lol.  It was just an idea Flynia had.  Nobody had done anything with it yet, and for those of use who cannot model it was an area we could accomplish something in.  Flynia took the initiative to update it.  I can't see how it could hurt anything, what's the big deal?  I can't see the use in discarding added material that adds over all polish to our pack. 

Quote
-Lastly, do not ever, EVER use the free space rubbish. You get enough spam mail just by entering those damn things, let alone uploading files.

Yeah, I have an old website I haven't touched in years I will host that kind of stuff from.  I wasn't too excited about the spam either.

Quote
EDIT: Why the hell have you gone mad with advertising?

I'm not sure what you  mean by advertising.  I outside of posting some screen shots of progress and bugs, I haven't done anything to advertise.  I haven't contacted any website to say: "Hey we have this pack coming out soon, come check us out."  is there something in particular that you are refering to?  Please feel free to PM me if you have concerns with something.
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 19, 2005, 10:34:55 PM
And JoshuaC, you wait for the pack like everyone else. Thankyou. Byebye.

Uh.. I was only Trying to help him with the soda can texture problem.
Title: Re: HL Source High Definiton
Post by: VectorW8 on August 20, 2005, 02:19:57 AM
Damn, This project is going good.
Title: Re: HL Source High Definiton
Post by: when on August 20, 2005, 02:37:59 AM
Damn, This project is going good.

we should hope so :) these nice people are making us something to enjoy and we should be thankful to them for this ;)
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 20, 2005, 03:37:07 AM
Not much to update at the moment.  The weekend is here (for me anyway), so hopefully I can get something done towards this release.

My project for tonight: A bug that should be fairly simple to fix:

(http://img366.imageshack.us/img366/4999/gargbug8bs.th.jpg) (http://img366.imageshack.us/my.php?image=gargbug8bs.jpg)

As you can see the chrome is not rendering correctly.  We had this same problem with the islave's chrome, Romka informed me it had to do with the bumpmap we were using.  He suggested some changes to the .vmt which solved the problem.  I've contacted him again with this one; I'm sure it will be solved shortly as well.  Tomorrow I'm back to trying to successfully convert my first model (I'm determined!).  Pray for me, I'll need it!!!  LOL! 
Title: Re: HL Source High Definiton
Post by: flynia on August 20, 2005, 06:17:47 AM
I figured that to the perfectionist the 3rd weapon menu and the chapter selects would look strange... thats why I did something about it... I couldn't stand having the high definition content and the "Crappy" looking menu images.

Wilko - I figure that you dont have to use them if you don't want to its that simple. Feel free to use the older ones i won't take it personally ;)

It's also easy to avoid spam... you just set up a account that you use to subscribe to things... for me mines flynia@lycos.com... i have that account for that reason. To cut a long story short thats my SPAM ACCOUNT. I hope that makes sense ;)

I've also used Frakksurreds Islave that was posted here with his can work as "Chapter 17 - Interloaper". It seemed to fit the bill nicely and was a nice way to add a Easter Egg to the menu system.

Cheers flynia

EDIT- All done.

(http://img379.imageshack.us/img379/1803/web2us.jpg)
Title: Re: HL Source High Definiton
Post by: when on August 20, 2005, 06:39:44 AM
i like what i see, this model pack has come along way form the frist pack i tell you 8)
Title: Re: HL Source High Definiton
Post by: Anakite on August 20, 2005, 08:05:39 AM
*Does the stupid happy dance*
Title: Re: HL Source High Definiton
Post by: flynia on August 20, 2005, 08:16:35 AM
Thanks for the support guys its good to hear that our community is behind us.

We are slowly getting their... I'm still reviewing the "Chapters"... i find it hard to believe that something so simple could take so long to do. I'm still not happy with a few of the shots. But i'll work on them over the next 2 or 3 hours and see what i come up with.

I have also edit my previous work and added the extra chapters... have a look and let me know whatcha think as several of the chapters will have to wait till final release before they can be done properly Chapter 6, Chapter 9 and Chapter 19 mainly.

*Does the stupid happy dance*

i like what i see, this model pack has come along way form the frist pack i tell you 8)
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 20, 2005, 03:07:09 PM
I've also used Frakksurreds Islave that was posted here with his can work as "Chapter 17 - Interloaper". It seemed to fit the bill nicely and was a nice way to add a Easter Egg to the menu system.

I will send you the full shot so that the picture doesn't look so stretched in the menu.  I may even have a better one, but I'll peek.

--

In other news, Romka has come through for us again!  Behold the agrunt with fixed chrome:

(http://img382.imageshack.us/img382/8722/gargfix5tq.jpg)

Thank you Romka for your ever present helpfulness (and AWESOME models)!

--

Sgt. Wilco has graciously sent me a number of his files.  What little is missing should be sent as soon as he can get to it.  Currently he is experiencing both PC and broadband connection problems (just one of those problems would be enough to have me frazzled!).  Anyway, the agrunt you have already seen, but we now have a scientist with working ragdoll.  YAH!  However they also have a clipping problem.

(http://img366.imageshack.us/img366/6659/scibug2fr.jpg)

We'll have to address this before release.

The other models are missing their textures (the files yet to be sent) so all they look like is black and purple checkers ingame.  Quite amusing actually.  I'm eager to see A.I.'s zombie in source, so once all the files are together I will post updated pics.

--

Barneyinblue is still waiting for me to upload files for him to troubleshot.  What is holding me up?  A 24k dial-up connection (live in the country) that times out if you try to upload anything over 195k.  I need to get to some broadband with my jumpdrive, once I have done that I will send the respective files to the respective people.  I do apologize for the delay.  Dial-up sucks and no one offers braodband where I live right now.

You are updated people.  Thanks for the continued interest and support.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 20, 2005, 07:58:10 PM
I'm afraid that we'll never solve the scientist clipping bug problem . . . I think we should figure something other out. Even if we get that clippin' bugs under control, the scientist will always virbrate when he's lying dead on the ground, because of to many ragdoll boxes :-\.
Title: Re: HL Source High Definiton
Post by: Barnz on August 20, 2005, 08:20:40 PM
Frank, make a scientist without lab coat... :P
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 20, 2005, 08:23:42 PM
Hmmm...

That sucks.  I guess I'd rather live with the vibrations then the clipping.  Comments?

Frank, make a scientist without lab coat... :P

I'm not a modeller and if only it were that easy.  We're just going to have to brainstorm a solution, even if it is a compromise for the sake of release.
Title: Re: HL Source High Definiton
Post by: Anakite on August 20, 2005, 08:24:50 PM
So you've added ragdolls to the coat, and it didn't work? You could just make the entire coat all one ragdoll, but that would look crappy....

EDIT: How did the original HL: S handle it? If I'm not mstaken, it had 3 or 4 ragdolls for the coat.
Title: Re: HL Source High Definiton
Post by: Barnz on August 20, 2005, 08:28:09 PM
Just assign all unnecessary lab coat bones to scientist's body.
Title: Re: HL Source High Definiton
Post by: Anakite on August 20, 2005, 08:28:33 PM
EDIT: Misread BiB last post
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 21, 2005, 12:15:27 AM
Just assign all unnecessary lab coat bones to scientist's body.

That's excellent advice...if I knew how to do any of that.  ;D  I'm more then willing ot learn, but my time is limited and, short of being able to physically sit down with someone who can show me, all these tutorials are just crowding me head.  I'm simply trying to learn too many different things at once using tutorials that are obviously not written for the absolute beginner.  I'm getting stressed, frustrated and it doesn't feel like I'm accomplishing anything... and wasting a lot of time doing it.  So, for now, I'm going to focus on learning how to convert a model to Source (which isn't going very well, because information is so sparse), and begin looking for new team members who do know how to do this stuff.  I don't see any other way this is going to get done.

--

How did the original HL: S handle it? If I'm not mstaken, it had 3 or 4 ragdolls for the coat.

There was no ragdoll previously.  The converted HD scientists were lacking ragdoll and the original scientsts released with HL:S didn't have a coat modeled seperate from their body.  It can be done, we simply don't have anyone on the team right now who knows how to do it, or at least has time.  Leading me to my next endeavor, recruiting.
Title: Re: HL Source High Definiton
Post by: James on August 21, 2005, 12:59:22 AM
Best way to fix the LolScientist lab-coat bug would be to shorten it to a reasonable length and thus removing the neccessity for ragdoll for it.

Here's an example:



[File not found]
Title: Re: HL Source High Definiton
Post by: Anakite on August 21, 2005, 01:03:03 AM
When I first saw that, I thought Deus Ex...
Title: Re: HL Source High Definiton
Post by: Romka™ on August 21, 2005, 01:06:55 AM
Best way to fix the LolScientist lab-coat bug would be to shorten it to a reasonable length and thus removing the neccessity for ragdoll for it.
Or we assign the coat to each leg and add in the middle some vertex weights . . . it would terminate hours of work :).
Title: Re: HL Source High Definiton
Post by: James on August 21, 2005, 01:09:07 AM
Yeah best left to you guys, I know nothing about the Source engine :P
Title: Re: HL Source High Definiton
Post by: Romka™ on August 21, 2005, 01:11:13 AM
And I can't add vertex weights, because I don't have 3dsmax (or something like that) and the neccesary skills :-\.
Title: Re: HL Source High Definiton
Post by: James on August 21, 2005, 01:13:12 AM
I have a friend that might be able to do it, I'll ask him when he's awake. Don't hold your breath though, I'm really unsure as to whether he'd know how to do it or not.
Title: Re: HL Source High Definiton
Post by: Barnz on August 21, 2005, 01:16:32 AM
I can add vertex weights to models but it's useless without new animations... (you can't see the effect of vertex weight in old animations)

I think, no one wants to make lots of new animations for these models on this forum... :-\
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 21, 2005, 01:21:57 AM
Nontheless, it sounds like our best idea yet.  If we can't make new animations, maybe we should look for someone who can (or will).  Would assigning the coat to the body negate the need for new animations?  All we really need to worry about is the ragdoll and death pose.
Title: Re: HL Source High Definiton
Post by: flynia on August 21, 2005, 01:30:29 AM
Thanks for that Frak. I'll keep a eye on the inbox.

Apart from that do they suit the bill??? are their any out of place or that arn't suitable???... apart from Chapter 19

PS - I had a fiddle around trying to Convert Gman to source... spent 6 hours on it and ended up with nothing :(

Cheers flynia

I will send you the full shot so that the picture doesn't look so stretched in the menu.  I may even have a better one, but I'll peek.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 21, 2005, 01:57:52 AM
Apart from that do they suit the bill??? are their any out of place or that arn't suitable???... apart from Chapter 19

Looks good, although we may replace a few once we have he HD models for them.  I started taking a few shots myself and noticed some of the original pics didn't match the chapters they represented (chap 4).  Now I know why your pic didn't match the original one, lol.  I sent you a PM with details.

Quote
PS - I had a fiddle around trying to Convert Gman to source... spent 6 hours on it and ended up with nothing :(

Man, does that sound familiar.  I wish I only had six hours wrapped up into figuring out that process (and getting all the different programs to work together!).  Barneyinblue has been schooling me in a few details, plus Wilco's tutorial (thanks guys), so maybe my brain will start to absorb enough for it all to make sence.

Maybe.   ::)
Title: Re: HL Source High Definiton
Post by: flynia on August 21, 2005, 02:05:31 AM
I have found a program that will help too.... check google for one called "VTF Explorer"

Thanks to baracuda for the link

http://www.interlopers.net/index.php?page=utils.htm

It allows conversion from VTFs to either JPG, BMP's or TGA's.

Very Helpfull  ;D ;D ;D

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 21, 2005, 03:04:10 AM
I have found a program that will help too.... check google for one called "VTF Explorer"

http://www.interlopers.net/index.php?page=utils.htm

It allows conversion from VTFs to either JPG, BMP's or TGA's.

Cool.  I believe Cannonfodder's ModelCompiler does the same thing.  I could be wrong.

--

Well, I give up.  I've tried so many different ways of converting a simple model into Source and met with failure every single time I need to walk away for awhile.  Barneyinblue fine tuned my .qc and .vmt's, I've compiled the model with the above mentioned compiler, ms3d and the SDK, I've recompiled my textures with the above mentioned compiler, vtex and VtexGUI, and I've read at least a half dozen tutorials trying to fill in the gaps of information.  Still, all I get is a purple can. 

Now HL:S is crashing constantly.  I imagine it is because I am running it in a res other then my desktop (Desktop is much higher), but I'm going to uninstall and reinstall the whole &%#@ thing and start over anyway.  I don't understand why everyone seems to be able to figure this stuff out on their own, but even with every little bit I learn I can't get a simple can to work.  I don't know why I'm whining about it here, I just need to rant it off my chest I guess.  I should have gone to a movie.  >:(
Title: Re: HL Source High Definiton
Post by: flynia on August 21, 2005, 03:09:47 AM
Yep... im the same... no more worrying about model conversion for me.

Try just deleating the Half Life Source directory first... i hope thats the case... the GCF should be fine.

Try dropping the desktop resolution before anything though.

I gave myself a migrane trying to figure the conversion out last night  :-[

Cheers flynia
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 21, 2005, 03:11:47 AM
Developer 1 in the HL:S console will give you All the texture path errors. Helpfull for finding where textures for models go.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 21, 2005, 03:52:09 AM
Developer 1 in the HL:S console will give you All the texture path errors. Helpfull for finding where textures for models go.

I'll try that.  As bent out of shape as I am about this, I'm still determined to beat it.

EDIT: Well, it didn't tell me any textures were missing.  The only thing it said was a sound file was missing (sound the can makes when it drops out of the vending machine).  Now I'm wondering if something is wrong in my .vtf's.  Or I compiled something wrong.  I don't know, I could have breathed in when I was supposed to breath out.  ::)

Try just deleating the Half Life Source directory first... i hope thats the case... the GCF should be fine.

I've got Steam problems to.  Some how installing WindowBlinds screwed up my ability to play offline.  I uninstalled WB and did what support told me to do, but it didn't fix anything.

Quote
Try dropping the desktop resolution before anything though.

I've been playing HL:S @ 1600x1200x32 for months, it's never been a problem before.  I had my game res turned down to 1024x768 for demos and screen shots, and DX9 resizes my desktop during gaming anyway, so I don't think that's the problem.  Something just got borked some where during this whole "learning to convert a model" process.  Either that or the WB problem.  I've never been one to compromise visual quality to accomadate a bug.  I hunt it down and KILL it!  Or, I updgrade my equipment.  ;D
Title: Re: HL Source High Definiton
Post by: flynia on August 21, 2005, 05:00:59 AM
I have extracted the Gman from Version 1 of the pack and have used Milkshape to decompile both Marphys and Liquidators Gman models. I have then replaced the Gman_Coat.vtf with one I have converted from the BMP's within Marphy and Liquidators Gman... every time i do this it still has a checkerboard effect on the Gman.

I'm beginning to wonder if this is a shading issue with the Gman character himself. The coat is the only file i have fiddled with. Their is another Gman coat file called "gman_coat_normal.vtf"

Does anybody have any ideas on how i can remove this checkerboard effect. I have attached a screenshot... it is the one Frak posted a few pages back but the effect is the same.

Can anbody assist with this?

Cheers flynia

(http://img392.imageshack.us/img392/3572/gman1dh2ak.jpg)
Title: Re: HL Source High Definiton
Post by: Anakite on August 21, 2005, 05:32:26 AM
The source engine has all kinds of problems with 1600x1200. For one, you can't turn on Vertical Sync without losing your HUD, nor can you use Anti-Ailiasing.
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 21, 2005, 06:23:45 AM
I have extracted the Gman from Version 1 of the pack and have used Milkshape to decompile both Marphys and Liquidators Gman models. I have then replaced the Gman_Coat.vtf with one I have converted from the BMP's within Marphy and Liquidators Gman... every time i do this it still has a checkerboard effect on the Gman.

I'm beginning to wonder if this is a shading issue with the Gman character himself. The coat is the only file i have fiddled with. Their is another Gman coat file called "gman_coat_normal.vtf"

Does anybody have any ideas on how i can remove this checkerboard effect. I have attached a screenshot... it is the one Frak posted a few pages back but the effect is the same.

Can anbody assist with this?

Cheers flynia

(http://img392.imageshack.us/img392/3572/gman1dh2ak.jpg)

Load up HL:S type developer 1 in the console load a map and spawn gman look for any errors in the console it should help you if there's a file missing.
Title: Re: HL Source High Definiton
Post by: flynia on August 21, 2005, 06:26:13 AM
Thanks for that mate ill try it tonight

I fell im really close to solving this one. I might also try DirectX8 mode and see if that helps.

Cheers flynia

Load up HL:S type developer 1 in the console load a map and spawn gman look for any errors in the console it should help you if there's a file missing.
Title: Re: HL Source High Definiton
Post by: Besli on August 21, 2005, 06:36:37 AM
Best way to fix the LolScientist lab-coat bug would be to shorten it to a reasonable length and thus removing the neccessity for ragdoll for it.

Here's an example:
(http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=74.0;id=2790;image)

Looks more like a jacket then a coat!
Title: Re: HL Source High Definiton
Post by: Zavaro on August 21, 2005, 06:53:02 AM
Oh yes, and before I forget, when I had my Geforce 4 MX440, for some reason whites lines appeared to be stretching from the chrome areas to a single point infinitly far out in the map on the crossbow..  This was on Pack #1.

I don't seem to have a picture so..
Title: Re: HL Source High Definiton
Post by: flynia on August 21, 2005, 07:25:16 AM
Ok from what i can tell its gotta be something to do with DirectX9 shaders if that makes sense... i am using the folks computer which is running HL Source at 640x480 on their "Intel Exterme Graphics" adapter.

I have taken another screen capture of the Gman which looks right.

Now im puzzled  ??? ??? ???

Any suggestions people on what tools can be used to look into VTX files as i would like to have a look within "gman.dx90.vtx" and "gman.sw.vtx". Would it be possible to rename the existing "gman.dx80.vtx" or "gman.sw.vtx" to "gman.dx90.vtx" ???

Cheers flynia

(http://img372.imageshack.us/img372/8014/gman2sc.jpg)
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 21, 2005, 07:40:49 AM
What it seem like is the graphics card you took that on was running DX7 or 6 witch doesnt support detail textures. post the VMT for gman.
Title: Re: HL Source High Definiton
Post by: flynia on August 21, 2005, 07:44:09 AM
GOT IT!!!!

The Gman Works!!!

Guys make the following change to the "gman_coat.vmt" that came with the original Version1 of the pack.

From this:- "$bumpmap" "models/gman/gman_body_coat"
To this:-    "$bumpmap" "models/gman/gman_coat_normal"

Cheers flynia

EDIT:- Frak i've emailed the "Working Gman.rar" to you. I might have a fiddle with him more though and add upgrades from Liquidators Gman model as well as Marphys... ill post screenshots of what i come up with later.

 :) :) :) :)

This shot was taken on my system with the X800.

(http://img374.imageshack.us/img374/5307/workinggman3qg.jpg)
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 21, 2005, 08:10:14 AM
...you could have just asked Romka, Barney or Myself to help you...

Frraksurred, if you want, send me the can and all the textures... if it needs a ragdoll, give me the source files instead.
Title: Re: HL Source High Definiton
Post by: flynia on August 21, 2005, 08:13:56 AM
I know i could have... and i appreciate that from you Wilko.

But this one i wanted to fix as ive really wanna help out and take the burden of all of you. That and the only way to properly learn about this stuff is to get right into the thick of it.

Thanks again mate for the offer  ;D

One very happy aussie

flynia


...you could have just asked Romka, Barney or Myself to help you...
Title: Re: HL Source High Definiton
Post by: Romka™ on August 21, 2005, 09:42:31 AM
From this:- "$bumpmap" "models/gman/gman_body_coat"
To this:-    "$bumpmap" "models/gman/gman_coat_normal"
Why do we always have to use bumpmaps? The gman should also look good without the bumpmaps.
Title: Re: HL Source High Definiton
Post by: Barnz on August 21, 2005, 10:13:21 AM
Actually I added "Bump Maps" while ago. :-\
Title: Re: HL Source High Definiton
Post by: flynia on August 21, 2005, 01:34:56 PM
Ok ive managed to get liquidators Gman textures converted over to source???

Watcha think guys???

Cheers flynia

(http://img385.imageshack.us/img385/6230/gman6rf.jpg)
Title: Re: HL Source High Definiton
Post by: Romka™ on August 21, 2005, 01:44:02 PM
*claps hands*
Title: Re: HL Source High Definiton
Post by: baracuda on August 21, 2005, 01:47:10 PM
*claps hands*
Title: Re: HL Source High Definiton
Post by: Romka™ on August 21, 2005, 01:54:45 PM
*claps hands*
Still doing it ;D
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 21, 2005, 01:57:12 PM
*claps hands*

...with everyone else.  ;D

Nice job, we're using.  Flynia, when you get the chance send me a .rar of the completed model with all MB's textures.  The one I have now only has his coat (a non- checkerboard coat ;D).  Thanks

--

Frraksurred, if you want, send me the can and all the textures... if it needs a ragdoll, give me the source files instead.

I appreciate that Wilco.  I will if you want to look over them and figure out what's wrong.  What I really would like is to learn how to do it myself, not just have somebody else do it for me.  So, if you look them over, please let me know where I went wrong so I can learn from my mistakes.  Btw, did you get my PM about the model textures?
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 21, 2005, 03:12:27 PM
yes, unfortunately, I lost my texture files during one of my laptop's cut-outs... I was in the process of transfering when it cut-out.. deleting all the files I tried to copy
 : /
Title: Re: HL Source High Definiton
Post by: Anakite on August 21, 2005, 05:48:03 PM
Wow, I must express a feeling of relief that the Gman works now. Great job, Flynia!
Title: Re: HL Source High Definiton
Post by: James on August 21, 2005, 06:05:33 PM
I apologise for my ignorance, but are the weapons going to be converted?
Title: Re: HL Source High Definiton
Post by: Barnz on August 21, 2005, 06:14:54 PM
Someone already converted all weapon models long time ago (Before HIT hacked)...
Title: Re: HL Source High Definiton
Post by: James on August 21, 2005, 06:31:46 PM
Ah, I must've not been active at the time
Title: Re: HL Source High Definiton
Post by: flynia on August 21, 2005, 09:39:19 PM
No probs mate... ill send them through today during lunch... 6 hours time as i still have to compose a readme with thanks to liquidator and the rest of the crew who did the textures.

Cheers flynia

...with everyone else.  ;D
Nice job, we're using. Flynia, when you get the chance send me a .rar of the completed model with all MB's textures. The one I have now only has his coat (a non- checkerboard coat ;D). Thanks

Managed to find the name of the person who did the conversions for the weapon models...

Weapons models sd converted by kimhenning Is he still around?

Someone already converted all weapon models long time ago (Before HIT hacked)...
Title: Re: HL Source High Definiton
Post by: baracuda on August 21, 2005, 10:55:22 PM
No probs mate... ill send them through today during lunch... 6 hours time as i still have to compose a readme with thanks to liquidator and the rest of the crew who did the textures.

Cheers flynia

Managed to find the name of the person who did the conversions for the weapon models...

Weapons models sd converted by kimhenning Is he still around?



hmmm dont think he is, there were only 1 bug whit the weapons anyway, the crossbow bug.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 21, 2005, 11:04:57 PM
What about the grenade? When I throw a grenade, it always flys a little bit to slow . . . like in space or something :-\.
Title: Re: HL Source High Definiton
Post by: baracuda on August 21, 2005, 11:05:19 PM
What about the grenade? When I throw a grenade, it always flys a little bit to slow . . . like in space or something :-\.

oh yeah that to...
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 22, 2005, 12:07:37 AM
I apologise for my ignorance, but are the weapons going to be converted?

The weapons were in version 1.0 of this pack (http://files.filefront.com/Half_Life_Source__High_Quality_Models/;3820876;;/fileinfo.html).  It also included the Scientists, Barney, Gman and their individual bugs, lol.  The Scientists don't have ragdoll, the Gman has the checkered coat and the crossbow "bows' do not render.  All of these bugs have been fixed for v2.0, which we're hard at work preparing for release as we speak.  

yes, unfortunately, I lost my texture files during one of my laptop's cut-outs... I was in the process of transfering when it cut-out.. deleting all the files I tried to copy
 : /

Bummer.  PC problems are the worst.  Thanks for trying anyway.  I will download the "Source Files" for the models off of A.I.'s site and convert them then.  I downloaded VTFTool so hopefully I now have all the tools I need for the job (ModelCompiler & VTFTool).
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 22, 2005, 12:35:36 AM
*sigh*  One of the things HL:E is doing is coding so that there are multiple zombies like there are multiple scientists (i.e. barney zombie, soldier zombie). I really wish we could incorperate something like that into our mod.  Of course, it would at that point be a mod instead of just a model pack.  ::)

I wonder how the boys and girls of the HL:E Team would feel about branching out into a Source version?  ;D  Entirely different coding I know, and BM:S almost makes it a moot point, but still... it would be cool!
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 22, 2005, 12:38:33 AM
What about the grenade? When I throw a grenade, it always flys a little bit to slow . . . like in space or something :-\.

Would that be as simple as a weapon speed coding correction?

EDIT: Sorry, meant to add this to my previous post, not make an entirely new one.  ::)
Title: Re: HL Source High Definiton
Post by: Romka™ on August 22, 2005, 12:44:34 AM
Would that be as simple as a weapon speed coding correction?

EDIT: Sorry, meant to add this to my previous post, not make an entirely new one.  ::)
I don't know :-\.

PS. Please use the "modify" button the next time instead of trippleposting.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 22, 2005, 02:05:48 AM
PS. Please use the "modify" button the next time instead of trippleposting.

That is precisely what I meant to do, and why I edited it and apologized.  I wish we had a "delete post" option.

--

On to other news...

(http://img366.imageshack.us/img366/3753/canbug28wa.jpg)

I'm so close I can taste it.  I can see the rim of the can!  It's driving me MAD!!11!!!  The thing is, I had "developer 1" on and it didn't tell me any textures were missing.  I have checked and rechecked my .vmt's and they all have the correct file paths.  I'm baffled.  I took a pic of my file directory with a few of my .vmt's opened so I could post it and see if any of you recognized an error.  Unfortunately it is too big for my dial-up connection and keeps timing out.  So I'll have to upload it from work tomorrow and edit this post.
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 22, 2005, 02:39:57 AM
Thats really odd All I can is make sure the patch are correct in the .qc and recompile.
Title: Re: HL Source High Definiton
Post by: flynia on August 22, 2005, 02:51:25 AM
Check the VMT names and make sure they match the VTF files... Thats about the limit of my knowlege.

I have also email the HL Sourced Gman Liquidator Model through to you Frak.

Check your email for it... let me know if it made it through :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Besli on August 22, 2005, 02:59:14 AM
The violet and black should be an alpha channel! Or remove the chrome layer from the model.
(It's the additive chrome layer!)
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 22, 2005, 03:39:43 AM
Thats really odd All I can is make sure the patch are correct in the .qc and recompile.

Well, one thing in the .qc that looked wierd was this:

$texturegroup skinfamilies
{
{ "label1.bmp" }
{ "label2.bmp" }
{ "label3.bmp" }
{ "label4.bmp" }
{ "label5.bmp" }
{ "label6.bmp" }

Shouldn't they say .vtf or .tga?

--

The violet and black should be an alpha channel! Or remove the chrome layer from the model.
(It's the additive chrome layer!)

We've been able to fix all our chrome problems by changing "VertexLitGeneric" in the modelname_chrome.vmt to "VertexLitGeneric_DX6" and erasing all the bummap stuff if there was any.  I'm not sure what an alpha channel is.

--

Check the VMT names and make sure they match the VTF files... Thats about the limit of my knowlege.

I have, lol, repeatedly.

Quote
I have also email the HL Sourced Gman Liquidator Model through to you Frak.

Thank you, I will update the files and the installer.
Title: Re: HL Source High Definiton
Post by: flynia on August 22, 2005, 03:55:19 AM
From what i can figure they should be VTF files... but im only new to this... all the textures ive used i have converted to VTF.

Cheers flynia

EDIT:- I'm also going to Redo the image for "Chapter 19 - Endgame" tonight to suit the newer Gman model (Liquidator Source
EDIT:- Conversion)

Well, one thing in the .qc that looked wierd was this:

$texturegroup skinfamilies
{
{ "label1.bmp" }
{ "label2.bmp" }
{ "label3.bmp" }
{ "label4.bmp" }
{ "label5.bmp" }
{ "label6.bmp" }

Shouldn't they say .vtf or .tga?

I have, lol, repeatedly.
Title: Re: HL Source High Definiton
Post by: Besli on August 22, 2005, 04:04:17 AM
Alpha channel is on *.tga's like transparency or additive on other formats...
(If I'm right.)
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 22, 2005, 04:29:45 AM
Well, one thing in the .qc that looked wierd was this:

$texturegroup skinfamilies
{
{ "label1.bmp" }
{ "label2.bmp" }
{ "label3.bmp" }
{ "label4.bmp" }
{ "label5.bmp" }
{ "label6.bmp" }

Shouldn't they say .vtf or .tga?


Yea it shouldnt be like that. Post the hole .qc.
Title: Re: HL Source High Definiton
Post by: Anakite on August 22, 2005, 04:38:38 AM
The bumpmaps are now gone? Crap.... oh well. This pack still sounds great.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 22, 2005, 04:55:42 AM
Ok, now just to confirm... when I compile a model I need:

model.qc
model.mdl
all the .smd's
all the .vtf's
all the .vmt's

and that's it?

Ok, I've created the following folder: "sourcesdk/bin/hlsource/models/can" and put all the above files into it.  I whipped up a text file with the following in it:

studiomdl.exe hlsource/models/can/can.qc
pause

...and saved it as a .bat file.  When I run it, theoretically, it should compile my .qc and put all the correct files in "half-life source/hl1/models" folder.

I'm asking, because that is what I did and when I tried it I got this:

(http://img363.imageshack.us/img363/9084/can0ev.jpg)

..and I must be seeing things... because it looks like it worked!  I mean, I know it couldn't have worked, it never worked before.... when I put the... the things in the places...  It's just not possible... that it worked... this time... becauseitdidn'tworkanyoftheothertimes.... and... and...I....

*passes out from disbelief*

;D

For those who don't recognize the can (I wish I could get it to rotate so you could read it better), it is the HIT soda can:

(http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=1156.0;id=2005;image)

Now if I can just remember how I did all that...

--

The bumpmaps are now gone? Crap.... oh well. This pack still sounds great.

No, they have only been removed from the chrome effect textures because they were not playing nice (bad bumpmap, BAD!). 
Title: Re: HL Source High Definiton
Post by: Anakite on August 22, 2005, 05:01:34 AM
ROFL

Chrome?
Title: Re: HL Source High Definiton
Post by: Zavaro on August 22, 2005, 05:12:45 AM
ROFL

Chrome?

Yes, chrome.  What about it?  They have an additive called chrome that is like a shiny non-mirroring/reflective (at least, in the Half-life 1 engine, and non-reflective as in, you see yourself or other things) surface.

In fact.. I didn't think it was possible to have additive textures with bump maps..
Title: Re: HL Source High Definiton
Post by: flynia on August 22, 2005, 05:19:31 AM
Hey nice can ;)

Looks great :)

I'll have to get you to walk me through it.

How is work going on the mod at the moment???

I've been soooo caught up with the Gman and getting that right... im now working on doing Marphy Blacks version as well and should have something on it tonight... I might even try and change the tie... any suggestions as to color guys???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on August 22, 2005, 05:32:34 AM
It sounds to me like Frak is getting all worked up (in the positive way)  about it... I'd guess well.
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 22, 2005, 05:34:43 AM
Nice uh.. Can!
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 22, 2005, 05:46:25 AM
Nice uh.. Can!

Thanks

It sounds to me like Frak is getting all worked up (in the positive way) about it... I'd guess well.

Well, you know... it only took me six tries.  I'm easily entertained, what can I say.  ;D

Hey nice can ;)

How is work going on the mod at the moment???

Thanks, and well...

We have almost all the models we need.  I am sending Fury_161 the head.ref.smd's and the .qc tomorrow so he can look our hgrunt's mouth controller problem.

Romka will be getting similar files for the Scientists to look into our coat clipping problem.  Those are our two biggest bugs at the moment.

Flynia has not only fixed the Gman checkerboard issue, but managed to import Marphy Black's updated textures in the process (WOHOO!).

I will be taking what I've learned from the can experience and begin working on converting Fat_Al's mega gib pack.

Lastly I have downloaded A.I.'s "Source Files" for his Zombie and Headcrab becasue we need to convert the textures that were lost in the file transfer from Sgt. Wilco's computer.  I will also have to get a hold of Romka to see if he has the textures for his "holo" model, as they were lost as well.

I think we are still missing the HEV model, which I will also talk to Romka about, and I believe that is about it.  The only remaining models are the Alien Controller and Nihilanth (or whatever it is), and no one has ever done a HD version of them that I know of.  Please correct me if I'm wrong.

Anything I am forgetting?  Oh, one thing... I noticed that the HIT Soda can was the only can I could select ingame, but there are 6 selectable cans in the files.  Any reason why it only dispences the one?  Were all the other cans only for the specially scripted HL:E by chance?  
Title: Re: HL Source High Definiton
Post by: Besli on August 22, 2005, 06:00:13 AM
Please correct me if I'm wrong.

Posted by tundra_cool long, long time ago:

[File not found]
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 22, 2005, 06:08:38 AM
Posted by tundra_cool long, long time ago:

You da MAN!  Thank you!

*downloads*
Title: Re: HL Source High Definiton
Post by: flynia on August 22, 2005, 08:27:07 AM
Excellent! - (Mr Burns Accent as well). Thanks for that Besli.

Quote from: Frraksurred on Today at 14:46:25
Please correct me if I'm wrong.


Posted by tundra_cool long, long time ago:


On another note Marphy Black will be sending 32Bit textures through to me for his Gman model that was converted so i will be improving that in the near future.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 22, 2005, 10:26:42 AM
I did the Holo... isn't it with the files I gave you?

Also... why do you need Fury_161 to check the mouth problem? What exactly did you ask him to do?

As for the skin attachment, I've never had to rename the .bmp on the hgrunt skin families.

$texturegroup skinfamilies
{
{ "label1.bmp" }
{ "label2.bmp" }
{ "label3.bmp" }
{ "label4.bmp" }
{ "label5.bmp" }
{ "label6.bmp" }
}

Lastly, you do not need the textures for the compile.

EDIT: I don't like the 'SD' Nihilanth much.. its very buggy.
Title: Re: HL Source High Definiton
Post by: flynia on August 22, 2005, 10:46:13 AM
Ok here is the latest image for "Chapter 19 - Endgame"

Hope this one suits as it took me around 20 JPEG screenshots to get one i was happy with.

Sorry again for the quality but i am limited to 153x88 so that it fits the menu.

Watcha think guys??? Suggestions??? ideas???

(http://img372.imageshack.us/img372/1327/chapter190vm.jpg)

Also... i decompiled the model for Nini-whatever ;) Besli but the textures are nearly identical to the ones for the original.

None the less i have imported them over the originals and now have a custom Nini-whatever ;).. thanks to tundra_cool for the model and Besli for supplying it.

Posted by tundra_cool long, long time ago:

EDIT:- I downloaded the models for these both but have had no luck  :'( I'll leave this one to the experts.

Lastly I have downloaded A.I.'s "Source Files" for his Zombie and Headcrab becasue we need to convert the textures that were lost in the file transfer from Sgt. Wilco's computer.  I will also have to get a hold of Romka to see if he has the textures for his "holo" model, as they were lost as well.

I have also recieved permission to use Marphy Blacks Gman model if need be... i am currently having issues with the texture for his head though :( The Suit appears fine... its just a bug with the head i need to resolve as it appears to stretch for some reason.

One more thing and then im done... promise. The Gman model i used was Liquidators one so sorry for the confusion with that. Full thanks to Liquidator though for this awesome model and texture effort... without him we wouldn't have this model  ;D

Flynia has not only fixed the Gman checkerboard issue, but managed to import Marphy Black's updated textures in the process (WOHOO!).

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Besli on August 22, 2005, 01:10:27 PM
Besli but the textures are nearly identical to the ones for the original.

Sure, it uses the original textures, only the model is improved!


You da MAN!  Thank you!

Excellent! - (Mr Burns Accent as well). Thanks for that Besli.

No Problem! ;)
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 22, 2005, 01:30:31 PM
I did the Holo... isn't it with the files I gave you?

Yes it was, thank you.  However we lost his textures with the rest, those are all I'm contacting Romka about.

Quote
Also... why do you need Fury_161 to check the mouth problem? What exactly did you ask him to do?

Because it needed done and nobody else was volunteering to do it... except him, and I saw no reason to turn him down.  Do you have concerns about that?  You can PM me.

Quote
As for the skin attachment, I've never had to rename the .bmp on the hgrunt skin families.

Thanks for the clarification, I wondered because it didn't seem to make sence, but then it worked after I compiled it so I stopped worrying about it.

Quote
EDIT: I don't like the 'SD' Nihilanth much.. its very buggy.

I'll keep that in mind.  If it seems to be causing problems after we convert it then we'll have to make a decision as to whether or not to include it in the pack.  Thanks for the heads up.

On another note Marphy Black will be sending 32Bit textures through to me for his Gman model that was converted so i will be improving that in the near future.

Excellent.  And the Chapter 19 shot looks great, I relate to your perfectionism, lol.

Gotta head to work guys, talk to you all tonight.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 22, 2005, 03:33:43 PM

Because it needed done and nobody else was volunteering to do it... except him, and I saw no reason to turn him down.  Do you have concerns about that?  You can PM me.


Lol, I've got nothing against him... I meant : what exactly needs doing?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 22, 2005, 06:59:29 PM
Lol, I've got nothing against him... I meant : what exactly needs doing?

The mouths on all the hgrunts are currently wide open all the time.  Looks hilarious actually, but still isn't how it's supposed to be.
Title: Re: HL Source High Definiton
Post by: flynia on August 22, 2005, 10:06:12 PM
Ok the new "Chapter 19: Endgame" image is in :)

I'm now only waiting on the Islave for "Interloper", "Lambda Core" and maybe one for "Apprehension" as well... once that has been done I can upload the images to Frak.

I've posted the images again for comment though before i do this just to make sure we are all happy with them :)

Cheers flynia

(http://img315.imageshack.us/img315/7129/web4qg1.jpg)

Title: Re: HL Source High Definiton
Post by: your evil twin on August 22, 2005, 10:46:51 PM
They look damn good to me!

Here's a thought - why did you guys go to all the trouble converting the G-Man, when you could have just used the Half-Life 2 G-Man?  You have to have Half-Life 2 if you have Half-Life Source, and G-Man is the one character that I reckon should look the same in both Half-Life 1 and 2 since he has control over time and stuff.

Not that the high/super definition g-man you've sorted out doesn't look good... just that the HL2 g-man would have been the simple option. :)
Title: Re: HL Source High Definiton
Post by: Slainmaster on August 22, 2005, 10:51:15 PM
You have to have Half-Life 2 if you have Half-Life Source, and G-Man is the one character that I reckon should look the same in both Half-Life 1 and 2 since he has control over time and stuff.

Not that the high/super definition g-man you've sorted out doesn't look good... just that the HL2 g-man would have been the simple option. :)

I tried to do that before, but the G-Man's mouth didn't move when he was saying stuff.
Title: Re: HL Source High Definiton
Post by: flynia on August 22, 2005, 11:09:45 PM
We have already got a Gman model thanks to Liquidator that has been converted over to source.

http://www.hl-improvement.com/forums/index.php?topic=74.825

We can't convert the Gman over from HL2 due to copyright reasons unfortunatly (thats right isn't it)

Cheers flynia

They look damn good to me!

Here's a thought - why did you guys go to all the trouble converting the G-Man, when you could have just used the Half-Life 2 G-Man? You have to have Half-Life 2 if you have Half-Life Source, and G-Man is the one character that I reckon should look the same in both Half-Life 1 and 2 since he has control over time and stuff.

Not that the high/super definition g-man you've sorted out doesn't look good... just that the HL2 g-man would have been the simple option. :)
Title: Re: HL Source High Definiton
Post by: halflifedave on August 23, 2005, 01:29:22 AM
They look damn good to me!

Here's a thought - why did you guys go to all the trouble converting the G-Man, when you could have just used the Half-Life 2 G-Man?  You have to have Half-Life 2 if you have Half-Life Source, and G-Man is the one character that I reckon should look the same in both Half-Life 1 and 2 since he has control over time and stuff.

Not that the high/super definition g-man you've sorted out doesn't look good... just that the HL2 g-man would have been the simple option. :)
I asked them the same thing a couple of pages back :) they said they wanted to keep that HL1 tone

hey Flynia, I think the conversion is legal for here since they use the same engine
Title: Re: HL Source High Definiton
Post by: flynia on August 23, 2005, 01:44:42 AM
Thats right too as having the Uber-Gman from HL2 would just make everything else look out of place as well.

As for the legality of it all this is probably one of those grey areas... if anybody is keen do this i reccomend posting in the Steam forums www.steampowered.com as the moderators their might be familiar with this issue.

Speaking of Gman... Can i also take this time to mention that the Gman that I have been working on is the original release from the HL Source HD Pack Version 1... just with updated textures. Full thanks go to barneyinblue for the conversion of this model to source. I would also like to thank Marphy Black and Liquidator. I also publicly appologise for not informing people of this earlier... what can i say... im way to curious for my own good  :( It is not my intention in any way/shape or form to take credit for this model... im just happy to have him working without checkerboard effect... it was also my first successfull attempt to modify a existing model... Barneys work is of excellent calibur and easily workable for the community... so from a IT Professionals perspective barney gets 10/10 for futureproofing the model and making the source code easily modifyable ;D

On a more positive note Marphy Black has emailed me High Detail textures for his Gman... unfortuantly i cannot get the face to work properly due to it being to large for the model... ill post screenshots tonight to see what people think and from their well who knows... maybe a selectable Gman in the installer depending on how it all works out :)

Thats my rant for today

Cheers flynia

I asked them the same thing a couple of pages back :) they said they wanted to keep that HL1 tone

hey Flynia, I think the conversion is legal for here since they use the same engine
Title: Re: HL Source High Definiton
Post by: Zavaro on August 23, 2005, 03:28:13 AM
The HL2 Gman conversion would be legal until HL-Source is released as a standalone pack.  At least.. I think so.  But then again, it would also look out of place.
Title: Re: HL Source High Definiton
Post by: halflifedave on August 23, 2005, 03:55:32 AM
The HL2 Gman conversion would be legal until HL-Source is released as a standalone pack.  At least.. I think so.  But then again, it would also look out of place.
they plan on doing that ??? by the time that happens HL:E will probably be out, making it more or less useless aside from the water effects and 3d skybox
Title: Re: HL Source High Definiton
Post by: Zavaro on August 23, 2005, 04:51:24 AM
they plan on doing that ??? by the time that happens HL:E will probably be out, making it more or less useless aside from the water effects and 3d skybox

Yes.  They do.

Read back a few pages.  And technically HL-E and HL-S have different goals in mind, so niether should affect one another.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 23, 2005, 04:56:30 AM
On a more positive note Marphy Black has emailed me High Detail textures for his Gman... unfortuantly i cannot get the face to work properly due to it being to large for the model... ill post screenshots tonight to see what people think and from their well who knows... maybe a selectable Gman in the installer depending on how it all works out :)

I have Liquidator's model already, if I can get it converted we can use the textures he sent you (unless they are already with the version I have).

Sorry I didn't get any files to you today, I was trying to remember too many things this morning on my way to work, and forgot that one.  ::)  I'll have it for tomorrow morning (famous last words), or maybe tomorrow night since I'll be using a friends broadband.  BTW, keep the interloper shot you have, it doesn't look as stretched as I thought it did.  I must have been seeing things.  That and I haven't been able to get a shot I like better.  ;D

--

I think the Gman question has already been addressed, but just to make it official...

*clears throat*

...yeah, what everybody else said.  ;D

Oh, and Slainmaster... love your sig.  *thumbs up*

--

I'm getting home really late tonight (worked both jobs today), so I'm not going to get much done this evening.  There is a lot I want to get done, but it will have to wait for now.  More updates later.
Title: Re: HL Source High Definiton
Post by: flynia on August 23, 2005, 05:15:22 AM
Sweet ok then only "Apprehension" and "Lambda Core" to go :)

As long as everybody is happy with them thats fine :) It's funny how these little jobs often take the most time isnt it ;)

I've replaced all the textures necessary for the Gman model during much lunchbreak... ive kept the original head due to issues with Marphys and it having what ive decieded to call "Double Head" effects on the model. I'll screen capture some tonight in game and post here and see what sort of feedback i get.

Cheers flynia

Sorry I didn't get any files to you today, I was trying to remember too many things this morning on my way to work, and forgot that one.  ::)  I'll have it for tomorrow morning (famous last words), or maybe tomorrow night since I'll be using a friends broadband.  BTW, keep the interloper shot you have, it doesn't look as stretched as I thought it did.  I must have been seeing things.  That and I haven't been able to get a shot I like better.  ;D
Title: Re: HL Source High Definiton
Post by: Anakite on August 23, 2005, 07:57:35 AM
Double Head... had that problem myself, but I believe it was with Half Life 1: "Engine" as Valve calls it. Can't remember how I fixed it. Probably reinstall.

EDIT: 60 PAGES! ;D
Title: Re: HL Source High Definiton
Post by: flynia on August 23, 2005, 08:53:06 AM
Nah it was specific to Marphy Blacks model unfortunatly... i only wish i had the skill to figure it out :( Thanks for the idea though Anakite i appreciate you going to the effort :)

I'll have a bit more of a look and see what i can find. I have Milkshape on this PC and a video guide by small_sumo that may help shed some light and open the doors to Source modeling for me.

Here is Marphy Blacks suit on the Version1 Gman.

Thanks to Marphy for that and the rest of the team for Version1 Gman. I've added some buttons to his suit before anybody asks as well.

(http://img365.imageshack.us/img365/5373/marphy1yd.jpg)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: baracuda on August 23, 2005, 09:29:17 AM
OMG IT LOOKS SWEET
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 23, 2005, 09:30:58 AM
OMG IT LOOKS SWEET
Title: Re: HL Source High Definiton
Post by: when on August 23, 2005, 09:33:53 AM
^you do know that's a form of Spamming, but anyway the G-man look's sweet
Title: Re: HL Source High Definiton
Post by: flynia on August 23, 2005, 09:34:12 AM
Bear in mind guys tributes for the original go to barney  ;D ;D ;D not me... all i did was import the top half and bottom half of the suit :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 23, 2005, 10:26:48 AM

Speaking of Gman... Can i also take this time to mention that the Gman that I have been working on is the original release from the HL Source HD Pack Version 1... just with updated textures. Full thanks go to barneyinblue for the conversion of this model to source. I would also like to thank Marphy Black and Liquidator. I also publicly appologise for not informing people of this earlier... what can i say... im way to curious for my own good  :( It is not my intention in any way/shape or form to take credit for this model... im just happy to have him working without checkerboard effect... it was also my first successfull attempt to modify a existing model... Barneys work is of excellent calibur and easily workable for the community... so from a IT Professionals perspective barney gets 10/10 for futureproofing the model and making the source code easily modifyable ;D


Oh I wish you would stop talking crap....  :-\
Title: Re: HL Source High Definiton
Post by: Romka™ on August 23, 2005, 10:28:24 AM
Hehehehehehe :D
Title: Re: HL Source High Definiton
Post by: flynia on August 23, 2005, 10:32:22 AM
As i do you ;)

I wasnt "talking crap" either i was "clarifying"

Besides you could always PM me if you have a problem with me... or just ignore me totally. Either one i don't mind and i promise i wont take it personally as i have better things to do then insult other users of the system.

Besides theirs really no point draggin the conversation off topic is their now is their Wilco. I made a mistake plain and simple... everybody does... this is the first mod i have EVER been involved with... guess you could call me a n00b when it comes to this sorta thing :P But just remember i am only trying to help ok :) I'm a expert in the computing field and im here to lend my comments and advice wether you like it or not Wilco.

Oh I wish you would stop talking crap.... :-\
Title: Re: HL Source High Definiton
Post by: your evil twin on August 23, 2005, 01:07:49 PM
Valve are not planning on releasing Half-Life Source as a standalone pack - there are rumours that it will be released so that everyone that has half-life 2 will get half life source.  Since you need half-life 2 to have half-life source, there is no legal problem with putting hl2 g-man in a model pack for half-life source.

Also, it wouldn't look bad - I use half-life 2 g-man in normal non-source half-life.  Just cause the G-Man looks high quality, doesn't suddenly mean everyone else looks like crap.  Obviously it would look strange if you replaced the Walter scientist head with Dr Kleiner or the black Luthor head with Eli Vance's head, as then the Einstein head and Slick head wuold still look like normal high definition/super definition, and yeah that would look terrible.  But the G-Man is a special one-off character, unlike the scientists and grunts and barneys there are not lots of copies of him walking aroud, just one, so it makes sense for him to have the most detail and stuff.

But the super definition g-man models you are using do look good.  But when I get half-life source I'll be requesting that someone convert the HL2 g-man to half-life source.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 23, 2005, 01:29:22 PM
Valve are not planning on releasing Half-Life Source as a standalone pack

Not ture actually.  If I can find the link I'll show you the announcement.  Valve has announced that when DOD:S and HLDM:S are released that they will offer HL:S as a stand-alone purchase via Steam.


Quote
Also, it wouldn't look bad - I use half-life 2 g-man in normal non-source half-life. Just cause the G-Man looks high quality, doesn't suddenly mean everyone else looks like crap. Obviously it would look strange if you replaced the Walter scientist head with Dr Kleiner or the black Luthor head with Eli Vance's head, as then the Einstein head and Slick head wuold still look like normal high definition/super definition, and yeah that would look terrible. But the G-Man is a special one-off character, unlike the scientists and grunts and barneys there are not lots of copies of him walking aroud, just one, so it makes sense for him to have the most detail and stuff.

But the super definition g-man models you are using do look good. But when I get half-life source I'll be requesting that someone convert the HL2 g-man to half-life source.

Understood and I can completely respect that.  I'm all for offering options.  However for this pack we've chosen to stick with the best tech that was offered for that engine, to allow there to be a noticable difference between the two games.  If this were BM:S I would be all for it, because it would blend.  However for what we are doing Liquidator's Gman looks awesome and still blends well with what looks like yesterday's tech.

Having said that, if you want to import him go for it!  I wanna see screen shots!  ;D
Title: Re: HL Source High Definiton
Post by: Zavaro on August 23, 2005, 03:07:20 PM
(http://zavaro.jggs.org/c5a10000.jpg)

(http://zavaro.jggs.org/c5a10001.jpg)

There are rather noticable differences.
Title: Re: HL Source High Definiton
Post by: darkcloud on August 23, 2005, 05:29:30 PM
Where did you get the textures of the second picture?
Title: Re: HL Source High Definiton
Post by: Romka™ on August 23, 2005, 05:38:55 PM
Where did you get the textures of the second picture?
The project is named: HL:sourced
Title: Re: HL Source High Definiton
Post by: darkcloud on August 23, 2005, 05:46:11 PM
oh thanks , Ii think that i have the 0.10 version , have they made any other release? The 0.10 was great!!!!

Title: Re: HL Source High Definiton
Post by: Hircine on August 23, 2005, 05:48:35 PM
What's the progress now? It seems you have most of it done any planned release date?
Title: Re: HL Source High Definiton
Post by: halflifedave on August 23, 2005, 09:18:26 PM
HL2 Gman

gman #2

There are rather noticable differences.

yes those textures for pic #2 are very noticably different  :P
and it would have been better to use the fixed gman instead of the glitched pic.

I've had the HL2 gman in every single mod/expansion of HL so far, that doesn't mean I bash my head in b/c he looks better. and besides he's not even that much higher-poly than some of the best models I've seen for HL (they may have had higher polies than the gman)

you guys already decided on going HL Engine style and I'm find with that, but If I ever knew how to convert a HL/HL2 model to HLS, I would definitely do it

uh.......would anybody PM me about how I could do this for my personal use  :D  ;D
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 23, 2005, 10:29:29 PM
(http://zavaro.jggs.org/c5a10000.jpg)

(http://zavaro.jggs.org/c5a10001.jpg)

The HL2 model looks so much more natural.  The HL1 model just looks stiff and tence.  His left hand is just rigid as a board.  We should look at that if possible.  BTW, you are right, a HL2 to HL:S model project would be interesting.

--

oh thanks , Ii think that i have the 0.10 version , have they made any other release? The 0.10 was great!!!!

No new releases, but they have added a few textures.  Besli, the gentleman responsible for bringing us the first pack, has agreed to add his texture pack to our 2.0 release.  So all the textures you have, plus what has been added will be in the up coming pack.

--

What's the progress now? It seems you have most of it done any planned release date?

Progress is rather good at the moment.  We have all but three of the models we wanted for a release.  All but two of the ones we have are ready to go, the two have bug issues we are already working on.  I know better then to give a release date because "Murphy's Law" will be too tempted to jump in.  I'd like to say within' two weeks, but I've said that twice previous.  ::)  Just know that our goal is as soon as we can.  We don't want to release anything needlessly buggy.

The delays we've had, have thankfully worked to our advantage.  Some nice details such as updated weapons HUD and Chapter Selection pics have been added in the interim.  The pack, thanks to EVERYBODY involved, old and new, is shaping up to be nicer then I could have expected.  As somebody who has had the good fortune and previledge of helping to manage this project, I have to say I am impressed and proud to be a part.  I will be saying my official thanks as a personal fan when we finally release, but in the mentime I cannot be thankful enough for all who have toiled for the sake of us HL:S fans.
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 23, 2005, 10:49:25 PM
Those high res textures are nice are they all thru the game?
Title: Re: HL Source High Definiton
Post by: Slainmaster on August 23, 2005, 10:52:46 PM
I don't want to steer this off-topic, but why doesnt the G-Man have that yellow symbol on his briefcase in Half-Life 2?  ???
Title: Re: HL Source High Definiton
Post by: Zavaro on August 23, 2005, 11:16:54 PM
I don't want to steer this off-topic, but why doesnt the G-Man have that yellow symbol on his briefcase in Half-Life 2?  ???

I think it was some crappy model copy over problem I had.  It still acts like crap in game and doesn't do anything.  SO DON'T TRY THIS AT HOME.

The Hi-Res textures are only on a few areas of the game, most noticably the tram ride and.. well, that's all I remember.

The HL2 to HL-S models really bug up and have problems.  Especially barnacles and such.

Vortigaunts can't go anything.

They all look so out of place.  It's very disturbing.  I'd say wait for Black Mesa Source, as there they would fit in without standing out too much.

I liked the 'cartoony' sort of look stuff in HL1 had, especially on the SD models people have created.. they seem like they could actually could exist there.

Unlike this.

(http://zavaro.jggs.org/c1a2a0000.jpg)

In fact, the headcrab isn't even attached.  Because it's a seperate model and stuff.  it also can't attack
Title: Re: HL Source High Definiton
Post by: Marphy Black on August 24, 2005, 12:07:30 AM
The HL1 model just looks stiff and tence.  His left hand is just rigid as a board.
He's in the idle02 animation where he stretches out his hand for a moment. I don't think the HL2 Gman has an idle02 animation.
I have Liquidator's model already, if I can get it converted we can use the textures he sent you (unless they are already with the version I have).
Liquidator's Gman model is different from mine. The skins don't match. Also, on the Gman model I used for my reskin there are modelled buttons, different shoes and tie, different briefcase, and I included fixed idle01 and walk animations so they don't slide around in place. Putting my skin on Liquidator's model would make all that null. ???

I don't understand how you're running into a "double head" problem. There aren't any signifigant differences between Liquidator's Gman model and the one I used. To me it just sounds like you're putting my skin directly onto Liquidator's model, which would result in something similar to this:
(http://www.nextdimension.org/other/liquihead.tga.jpg)
Title: Re: HL Source High Definiton
Post by: flynia on August 24, 2005, 12:16:25 AM
Thats all im doing mate... i don't posses the skill yet to do anything more :(

I'm getting their slowly though :)... Modeling is very new to me.

Could you help me figure this one out at all???

Cheers flynia

I don't understand how you're running into a "double head" problem. There aren't any signifigant differences between Liquidator's Gman model and the one I used. To me it just sounds like you're putting my skin directly onto Liquidator's model, which would result in something similar to this:
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 24, 2005, 12:43:54 AM
I don't understand how you're running into a "double head" problem... To me it just sounds like you're putting my skin directly onto Liquidator's model...

We are converting your model to go with your textures before release, so to avoid any bugs.  This began as a potential bug fix, but has developed into a full convrsion.  No need to worry anything with  your name on it will look any way but the way you intended it to look.  BTW, thanks for the use of your model!  ;D
Title: Re: HL Source High Definiton
Post by: flynia on August 24, 2005, 01:11:03 AM
Frakks right mate... i started with just a bug fix for the original version1 model... i then thought to myself about VTF's and how the models use them for texture. I'm one of those types to learn by experience. I noticed that within the GCF files that some models had textures done the same way.... thats where the suit came from for the Gman.

All i did was copy it over the existing Version1 model. Not the smartest way of doing something i guess :(... but considering ive only just figured out VTF files i don't think im doing to bad.

The menu chapters are done the same way and are part of the same project for me.

As for your Gman.... given time and a little bit more research i will hopefully be able to bring him up to par with the model you designed... so just bear with me while i learn.

Cheers flynia

We are converting your model to go with your textures before release, so to avoid any bugs. This began as a potential bug fix, but has developed into a full convrsion. No need to worry anything with your name on it will look any way but the way you intended it to look. BTW, thanks for the use of your model! ;D
Title: Re: HL Source High Definiton
Post by: your evil twin on August 24, 2005, 01:39:37 AM
I don't want to steer this off-topic, but why doesnt the G-Man have that yellow symbol on his briefcase in Half-Life 2?  ???

The yellow symbol is the symbol/logo for the Black Mesa Research Facility.  Black Mesa doesn't exist anymore in Half-Life 2.  In Half-Life the G-Man must have had some kind of job related to the Black Mesa Facility, and that's why the BM logo was on his briefcase.  (He may have been working for some other shadowy employers, but he must have had some kind of official position to be allowed to be in the facility.)
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 24, 2005, 05:18:19 AM
I've heard women say "I have to go put my face on", but this is rediculous, LOL!

(http://img364.imageshack.us/img364/9131/holobug0rl.jpg)

Just a little pic I found funny, the face textures are on their way.

--

Most of you who frequent the different HL related sites like I do, will have already noticed that "Vaksa" has released a new icon pack (http://www.deviantart.com/deviation/21846342/) for a multitude of different HL games and mods.  I thought it would be a nice touch to add his HL:S icon to the pack (with proper credits of course).  What say you?

--

Well, my PC is acting up for some reason.  Every game I play crashes regardless of my settings.  Even on my desktop browsing a text file too fast is causing crashes.  My grfx card isn't over heating.  I've tried several drivers to no avail, and on top of that, MS3D has decided it does not want to decompile .mdl's anymore (it crashes to).  I've had to resort to Canonfodder's StudioCompiler to get the job done.  Anyway, it has frustrated most of what I wanted to accomplish tonight.  Nontheless, I did get a few things accomplished.  I will be doing more tomorrow night.  For now it is bedtime for me.  Catch up with you all later... hopefully with some pics of newly converted models.   :o 
Title: Re: HL Source High Definiton
Post by: flynia on August 24, 2005, 05:53:05 AM
She looks like my ex actually ;) lol

Love her Her HEV suit though. It really spices the model up a lot compared to the original. One question... how was the transparency on the model done??? is it a freaky setting somewhere that you can tick??? or is it just that model that has it?

EDIT- Who likes the new signature???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on August 24, 2005, 06:02:54 AM
Frak, this sounds like a virus. A BAD one. I suggest running a virus scan. But, if it is as I fear, that will fail. You may have to reinstall your operating system. I suggest moving your files away from system drives.
Title: Re: HL Source High Definiton
Post by: flynia on August 24, 2005, 06:05:32 AM
May i suggest that you run this before reinstall as it may save you some time

http://www.microsoft.com/security/malwareremove/default.mspx

Most of you who frequent the different HL related sites like I do, will have already noticed that "Vaksa" has released a new icon pack (http://www.deviantart.com/deviation/21846342/) for a multitude of different HL games and mods. I thought it would be a nice touch to add his HL:S icon to the pack (with proper credits of course). What say you?

I rekin that would further improve the update to HL Source and give it that extra touch :)

I know i'll be downloading them tonight... Would it be possible to have the owner edit the icon to include S:SD at all??? or could we do that on our own??? or have i got the wrong idea?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Zavaro on August 24, 2005, 06:29:32 AM
Viruses and malware.  Yuck.  They can screw with your computer pretty bad.

I can only hope nothing bad happens to Frak's computer..

And to your question (about icons), Frak, I saw that on a couple different websites, and I say aye.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 24, 2005, 12:50:54 PM
Here you go flynia ;D.

[File not found]
Title: Re: HL Source High Definiton
Post by: flynia on August 24, 2005, 01:00:06 PM
Hey folks

The wonderfull Romka has allowed me to convert his BMP files over to VTF for his new AR9MM.

Here she is in all her glory

Thanks a bunch Romka

(http://img371.imageshack.us/img371/9596/romka8nm.jpg)

EDIT- On more good news Liquidator has allowed us to officially use his Gman textures too... that should tie up all of the loose ends... ive got the hang of it all now though so it wont happen again :)

EDIT2 - New Morbo avatar from Futurama  ;) Morbo will crush all you puny humans!

Quote from: Liquidator
If you want to get my Gman you can, I give you my permission ;)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: baracuda on August 24, 2005, 01:03:44 PM
Hey folks

The wonderfull Romka has allowed me to convert his BMP files over to VTF for his new AR9MM.

Here she is in all her glory

Thanks a bunch Romka

Cheers flynia

(http://img371.imageshack.us/img371/9596/romka8nm.jpg)

what a buity
Title: Re: HL Source High Definiton
Post by: Romka™ on August 24, 2005, 02:44:04 PM
Hmm . . . this texture is damn old, I've made it since the release of my hgrunt v.5 :-\. I should spend some time, double size it and make it sharper ::).

BTW. Baracuda, your avatar scares me somehow, I don't recognize you again ???.
Title: Re: HL Source High Definiton
Post by: baracuda on August 24, 2005, 03:04:07 PM

BTW. Baracuda, your avatar scares me somehow, I don't recognize you again ???.

you will get use to it
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 25, 2005, 12:17:56 AM
9MMAR looks great Romka, but if you are determined to enhance it even more, don't worry about me trying to stop you.  ;D
Title: Re: HL Source High Definiton
Post by: flynia on August 25, 2005, 12:22:47 AM
Ok here is something good...

I have mixed and matched with both Marphy and Liquidators Gmen models and came up with the following.

Thanks to both their support for making this possible.

Its a combo gman - marphys suit and liquidators head... watcha all think??? works great ingame but i dont wanna stir up trouble so i thought id ask first :). All i did was convert BMP's over to VTF's and replace textures so make sure to credit Marphy and Liquidator ok :)

EDIT:- Update...Ok ive replaced the hand textures for the Gman with the ones from Liquidators model :)... so they should match the face color correctly now. I've also sent the file through to Frak from work :)

(http://img379.imageshack.us/img379/8718/merge8zp.jpg)

Cheers Morbo... i meen flynia :)
Title: Re: HL Source High Definiton
Post by: halflifedave on August 25, 2005, 12:31:14 AM
looks great  ;D
but the awesome lighting may be hiding a possibility that the hands are more grey than his face. But I wouldn't care, nj  ;D
Title: Re: HL Source High Definiton
Post by: Zavaro on August 25, 2005, 12:43:35 AM
That looks awesome.  Keep up the good work.
Title: Re: HL Source High Definiton
Post by: Anakite on August 25, 2005, 01:45:43 AM
Yup. Quite good.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 25, 2005, 04:12:30 AM
OK, time for an update (albeit small)...

Do you remember our holo model last we saw her, ...a bit faceless?  Well, thanks to Romka, she is back to her beautiful self and imported into Source.

(http://img399.imageshack.us/img399/8919/gina27ck.jpg)   (http://img371.imageshack.us/img371/1461/gina1ty.jpg)

A related bug was also fixed.  The HEV model kept showing up lying down instead of standing.  Romka has come to our rescue there to.

(http://img400.imageshack.us/img400/8494/hevfixed0eb.jpg)

--

I started working on converting A.I's zombie textures last night and was hitting the usual roadblocks.  I picked up where I left off tonight and have managed to get it to work.  There is one bug however... it's shirt edges are showing up green instead of transparent.  I'm sure I forgot something during conversion, but I'm not sure what yet.  Any suggestions from you seasoned pro's?  I'm learning, but not as fast as I would like.

(http://img379.imageshack.us/img379/1900/zombug7mq.jpg)

I then started on the headcrab, thinking that would be easy compared to the zombie experience.  All the .tga's were already sized in powers of 2, there were only 3 to convert (body, body_sp and chrome) and they were the same as what was already converted for the Zombie's head (or so I thought).  No matter what program I used I still got the same results ingame.  I even tried copy and pasting from the zombie's files and correcting the filepaths.  No go.

(http://img384.imageshack.us/img384/7871/crabbug5uh.jpg)

That and it's body decals are showing up as human blood, not alien.  Something else that I evidently did wrong during conversion.  I can't say I enjoy sharing my mistakes in public, but every mistake is an opportunity to learn so here I am.  ;D

--

Almost all of our models have bumpmaps included thanks to Romka, Barneyinblue and Sgt. Wilko.  However these last few I have been converting (zombie & headcrab) do not, simply because I have not come to the place of being that experienced yet.  These are two of the most prevelent alien models in the game, if at all possible I would like to incorperate bumpmaps with them as well.  Would any of the above gentlemen want to tackle that task?  Romka is already working on the scientist's coat clipping problem, so perhaps we should not add to his workload.  Anyway, contact me if you'd like to take a look at them.

I've gotten a hold of two very useful tutorials for MS3D.  There is a huge amount of material there to consume, but I'm trying to do a little each night along with some physicall work on the pack.  It never seems like there are enough hours in a day, but we're getting there.  Thanks for every one's patience and support.

Title: Re: HL Source High Definiton
Post by: JoshuaC on August 25, 2005, 04:18:38 AM
For the green zombie parts I'm guessing the alpha channel is messed up or missing from the textures.

for the decals on the crab I think its alien just looks red with the purple textures on it I could be wrong tho.
Title: Re: HL Source High Definiton
Post by: Zavaro on August 25, 2005, 04:21:08 AM
OK, time for an update (albeit small)...(http://img371.imageshack.us/img371/1461/gina1ty.jpg)

Her legs show up a little weird through the waist area.  It really isn't bad, it looks slightly.. strange.

Other than that, they looks awesome in Source, especially the w_suit.  It looks simply amazing.
Title: Re: HL Source High Definiton
Post by: flynia on August 25, 2005, 04:28:20 AM
Thats it... im beginning to give up on trying to convert these silly models... i find it odd i manage a Win2k3 Server network and 1000 users in AD but can't convert a headcrab to source... very irritating  >:(

I can always fiddle around with importing model and weapon textures til i get it then :)

Until then Morbo will bide his time and give his Kyosho FW-05T a run for its money ;)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 25, 2005, 04:31:58 AM
Her legs show up a little weird through the waist area. It really isn't bad, it looks slightly.. strange.

Yeah, I noticed that to, but it's hard to avoid that with a hologram.

Quote
Other than that, they looks awesome in Source, especially the w_suit. It looks simply amazing.

Indeed!  That suit is half the reason I wanted a pack like this!  Absolutely stellar job Romka!!!
Title: Re: HL Source High Definiton
Post by: flynia on August 25, 2005, 05:12:32 AM
On another note... good work guys and sorry for my frustration... Their has to be something im missing... sigh!

I'll try Ambients headcrab model again tonight... but i get very confused after i decompile it from milkshape... what do i do after that??? Can anybody help me at all???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 25, 2005, 05:17:40 AM
I'll try Ambients headcrab model again tonight... but i get very confused after i decompile it from milkshape... what do i do after that??? Can anybody help me at all???

Try this guide: http://www.hl2world.com/wiki/index.php/Converting_1.6_Models  It is for CS:S, but the principles are the same.  It explains how to cross check and edit the .qc with the .mdl file.  Then how to recompile with it (.qc) and the .smd's.  It can be difficult to figure out folder locations compared to CS:S, but if you PM me I can help you with that.
Title: Re: HL Source High Definiton
Post by: flynia on August 25, 2005, 05:28:19 AM
Frak... you legend  ;D... thats awesome!!!! i know where im going down the u-bend!

I'll give it a go tonight! and see if i can get some studiomdl on headcrab action ;) lol

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 25, 2005, 06:05:58 AM
Flynia...

uh...

Your avatar keeps staring at me.

I think... I think it wants to hurt me.

*covers Morbo with post it note on monitor and nervously checks on it out of the corner of his eye*
Title: Re: HL Source High Definiton
Post by: flynia on August 25, 2005, 06:38:20 AM
*Morbo demands a beta release of the HD Pack* lol

Either that or he just wants to thank everybody for their contributions and keeping this thing alive.

Thanks to barney, romka and wilko especially for putting up with my modeling noob questions and rampant blabbering :)

I'm going to review the chapter pics again tonight and make sure all is well with them too before release... apart from that i might start loading blueshift from steam... so dont expect to hear to much from me tonight as it takes a while on 56K ;)

EDIT:- Ok gave it a go but couldn't get it right... I copied all the files from the decompile directory and managed to get 5 files done. EDIT:- It didnt create any VMT's for the model at all even though i think i got the directories right :(

Sigh!

Cheers Morbo
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 25, 2005, 10:40:35 AM
Flynia, have a look at my tutorial... It covers the conversion from decompiling to running ingame : D
Title: Re: HL Source High Definiton
Post by: flynia on August 25, 2005, 10:57:14 AM
I have managed to import the Gman into source!!!!

Can you believe it... a noob like me ;-)

The only problem is the mouth controller wont work properly :(

Currently the QC File looks like this.

/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

gman.mdl

Original internal name:
"gman.mdl"

==============================================================================
*/

$modelname "gman.mdl"
$cdmaterials "models\gman"
$cd ".\"
$scale 1.0
$cliptotextures


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000


//reference mesh(es)
$body "studio" "dc_gman_reference4"


// 1 attachment(s)
$attachment 0 "Bip01 Pelvis" 0.000000 0.000000 0.000000

// 5 bone controller(s)
$controller 0 "Bip01 Head" XR -60.000000 60.000000
$controller 1 "Eyelids" ZR 0.000000 7.000000
$controller 2 "R_eyebrow" ZR -6.000000 6.000000
$controller 3 "C_eyebrow" ZR -8.000000 8.000000
$controller 4 "Mouth" ZR 0.000000 10.000000 I'm sure it has to do with this any ideas???

// 20 hit box(es)
$hbox 0 "Bip01 Pelvis" -5.530000 -5.400000 -7.980000 2.630000 5.870000 7.420000
$hbox 0 "Bip01 L Leg" 0.000000 -3.560000 -4.530000 18.942831 6.170000 3.560000
$hbox 0 "Bip01 L Leg1" 0.000000 -3.560000 -2.840000 18.137407 3.030000 3.450000
$hbox 0 "Bip01 L Foot" -0.780000 -3.230000 -2.760000 3.080000 7.120000 3.300000
$hbox 0 "Bip01 R Leg" 0.000000 -3.820000 -3.190000 19.263897 5.930000 4.610000
$hbox 0 "Bip01 R Leg1" -0.030000 -3.470000 -3.240000 17.813524 3.200000 2.860000
$hbox 0 "Bip01 R Foot" -0.760000 -3.240000 -2.970000 3.080000 7.080000 2.510000
$hbox 0 "Bip01 Spine" 0.000000 -4.780000 -7.030000 8.820000 5.400000 7.180000
$hbox 0 "Bip01 Spine1" 0.000000 -4.780000 -6.640000 6.855636 4.910000 6.910000
$hbox 0 "Bip01 Spine2" -1.690000 -5.440000 -7.700000 9.890000 4.990000 7.930000
$hbox 0 "Bip01 Head" -0.790000 -4.510000 -3.200000 8.800000 5.660000 3.390000
$hbox 0 "Dummy21" -6.993619 0.000000 -1.458478 0.000000 3.117105 1.718227
$hbox 0 "Mouth" 0.000000 -2.710000 -1.800000 4.460000 0.000000 1.560000
$hbox 0 "Bip01 L Arm1" -1.410000 -2.470000 -2.640000 14.203101 2.680000 2.220000
$hbox 0 "Bip01 L Arm2" 0.000000 -3.200000 -2.380000 10.760000 2.500000 2.340000
$hbox 0 "Bip01 L Hand" 0.000000 -0.930000 -1.870000 3.170000 0.860000 1.430000
$hbox 0 "Bip01 R Arm1" -1.300000 -2.640000 -2.110000 14.020000 2.570000 2.920000
$hbox 0 "Bip01 R Arm2" 0.000000 -3.100000 -2.050000 11.230000 2.290000 2.410000
$hbox 0 "Bip01 R Hand" 0.000000 -0.730000 -7.180000 15.630000 2.650000 7.480000
$hbox 0 "Bip01 R Finger0" 0.000000 -0.640000 -0.330000 1.340000 1.130000 0.870000

// 14 animation sequence(s)
$sequence "idle01" "ACT_VM_IDLE01" 1 "idle01" fps 13 loop ACT_IDLE 40
$sequence "idlebrush" "ACT_VM_IDLEBRUSH" 1 "idlebrush" fps 18 ACT_IDLE 4
$sequence "idlelook" "ACT_VM_IDLELOOK" 1 "idlelook" fps 14 ACT_IDLE 1
$sequence "idle02" "ACT_VM_IDLE02" 1 "idle02" fps 14 ACT_IDLE 35
$sequence "open" "ACT_VM_OPEN" 1 "open" fps 20 ACT_IDLE 1
$sequence "stand" "ACT_VM_STAND" 1 "stand" fps 10 ACT_IDLE 14
$sequence "walk" "ACT_VM_WALK" 1 "walk" LX fps 22 loop ACT_WALK 1 { event 1004 13 "common/npc_step1.wav" } { event 1004 19 "common/npc_step3.wav" }
$sequence "yes" "ACT_VM_YES" 1 "yes" fps 16
$sequence "no" "ACT_VM_NO" 1 "no" fps 14
$sequence "bigno" "ACT_VM_BIGNO" 1 "bigno" fps 18
$sequence "bigyes" "ACT_VM_BIGYES" 1 "bigyes" fps 15
$sequence "listen" "ACT_VM_LISTEN" 1 "listen" fps 14
$sequence "lookdown" "ACT_VM_LOOKDOWN" 1 "lookdown" fps 14 loop
$sequence "lookdown2" "ACT_VM_LOOKDOWN2" 1 "lookdown2" fps 14 loop

// End of QC script.

Any ideas???

I can send the whole lot if needed.

Cheers flynia
(http://img92.imageshack.us/img92/5527/liquidator2do.jpg

)
Title: Re: HL Source High Definiton
Post by: Hircine on August 25, 2005, 04:47:40 PM
I like the face on it. Anyhow it looks like you guys are progressing well. I can't wait to play HL:S with those..or even put them into Garry's Mod!
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 25, 2005, 06:27:18 PM
I have managed to import the Gman into source!!!!

The only problem is the mouth controller wont work properly :(

I believe the mouth controller has more to do with the ref.smd's (pre-compile) pertaining to the head.  I 'spose there is a chance it could have something to do with what bone the mouth is connected to.  not sure as I am still pretty new to this myself.  Nice job on the conversion btw.
Title: Re: HL Source High Definiton
Post by: Romka™ on August 25, 2005, 07:03:37 PM
I'm so proud of you guys (sniff, sniff :'()

I don't think I can support you guys that much any longer, cause the new school I was the 1st day on for today is +100% more difficult than the old 1 was :-[. That means I will have to do much of howework and also learn more because the standard sux more than a cancer >:(. The progress on my hgrunt could be paused for 1 year or for longa' or worst even cancelled (I don't hope so). Anyways I'll try to get some skills in 3dsmax and will release some citizens as my 1st HL² mesh release . . . that goes for primary.

Today was the 1st day and was terrible in every way . . . classrooms too small, teachers dumb and unfair, too many people and the spanish lesson is much harder than the previous I had.

 . . . it's just a pain in the ass and everywhere else :'(

So I wish you guys good luck on processing with the pack! Make me be a proud member!
Title: Re: HL Source High Definiton
Post by: Barnz on August 25, 2005, 08:19:09 PM
Good luck Romka... :'(

(I am back. Finally I passed my responsibility exams. Now I can spend my all time here...) ;D
Title: Re: HL Source High Definiton
Post by: baracuda on August 25, 2005, 09:17:34 PM
Good luck Romka... :'(

(I am back. Finally I passed my responsibility exams. Now I can spend my all time here...) ;D


YAY!!!
Title: Re: HL Source High Definiton
Post by: halflifedave on August 25, 2005, 09:23:59 PM
Try this guide: http://www.hl2world.com/wiki/index.php/Converting_1.6_Models   It is for CS:S, but the principles are the same.  It explains how to cross check and edit the .qc with the .mdl file.  Then how to recompile with it (.qc) and the .smd's.  It can be difficult to figure out folder locations compared to CS:S, but if you PM me I can help you with that.

I'm sure you will be a little freaked out from this, but I also thank you for this  ;D

edit: uh...... *realizes MS3d is expired for about a year now* fuck ><
Title: Re: HL Source High Definiton
Post by: Barnz on August 25, 2005, 09:32:27 PM

YAY!!!


Open MSN lad...
Title: Re: HL Source High Definiton
Post by: flynia on August 25, 2005, 09:53:36 PM
Guys!!!

The Gman of Liquidators now works!!! I will look into Marphy Blacks in 12 hours time from now ;)

Thanks to Wilko for helping me out! Despite everything we had against each other we pitched together and got him going!

I owe hime a big thanks for this!

Cheers flynia

Quote from: Sgt Wilko
Ah yes.. I had that problem a while back..
Let me find the text..

#hour later#

Ah.. here it is. Bung this into your QC file along with the existing controller options.

$poseparameter mouth 0.00 10.00

That should do it...


- Sgt Wilko
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 25, 2005, 10:01:36 PM
Hey!! That was a private message.. hence the name PM  :D
Title: Re: HL Source High Definiton
Post by: Ethyl on August 25, 2005, 10:04:25 PM
Oh well, guess it's not a private message anymore  :P
Title: Re: HL Source High Definiton
Post by: flynia on August 25, 2005, 10:05:04 PM
Yeah i know dude and im sorry but i just wanted to make sure that you got some cred as well!

Who would like Marphys coat on that model??? or should i just leave it the way it is ;)

Cheers flynia morbo

That was a private message.. hence the name PM :D
Title: Re: HL Source High Definiton
Post by: Ethyl on August 25, 2005, 10:08:07 PM
Yeah i know dude and im sorry but i just wanted to make sure that you got some cred as well!

Who would like Marphys coat on that model??? or should i just leave it the way it is ;)

Cheers flynia morbo


Who's model was that originally?

Oh yeah and you should change your display name to Morbo   ;)
Title: Re: HL Source High Definiton
Post by: flynia on August 25, 2005, 10:15:13 PM
Liquidators Gman originally.... ported over to HL Source... im not sure about the suit though... might update the textures with Marphy Blacks as i like the darker purple more. I'll take a copy though of this one first of course.

That kinda leads to my next question... how do you add bumpmaps to a model??? Whats involved??? is it worth it??? and how does it relate to the QC (if at all)???

As for my username i kinda like it this way round ;) don't want my fans to freak ;) im thinking about headcrabbing morbo though ;)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 25, 2005, 11:32:38 PM
Quote from: Sgt. Wilco
Ah.. here it is. Bung this into your QC file along with the existing controller options.

$poseparameter mouth 0.00 10.00

Would something similar work for our Hgrunt's wide open mouth?  LoL.
Title: Re: HL Source High Definiton
Post by: flynia on August 25, 2005, 11:38:32 PM
I was thinking that myself :)

In theory yes it might... but don't quote me on that lol

Cheers flynia

Would something similar work for our Hgrunt's wide open mouth? LoL.
Title: Re: HL Source High Definiton
Post by: Anakite on August 26, 2005, 02:50:26 AM
For a second, I thought this was locked..... then I looked up, and I had been logged out (System Wipe).

Good news.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 26, 2005, 03:00:28 AM
Well, I’ve come to a stand still with the headcrab textures.  The model itself is compiled and working ingame, but the textures refuse to work.  Vtex gives me a “trouble finding directory” error every time I try to use it.  This is despite that I’ve set up the SDK and led it to the HL:S Gameinfo.txt file.  I’ve compiled them with ModelCompiler, VtexGUI, and VTFTools successfully, which proves the SDK is set up correctly for HL:S.  Anyway, I get the same basic .vmt with each of the above programs.  They all look like this:

"VertexLitGeneric"
{
   "$baseTexture" "models\headcrab/headcrab_whatever"
}


I altered the chrome .vmt to look like this:

"VertexLitGeneric_DX6"
{
   "$envmap" "models\headcrab/headcrab_eye_Chrome"
      "$envmapsphere"         1
      "$envmapmode" 1
   "$multipass" 1
}


Still I get the same checkerboard action ingame.  I know there is more that is supposed to go in the .vmt then what these programs are putting in there.  Isn’t there supposed to be info on what material it is, like metal or wood or flesh, etc?   Do any of you recognize what I am doing wrong, and would be willing to give me a hint?  Point me in the right direction?  Any help I can get would be vastly appreciated.  Thank you.

Title: Re: HL Source High Definiton
Post by: JoshuaC on August 26, 2005, 04:10:19 AM
Take a look at the HL:S headcrabs VMT's maybe your missing something. also the meaterial type for the model is set in the qc file during compile.

Example

$modelname "props_combine\combine_barricade002.mdl"
$body "Body" "combine_barricade002.smd"
$staticprop
$cdmaterials "models\props_combine/"
$surfaceprop "metal"
$sequence idle "combine_barricade002_idle"
$collisionmodel "combine_barricade002_phys.smd" {



   $concave

   $mass 200.0

   $inertia 1.00

   $damping 0.00

   $rotdamping 0.00

}

Title: Re: HL Source High Definiton
Post by: flynia on August 26, 2005, 04:19:21 AM
Quick question then on my noobish behalf... what does the DX6 part do???

Is it better to have "VertexLitGeneric_DX6" rather than "VertexLitGeneric" as the Gman im working on dosen't have this :(

Sorry for the stupid question but im at work right now so i can't trial it.

Cheers flynia

"VertexLitGeneric"
{
   "$baseTexture" "models\headcrab/headcrab_whatever"
}


I altered the chrome .vmt to look like this:

"VertexLitGeneric_DX6"
{
   "$envmap" "models\headcrab/headcrab_eye_Chrome"
      "$envmapsphere"         1
      "$envmapmode" 1
   "$multipass" 1
}

Title: Re: HL Source High Definiton
Post by: JoshuaC on August 26, 2005, 04:21:52 AM
Stay with "VertexLitGeneric".
Title: Re: HL Source High Definiton
Post by: flynia on August 26, 2005, 04:22:56 AM
What does it actually do though???

DirectX Level Rendering???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 26, 2005, 04:30:42 AM
Yea I think is a DX thing.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 26, 2005, 05:28:25 AM
Take a look at the HL:S headcrabs VMT's maybe your missing something.

Thanks for the tip, but read back a couple pages, I'm all over that.  ;D

Quote
also the meaterial type for the model is set in the qc file during compile.

Example

$modelname "props_combine\combine_barricade002.mdl"
$body "Body" "combine_barricade002.smd"
$staticprop
$cdmaterials "models\props_combine/"
$surfaceprop "metal"
$sequence idle "combine_barricade002_idle"
$collisionmodel "combine_barricade002_phys.smd" {

That is exactly what I spent half my night tonight learning about.  I found a little text file called "propdata" that had some useful info in it, I learned the rest by browsing other (working) model's .qc files.

--

Quick question then on my noobish behalf... what does the DX6 part do???

Is it better to have "VertexLitGeneric_DX6" rather than "VertexLitGeneric" as the Gman im working on dosen't have this :(

You will only use that in the .vmt's associated with chrome textures.  It deals with how source utilizes chrome reflctions.  You would not use it on any other type of material (i.e. Gman).  Also in chrome related .vmt's you would use a $envmap command rather then $baseTexture, followed by the other env commands I used in my earlier post.  I don't understand it all yet, but I've noticed it is that way in almost all of the chrome related .vmt's I've looked at.
Title: Re: HL Source High Definiton
Post by: flynia on August 26, 2005, 05:32:46 AM
Ok what else can i do to help now... im kinda at a loose end...

Which Gman model shall we use officially for the Pack??? I'm willing to convert any :)

I have a mix and match of Marphy Blacks and Liquidators :) Liquidators Gman Head and Tie... Marphy Blacks Gman Suit.

Please help me decide people :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 26, 2005, 05:45:33 AM
Which Gman model shall we use officially for the Pack??? I'm willing to convert any :)

I have a mix and match of Marphy Blacks and Liquidators :) Liquidators Gman Head and Tie... Marphy Blacks Gman Suit.

Please help me decide people :)

Use Marphy's body mesh to go with his textures.  If you can retain Liquidator's head mesh and tie without it looking "different" from the rest of the model, then go for it.  Otherwise, either use Liq's complete model (textures included) or Marphy's complete model.  I really don't want to mix and match any more then we have to.  It tends to just create additional problems in and out of the game.

--

Well, I gave the Headcrab a few more tries and still got nothing... but learned a few things.  I figured I'd try another model to see if it would give me the same problem, so I converted the "light" model (lighted plant in zen that hides when you walk up to it).  I converted it, and the textures worked no problems, but the animations didn't.  LOL!  If it's not one thing it's another. 
Title: Re: HL Source High Definiton
Post by: Anakite on August 26, 2005, 05:51:21 AM
Personally, I've never liked any redoings of the HL: 1 headcrab. Is it copyright infringement if you just convert the HL2 headcrab?
Title: Re: HL Source High Definiton
Post by: JoshuaC on August 26, 2005, 05:52:16 AM
Lol if everything went good the 1st time you tried you'd never learn lol. Again make sure all the textures are in the right place and use the developer 1 to  find the path the models pointing to.
Title: Re: HL Source High Definiton
Post by: flynia on August 26, 2005, 05:53:04 AM
Will do :)

I'll check it over tonight but here is the brief run down on it at the moment.

Head - Liquidator
BriefCase - Liquidator
Gman3 (Face) - Liquidator
Gman Eye - Liquidator
Gman Tie - Liquidator
PSX Body - Marphy
PSX Coat - Marphy
PSX Cuff - Liquidator

I'll test in source tonight and upload a shot into this post tonight :)

Everything should be fairly simple as most of the body textures are exactly the same as well as the names for the texture files. I've added the Coat and Body textures of Marphys during my lunch break so it will just be a matter of copying them over to my /hl1 folder when i get home... if it don't work StudioMDL here i come ;)

Watch that dial folks :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 26, 2005, 06:24:43 AM
Lol if everything went good the 1st time you tried you'd never learn lol. Again make sure all the textures are in the right place and use the developer 1 to find the path the models pointing to.

I have been doing those exact things.  Developer 1 definately helps in knowing what is going on, but it is not pointing out any missing textures or wrong file paths.  I've compared my .vmt's with several different working model's .vmt's, paid particular attention to spelling and file paths, and still I'm getting checkerboards.  That is what's confusing me.  Everything looks to be as it should be, there is seemingly no logical explanation for why it is not working.  Alas, there has to be something some where.

--

Will do :)

I'll check it over tonight but here is the brief run down on it at the moment.

Head - Liquidator
BriefCase - Liquidator
Gman3 (Face) - Liquidator
Gman Eye - Liquidator
Gman Tie - Liquidator
PSX Body - Marphy
PSX Coat - Marphy
PSX Cuff - Liquidator

Clarify something for me.  You have converted all of these textures, and their models... or just the textures?  The point I was making earlier is that I would like the texture to go on the exact model it was made for.  If Marphy's skin was designed to go on Liquidator's model then there will be no issues with it fitting correctly.  If we put it on another Gman model there will be issues.  From what I've read of Marphy and Liquidator's Gman threads, both used Liq's model as a base.  Marphy only changed the head a little.  With that in mind I think we will be OK.  I'd prefer to use Marphy's model file to compile as he has fixed some animation issues and tweaked the mouth controller.  Oh, and before I forget... you're doing an excellent job.  Keep it up.
Title: Re: HL Source High Definiton
Post by: Ethyl on August 26, 2005, 06:35:00 AM
So, what are you going to do about the gibs and HD sounds?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 26, 2005, 06:39:34 AM
So, what are you going to do about the gibs and HD sounds?

Excellent question.  I have downloaded Fat_Al's gib packs and have already started converting them.  They will be in the release.  As for HD sounds, I didn't realize there were any.  Are they from the PS2 version as well?
Title: Re: HL Source High Definiton
Post by: Ethyl on August 26, 2005, 07:03:00 AM
As for HD sounds, I didn't realize there were any.  Are they from the PS2 version as well?

The HD sounds were from the Blue Shift HD pack. It changed the 9mmAR sounds and some of the hgrunt sounds for HL1.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 26, 2005, 07:04:14 AM
Hmmmm.... definately worth looking into.  Thanks for the tip.
Title: Re: HL Source High Definiton
Post by: Ethyl on August 26, 2005, 07:18:18 AM
Oh yeah also wondering..will there be a v.3 of this pack?

Why am I asking this? HL:S DM is coming "soon" and I was wondering what you're going to do with the player models and other materials they might put in
Title: Re: HL Source High Definiton
Post by: Anakite on August 26, 2005, 08:07:01 AM
Valve? NEW content!? In a ": Source" game!? HA!
Title: Re: HL Source High Definiton
Post by: flynia on August 26, 2005, 08:29:46 AM
Nope the whole lot... I used Milkshape 3D to decompile Liquidators gman.mdl. I then managed to use VTEX to convert all the textures of Liquidators over to VTF and create VMT's for them :)... I then used Studio MDL to compile the QC and the model of Liquidators for Source. After that i cleaned up the VMT's and got them working.

During lunch today i just replaced the psx_gman_body and psx_gman_coat files which contain the suit.

Thats about as clarified i can make it...

So basically... its Liquidators entire model converted to HL Source... just with Marphys suit textures.

EDIT:- It's so logical Frak... I'll send all three Gmen to you when im done and all you will have to do is choose the one that goes best with the pack. I'll upload three images of each and we can vote on it or sumfin :)

Clarify something for me. You have converted all of these textures, and their models... or just the textures? The point I was making earlier is that I would like the texture to go on the exact model it was made for. If Marphy's skin was designed to go on Liquidator's model then there will be no issues with it fitting correctly. If we put it on another Gman model there will be issues. From what I've read of Marphy and Liquidator's Gman threads, both used Liq's model as a base. Marphy only changed the head a little. With that in mind I think we will be OK. I'd prefer to use Marphy's model file to compile as he has fixed some animation issues and tweaked the mouth controller. Oh, and before I forget... you're doing an excellent job. Keep it up.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 26, 2005, 10:46:54 AM
Well, I’ve come to a stand still with the headcrab textures.  The model itself is compiled and working ingame, but the textures refuse to work.  Vtex gives me a “trouble finding directory” error every time I try to use it.  This is despite that I’ve set up the SDK and led it to the HL:S Gameinfo.txt file.  I’ve compiled them with ModelCompiler, VtexGUI, and VTFTools successfully, which proves the SDK is set up correctly for HL:S.  Anyway, I get the same basic .vmt with each of the above programs.  They all look like this:

"VertexLitGeneric"
{
   "$baseTexture" "models\headcrab/headcrab_whatever"
}


I altered the chrome .vmt to look like this:

"VertexLitGeneric_DX6"
{
   "$envmap" "models\headcrab/headcrab_eye_Chrome"
      "$envmapsphere"         1
      "$envmapmode" 1
   "$multipass" 1
}


Still I get the same checkerboard action ingame.  I know there is more that is supposed to go in the .vmt then what these programs are putting in there.  Isn’t there supposed to be info on what material it is, like metal or wood or flesh, etc?   Do any of you recognize what I am doing wrong, and would be willing to give me a hint?  Point me in the right direction?  Any help I can get would be vastly appreciated.  Thank you.



Its a long-shot but, try changing the "/" to "\"

ie "$baseTexture" "models\headcrab\headcrab_whatever"

Might just work....  :-\

Also, try adding this :
"$model" 1
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 26, 2005, 01:23:12 PM
Its a long-shot but, try changing the "/" to "\"

ie "$baseTexture" "models\headcrab\headcrab_whatever"

Might just work.... :-\

Also, try adding this :
"$model" 1

Thanks Wilco.  I had the same thought about the slashes and already tried both styles but it didn't seem to help.  I haven't tried the $model 1 command however, so I will give that a go.  Thanks again for the help. 

--

Thanks for the clarification Flynia.  I was just foggy on the model meshes themselves.  You don't need to send me all three, the latest is fine.

--

Oh yeah also wondering..will there be a v.3 of this pack?

Why am I asking this? HL:S DM is coming "soon" and I was wondering what you're going to do with the player models and other materials they might put in

That would be a yes.  ;D  I'm eagerly awaiting HLDM:S and have already given thought to creating a project around it, seeing as we have the models already.  I would love to continue moving into v.3 as we have several ideas that have been set aside in order to focus on completing what is already in front of us.  The pace we move at may be different.  I have been so consumed with v.2 and all the learning that it has prompted that I am going to have to take time out to get to know my family and friends after it's done!  LOL! 

It will definately not be ending with v.2.
Title: Re: HL Source High Definiton
Post by: flynia on August 26, 2005, 06:08:10 PM
Yay! Good to hear guys... expand and improve...

Talking about such.

As promised 4 Gman shots including Fat Als... each named for your ease. I reccomend these models for "Source Beginners" as i didn't include Ragdoll code... i think  :D... I'm gonna read up on milkshape 3d soon and really get into it more so that i can ease some of the stress of Wilko, Barney, Romka and the other guys around here who have anything to do with Source Conversion or modeling  :)

Not only that but if we are going on to V3 and beyond it makes sense for the team to know how to do things... it will make us more productive and effecient :) Not only that but we can learn and develope together :D

Ok here they are

Combine Marphy and Liquidator
(http://img6.imageshack.us/img6/8779/combine1gt.jpg)

Fat Als (Awaiting His Permission to use though)
(http://img6.imageshack.us/img6/5565/fatal9zy.jpg)

Liquidators
(http://img316.imageshack.us/img316/646/liquidator2nk.jpg)

Marphy Blacks
(http://img316.imageshack.us/img316/7413/marphy9ho.jpg)

Ok which one do we use ;)???

I'm worried about the eyes though for Liquidators as the appear to look very high up in the sky???

Here is the QC in case anybody has any ideas???


/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

gman.mdl

Original internal name:
"gman.mdl"

==============================================================================
*/

$modelname "gman.mdl"
$cdmaterials "models\gman"
$cd ".\"
$scale 1.0
$cliptotextures
$poseparameter mouth 0.00 10.00


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000 -  <<<< Im sure this has something to do with it


//reference mesh(es)
$body "studio" "dc_gman_reference4"


// 1 attachment(s)
$attachment 0 "Bip01 Pelvis" 0.000000 0.000000 0.000000

// 5 bone controller(s)
$controller 0 "Bip01 Head" XR -60.000000 60.000000
$controller 1 "Eyelids" ZR 0.000000 7.000000
$controller 2 "R_eyebrow" ZR -6.000000 6.000000
$controller 3 "C_eyebrow" ZR -8.000000 8.000000
$controller 4 "Mouth" ZR 0.000000 10.000000

// 20 hit box(es)
$hbox 0 "Bip01 Pelvis" -5.530000 -5.400000 -7.980000 2.630000 5.870000 7.420000
$hbox 0 "Bip01 L Leg" 0.000000 -3.560000 -4.530000 18.942831 6.170000 3.560000
$hbox 0 "Bip01 L Leg1" 0.000000 -3.560000 -2.840000 18.137407 3.030000 3.450000
$hbox 0 "Bip01 L Foot" -0.780000 -3.230000 -2.760000 3.080000 7.120000 3.300000
$hbox 0 "Bip01 R Leg" 0.000000 -3.820000 -3.190000 19.263897 5.930000 4.610000
$hbox 0 "Bip01 R Leg1" -0.030000 -3.470000 -3.240000 17.813524 3.200000 2.860000
$hbox 0 "Bip01 R Foot" -0.760000 -3.240000 -2.970000 3.080000 7.080000 2.510000
$hbox 0 "Bip01 Spine" 0.000000 -4.780000 -7.030000 8.820000 5.400000 7.180000
$hbox 0 "Bip01 Spine1" 0.000000 -4.780000 -6.640000 6.855636 4.910000 6.910000
$hbox 0 "Bip01 Spine2" -1.690000 -5.440000 -7.700000 9.890000 4.990000 7.930000
$hbox 0 "Bip01 Head" -0.790000 -4.510000 -3.200000 8.800000 5.660000 3.390000
$hbox 0 "Dummy21" -6.993619 0.000000 -1.458478 0.000000 3.117105 1.718227
$hbox 0 "Mouth" 0.000000 -2.710000 -1.800000 4.460000 0.000000 1.560000
$hbox 0 "Bip01 L Arm1" -1.410000 -2.470000 -2.640000 14.203101 2.680000 2.220000
$hbox 0 "Bip01 L Arm2" 0.000000 -3.200000 -2.380000 10.760000 2.500000 2.340000
$hbox 0 "Bip01 L Hand" 0.000000 -0.930000 -1.870000 3.170000 0.860000 1.430000
$hbox 0 "Bip01 R Arm1" -1.300000 -2.640000 -2.110000 14.020000 2.570000 2.920000
$hbox 0 "Bip01 R Arm2" 0.000000 -3.100000 -2.050000 11.230000 2.290000 2.410000
$hbox 0 "Bip01 R Hand" 0.000000 -0.730000 -7.180000 15.630000 2.650000 7.480000
$hbox 0 "Bip01 R Finger0" 0.000000 -0.640000 -0.330000 1.340000 1.130000 0.870000

// 14 animation sequence(s)
$sequence "idle01" "ACT_VM_IDLE01" 1 "idle01" fps 13 loop ACT_IDLE 40
$sequence "idlebrush" "ACT_VM_IDLEBRUSH" 1 "idlebrush" fps 18 ACT_IDLE 4
$sequence "idlelook" "ACT_VM_IDLELOOK" 1 "idlelook" fps 14 ACT_IDLE 1
$sequence "idle02" "ACT_VM_IDLE02" 1 "idle02" fps 14 ACT_IDLE 35
$sequence "open" "ACT_VM_OPEN" 1 "open" fps 20 ACT_IDLE 1
$sequence "stand" "ACT_VM_STAND" 1 "stand" fps 10 ACT_IDLE 14
$sequence "walk" "ACT_VM_WALK" 1 "walk" LX fps 22 loop ACT_WALK 1 { event 1004 13 "common/npc_step1.wav" } { event 1004 19 "common/npc_step3.wav" }
$sequence "yes" "ACT_VM_YES" 1 "yes" fps 16
$sequence "no" "ACT_VM_NO" 1 "no" fps 14
$sequence "bigno" "ACT_VM_BIGNO" 1 "bigno" fps 18
$sequence "bigyes" "ACT_VM_BIGYES" 1 "bigyes" fps 15
$sequence "listen" "ACT_VM_LISTEN" 1 "listen" fps 14
$sequence "lookdown" "ACT_VM_LOOKDOWN" 1 "lookdown" fps 14 loop
$sequence "lookdown2" "ACT_VM_LOOKDOWN2" 1 "lookdown2" fps 14 loop

// End of QC script.


Cheers flynia
Title: Re: HL Source High Definiton
Post by: Koraktor on August 26, 2005, 06:13:46 PM
I'm currently playing HL:S and using the weapon models of the first HD pack.
I have a few question for v2 regarding weapons:

1. Some of the models in v1 have bugs (e.g. missing reload sounds, wrong VMTs), will those be fixed?
2. Will better models or better textures (maybe bumpmaps etc.) be used in v2?

However, you're doing a great job on the NPC models. I'm really looking forward to the release of the pack.

PS: Why can't you add the HL2 models (e.g. .357, g-man, barnacle)? Because of copyright or because of (de)compiling problems?
Title: Re: HL Source High Definiton
Post by: flynia on August 26, 2005, 06:22:31 PM
Ok we know of  issues with the VMTs such as the Crossbow and one with the Gman :) Which sounds are missing and for what weapon???

As for models its really a mixture of getting animations and such working in game... as well as wanting to also stay relatively true to the orginal and keep the feel of the game. Their are also legal issues as well... thats right isn't it guys???

As for bumpmaps and such well I'm on a fairly hard learning curve trying to convert models... can't speak for the rest though but i know Frakksurred is working on learning at around 1000%... if you could offer assistance with how to create the textures for them that would be great.

Hope that helps mate :) I'm going to bed its after 3.30am here :( I'm gonna get slaughted by the G/F lol

Cheers flynia

I'm currently playing HL:S and using the weapon models of the first HD pack.
I have a few question for v2 regarding weapons:

1. Some of the models in v1 have bugs (e.g. missing reload sounds, wrong VMTs), will those be fixed?
2. Will better models or better textures (maybe bumpmaps etc.) be used in v2?

However, you're doing a great job on the NPC models. I'm really looking forward to the release of the pack.

PS: Why can't you add the HL2 models (e.g. .357, g-man, barnacle)? Because of copyright or because of (de)compiling problems?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 26, 2005, 07:43:54 PM
1. Some of the models in v1 have bugs (e.g. missing reload sounds, wrong VMTs), will those be fixed?

As Flyna has said, we are aware of the xbow bug and have fixed it.  If you could specify which reloading sounds are missing ,we will certainly look into fixing it also.

Quote
2. Will better models or better textures (maybe bumpmaps etc.) be used in v2?

At the moment we are using primarily the same models with a couple minor updates.  No bumpmaps have been added that were not in v.1.  One of our focuses for v.3 will be bumpmaps, but for now we have enough on our plate, lol.

Quote
Why can't you add the HL2 models (e.g. .357, g-man, barnacle)? Because of copyright or because of (de)compiling problems?

We wanted to keep the original look and feel of the game, so for this project we have avoided using HL2 models.  Without having looked into the legal aspect of the scenario, it would definately be an idea to pursue.

Quote
However, you're doing a great job on the NPC models. I'm really looking forward to the release of the pack.

Thank you for your interest and support.  We hope to have something for you to download soon.  ;D

--

I'm worried about the eyes though for Liquidators as the appear to look very high up in the sky???

I believe you would have to adjust that in the head.ref.smd using MS3D. 

Title: Re: HL Source High Definiton
Post by: Koraktor on August 26, 2005, 10:17:29 PM
I'm sure the 357 is missing a reload sound. There is no error message in the console and the sound file is in the GCF.
I can't remember other weapons with missing sound, but I'll check that.

I think you can keep the look and feel of the original HL when converting HL2 models for HL:S. There was a screen some pages back with the HL2 G-Man. It looks great and with the Black Mesa logo on its suitcase it's perfect. Valve created new great models without changing their original look.

Would be great to see HL:S looking like a real Source engine game - at least as for the models. ;)
It's a long time until BM:S. :P
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 26, 2005, 11:17:06 PM
PS: Why can't you add the HL2 models (e.g. .357, g-man, barnacle)? Because of copyright or because of (de)compiling problems?

I'm going to slap the next person who asks for Half-Life 2 models in the pack.  :D

We are not using them as they are for Half-Life 2, not Half-Life 1. It would ruin the theme and it would not constist of the HD models - that was the original aim of the pack - I was forced to do by Baracuda.

EDIT: No, Flynia, the "eyepostion" command in the QC has nothing todo with the eyes themselves. It tells the model where its vision is based - normally above the head - If it is too low, the model will not be able to 'see' you. You shouldn't need to change it.
Title: Re: HL Source High Definiton
Post by: Anakite on August 26, 2005, 11:33:07 PM
*Gets slapped by Wilko*
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 27, 2005, 12:47:00 AM
*Gets slapped by Wilko*

ROFL!!!

--

This is so utterly off-topic but I just found out Stryper (think 80's heavy metal) is back together and released a new CD!!!  AAAAHHHHH!!!!  This was probably my favorite band during my high school years (K, I'm 37... i.e. "old" to most of you).  I'm so flipped out by this that I'm going to have to go blow good hard earned cash tomorrow to check it out.  ;D

Just thought I'd share that fact, cuz I know you're all just as excited about it as I am!  ::)
Title: Re: HL Source High Definiton
Post by: Zavaro on August 27, 2005, 01:30:01 AM
I'm going to slap the next person who asks for Half-Life 2 models in the pack.  :D

Thank god.  I posted that because it looks so out of place.  So, whoever thinks that looks cool should make their own pack, right?

This HL-Source High Definition, not HL-Source Source Definition.
Title: Re: HL Source High Definiton
Post by: flynia on August 27, 2005, 01:36:31 AM
Ok permission recieved guys.... which Gman should we use???

Cheers flynia

Quote from: fat_al
Sure. Knock yourself out.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 27, 2005, 01:39:33 AM
Ok permission recieved guys.... which Gman should we use???

My vote is for Marphy Black's or your combo model.
Title: Re: HL Source High Definiton
Post by: flynia on August 27, 2005, 01:45:29 AM
Sweet!

I'll try and figure out how to adjust the eyes and ill shot it too you :)

EDIT:- This may take a while so if any of you seasoned pros can do it quickly i can email you the model pre-compile.
EDIT:- And for the record i think Marphy Blacks looks the best.
EDIT:-
EDIT:- I have decided to go with Marphy Blacks as it looks the best in game despite Liquidators head and etc..
EDIT:- I will look around some more and learn more about Bumpmaps and Milkshape and make a combo model for V3
EDIT:- Hope thats ok with everyone :)
EDIT:-
EDIT:- Check your email Frak for the model.

Cheers flynia

Title: Re: HL Source High Definiton
Post by: Zavaro on August 27, 2005, 01:58:10 AM
I like Fat Al's Gman's face/head but the Combination's suit/tie/pants/briefcase
Title: Re: HL Source High Definiton
Post by: Ethyl on August 27, 2005, 03:18:53 AM
Sweet!

I'll try and figure out how to adjust the eyes and ill shot it too you :)

EDIT:- This may take a while so if any of you seasoned pros can do it quickly i can email you the model pre-compile.
EDIT:- And for the record i think Marphy Blacks looks the best.
EDIT:-
EDIT:- I have decided to go with Marphy Blacks as it looks the best in game despite Liquidators head and etc..
EDIT:- I will look around some more and learn more about Bumpmaps and Milkshape and make a combo model for V3
EDIT:- Hope thats ok with everyone :)
EDIT:-
EDIT:- Check your email Frak for the model.

Cheers flynia



Wow thats some nice editing  :P
Title: Re: HL Source High Definiton
Post by: Romka™ on August 27, 2005, 11:55:38 AM
I vote for Marphy's or the combine, but with the briefcase of Fat Al.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 27, 2005, 01:58:35 PM
Marphy's Gman looks inhuman to me.. I'd use Fat_Al's or the combined one.
Title: Re: HL Source High Definiton
Post by: flynia on August 27, 2005, 02:31:01 PM
I too like the look of the Combined one but my Milkshape pro skills are lacking to say the least... im still hunting down basic tutorials for it :(

Would any of the seasoned pro's out their be able to assist me... remember im a noob at modeling and the only thing i have used Milkshape for so far is decompiling. I have no idea how to adjust the eyes to the right level. I have the model for the combined Gman pre compile if anybody would like to look at it.

Pretty Pretty Please :)

Cheers flynia

PS - I noticed i had privalages to "remove topic" down the bottom... does anybody else have this or is it just for the poster of the thread?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 27, 2005, 03:15:02 PM
PS - I noticed i had privalages to "remove topic" down the bottom... does anybody else have this or is it just for the poster of the thread?

Just for the poster of the thread.  It may be a legitimate option some time after release (when we don't need the thread any longer).
Title: Re: HL Source High Definiton
Post by: Anakite on August 28, 2005, 08:20:12 AM
Ah.... I see your Ps. reference is back. That's good.

Sounds like it's coming along nicely! But wouldn't ya leave it to ValvE to release something just as the community does something similar.....

EDIT: It's been 1 month and 20 days since Flynia began this wondrous thread... Cheers!
Title: Re: HL Source High Definiton
Post by: flynia on August 28, 2005, 08:51:52 AM
I'm concerned about that too... I keep thinking that they will Blue Shift us :(

I have also recently tested out the new Gman (Marphy Blacks) and it works excellently in game. He has recently been uploaded to Frak so with any luck he will be in game :)... Thats right Frak isn't it??? :)

I will work on a combined one for Version 3 as im learning as i go :)

On off topic goss... ive recently purchased a Logitec X-530 speaker kit :) Awesome sound! Really puts the two monitor mounted speakers i had to shame.

I'm also working on a web template for the pack as well... Nothing is confirmed yet... or even denied ;) this is purely for my own reasons for the moment and external to the pack itself... im not sure yet... i don't wanna seem ungreatfull to HIT or anybody else for that matter.

I may post some images depending on what people think.

Cheers flynia

Sounds like it's coming along nicely! But wouldn't ya leave it to ValvE to release something just as the community does something similar.....

EDIT: It's been 1 month and 20 days since Flynia began this wondrous thread... Cheers!
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 28, 2005, 10:01:47 AM
It wouldn't matter if they made an HD pack for HL:Source for two reasons :-

- It would be HD, not SD and the custom models that the community wanted.

- It wouldn't matter to me as I'm not really part of the Team anymore, so I won't get the blame!
Title: Re: HL Source High Definiton
Post by: when on August 28, 2005, 02:41:58 PM
so how many bug's have you found so far guy?
Title: Re: HL Source High Definiton
Post by: Liquidator on August 28, 2005, 06:22:58 PM
I made a new one looks like hl2 gman but I'll not release it, because I made it for my mod ;)

[File not found]
Title: Re: HL Source High Definiton
Post by: Romka™ on August 28, 2005, 07:13:18 PM
I made a new one looks like hl2 gman but I'll not release it, because I made it for my mod ;)
Nice and clean :).

The only thing I would suggest is to decrease the contrast on the suit ;).
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 28, 2005, 08:31:20 PM
I have also recently tested out the new Gman (Marphy Blacks) and it works excellently in game. He has recently been uploaded to Frak so with any luck he will be in game :)... Thats right Frak isn't it??? :)

Yes, the new Gman will be released with v.2.0.  Unless some massively better version comes along and can be successfully converted before release. ;D

Quote
On off topic goss... ive recently purchased a Logitec X-530 speaker kit :) Awesome sound! Really puts the two monitor mounted speakers i had to shame.

Felt the same way when I got my 5.1 Klipsch's.  Don't know how I'd do without them now.

--

It wouldn't matter if they made an HD pack for HL:Source for two reasons :-

- It would be HD, not SD and the custom models that the community wanted.

Exactly.  Unless Valve created all new models surpassing those of the PS2 version, our pack will still contain better models, in fact some of the best non-HL2 models out there.

Quote
- It wouldn't matter to me as I'm not really part of the Team anymore, so I won't get the blame!

LOL!  Yeah, I can relate.  But who can lay blame when you're doing your best and you're doing it for free!

--

so how many bug's have you found so far guy?

Glad you asked, this was a topic I was planning to address anyway.

We have nearly every major model done, there are but a few ends to tidy up.  However we have some pretty major bugs to go along with a few of the models.  They are as follows:

 - Scientist's coat clipping badly during ragdoll

 - Islave will not move from their spot.  They will shot at you if they see you, but they will not give chase and will not even walk around.

 - Zombie shirt not rendering correctly.  The torn edges are supposed to be transparent but they are bright green instead.

 - Headcrab textures refuse to work.

 - Hgrunt mouths are always wide open.

That is the latest.  There are issues beyond that, but they are more to do with my lack of experience when it comes to converting models.  What makes matters worse is I have about 3 other important things demanding my attention right now which is making it very difficult to spend time figuring these things out.  When I do get time, I am distracted simply because of the over whelming nature of these other issues.  These things will pass, but it's slowing me in particular down substantially.  In addition, with the start of school for many of those who had been lending a hand, most of our help finds themselves in the same position.  I'm sure I'm sounding pretty discouraging at the moment, but that's not my intent.  One way or another we will finish this pack and get it released.  It may however take us longer then we had hoped.  Bear with us and we'll get there eventually.  If I could get the hgrunt, scientist and islave problems fixed I would feel a lot more at ease about a beta release while we finish the remainding work.  Without those problems fixed I cannot see the pack being ready for public use.

--

I made a new one looks like hl2 gman but I'll not release it, because I made it for my mod ;)

Exceptional work Marphy, as usual.
Title: Re: HL Source High Definiton
Post by: Liquidator on August 28, 2005, 08:37:59 PM
But I am not Marphy ;D
Title: Re: HL Source High Definiton
Post by: Ethyl on August 28, 2005, 08:38:26 PM
Exceptional work Marphy, as usual.

You do know that he is not Marphy right..?  ;)

Quote
- Hgrunt mouths are always wide open.

Does that happen when he talks to the radio or does that happen every time he tried to talk?
And whose model are you using? Becuase there is a similar bug in Romka's v.5 hgrunt (saw it in HL1)

EDIT: Haha Liquidator posted faster than me  :D
Title: Re: HL Source High Definiton
Post by: Liquidator on August 28, 2005, 08:42:35 PM
Haha Liquidator posted faster than me  :D
Yeah... Now I am Marphy, because Frraksurred said ;D
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 28, 2005, 09:03:49 PM
*burries head*

Uh... sorry Liquidator.  Shows how much attention I was paying.  Do you want to slap me now or later?

*braces for impact*

;D

--

Does that happen when he talks to the radio or does that happen every time he tried to talk?
And whose model are you using? Becuase there is a similar bug in Romka's v.5 hgrunt (saw it in HL1)

We are using Romka's v.5, lol.  And yes, they do that all the time, even when they are supposed to be talking.  We have a set of the v.5's that have a fixed mouth controller, but their ragdoll's a borked.  Is there a file containing the mouth controller commands that I could cut and paste from?
Title: Re: HL Source High Definiton
Post by: Ethyl on August 28, 2005, 09:13:33 PM
Unfortunately I'm the person who knows these kind of stuff  :-\ (I'm going to have to learn eventually)

Preferrably Romka can fix it maybe. or not. though he could. right?

EDIT: Oops typo. I meant I don'tknow this kind of stuff
Title: Re: HL Source High Definiton
Post by: Romka™ on August 28, 2005, 09:23:18 PM
Unfortunately I'm the person who knows these kind of stuff  :-\ (I'm going to have to learn eventually)

Preferrably Romka can fix it maybe. or not. though he could. right?
What do you mean with "unfortunately" when you say you know this kinda' stuff?

And no, I can't . . . the source mouth controller is different to the one from HL1 :-\
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 28, 2005, 09:46:50 PM
Not really Romka.

But you'd still face the same problem.
Unlike all the other (nearly all, I haven't checked) NPCs, the Hgrunt uses a series of .wav files. Each word is a seperate .wav. There are 2 .wavs of every word - one of voice relaxed - and one of voice alerted.

Because of this, the mouth does not fluently open and close, as the .wav files are all the same volume. This makes the mouth (which was never meant to be on the hgrunt remember) open on each word to the maximum it can.

I'm not entirely sure how you could correct this.. I imagine making each sentence the Hgrunt says a whole .wav with different levels of volume... that should work.. but Its very time consuming.
I did it once with the Trooper.mdl sound files off the Todesangst2 mod. It was pretty good, but there always seemed to be sentences I missed. I could never find them...  :-\
Title: Re: HL Source High Definiton
Post by: flynia on August 28, 2005, 10:14:16 PM
I managed to get texture into the lil bugger a few nights back... but no ragdoll... if you could send me all of it i could recompile it and hopefully fix this bug :)

Cheers flynia

- Headcrab textures refuse to work.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 28, 2005, 10:25:50 PM
Unlike all the other (nearly all, I haven't checked) NPCs, the Hgrunt uses a series of .wav files. Each word is a seperate .wav. There are 2 .wavs of every word - one of voice relaxed - and one of voice alerted.

Because of this, the mouth does not fluently open and close, as the .wav files are all the same volume. This makes the mouth (which was never meant to be on the hgrunt remember) open on each word to the maximum it can.

I'm not entirely sure how you could correct this.. I imagine making each sentence the Hgrunt says a whole .wav with different levels of volume... that should work.. but Its very time consuming.
I did it once with the Trooper.mdl sound files off the Todesangst2 mod. It was pretty good, but there always seemed to be sentences I missed. I could never find them... :-\

Useful info.  Thanks Wilco.

--

I managed to get texture into the lil bugger a few nights back... but no ragdoll... if you could send me all of it i could recompile it and hopefully fix this bug :)

Are you converting A.I's from scratch?  I can send you the one I have.  It is converted with ragdoll, it's just the textures that do not work.  I tell you what, you send me your texure files and I'll send you my model files, lol.  ;D
Title: Re: HL Source High Definiton
Post by: Zavaro on August 28, 2005, 10:37:05 PM
Felt the same way when I got my 5.1 Klipsch's.  Don't know how I'd do without them now.

I have Klipsch speakers, not 5.1 Surround sound, but two and a subwoofer.  it rocks.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 28, 2005, 10:50:19 PM
I have Klipsch speakers, not 5.1 Surround sound, but two and a subwoofer. it rocks.

Indeed.  About the only system I'd consider exchanging them for would be the Logitech Z-5500 Digital... but I'd have to get a X-Fi to go with 'em.  ;D
Title: Re: HL Source High Definiton
Post by: flynia on August 28, 2005, 11:21:30 PM
Yeah its AI's headcrab from scratch :)

I'll send it through tonight as i have to see if its still on the system as i cleaned a lot of modeling stuff up the other night... If not ill just recompile the model :)

Cheers flynia

EDIT:- Relating to post below... yeah i know we have too much time to burn ;) lol... either that or we are dedicated to this project :)

Are you converting A.I's from scratch? I can send you the one I have. It is converted with ragdoll, it's just the textures that do not work. I tell you what, you send me your texure files and I'll send you my model files, lol. ;D
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 29, 2005, 12:36:16 AM
Yeah its AI's headcrab from scratch :)

I'll send it through tonight as i have to see if its still on the system as i cleaned a lot of modeling stuff up the other night... If not ill just recompile the model :)

Sounds good.  Thanks.

BTW, it seems we've moved from "Snarks" to "Alien Grunts" almost solely because of this thread.  LOL!

I think that makes us... uh,

SPAMASTAZ!!!1!!!
Title: Re: HL Source High Definiton
Post by: Anakite on August 29, 2005, 01:27:57 AM
I was once a leach, but now I am a Vortigaunt!!!

I have an idea for the labcoat. What you could do is part the coat down the bottom-middle, and then have it be a "death pose" that each side of the coat becomes attached to the corresponding leg. Or, just attach it right from the start.

Title: Re: HL Source High Definiton
Post by: Frraksurred on August 29, 2005, 01:58:48 AM
I have an idea for the labcoat. What you could do is part the coat down the bottom-middle, and then have it be a "death pose" that each side of the coat becomes attached to the corresponding leg. Or, just attach it right from the start.

That is a good idea.  A similar one was brought up not too long along.  It will have to wait until one of us has time to learn how to do it unless some one else steps up to volunteer.  With School starting for so many, schedules have gotten hectic for about everybody.  I don't have school to deal with, I just have two jobs, kids and other responsibilities to keep up with, lol.

Anyway, thanks for the suggestion.  When we get that far we will try it out.
Title: Re: HL Source High Definiton
Post by: Anakite on August 29, 2005, 02:32:45 AM
Any time.  ;D
Title: Re: HL Source High Definiton
Post by: flynia on August 29, 2005, 02:45:33 AM
Is their a editor for Source based models yet that allows us to decompile them?

I know milkshape can do HL1 based models... but surely their must be something :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 29, 2005, 03:55:11 AM
Is their a editor for Source based models yet that allows us to decompile them?

I know milkshape can do HL1 based models... but surely their must be something :)

You're an "Alien Grunt" and you don't know that!?!

Oh crap, I'M an "Alien Grunt" and I don't know that!  ROFL!

After you extract the .mdl file with GCFScape, I believe both MS3D and ModelCompiler will decompile it.  I'm sure nicer modeling programs have plugins that make it much easier and smoother, but I wouldn't know anything about that.
Title: Re: HL Source High Definiton
Post by: flynia on August 29, 2005, 04:02:51 AM
Ok people here we go :)

EDIT:- Head Crab is done and working in game ;)
EDIT:- Damn he is looking good ;)
EDIT:- Frakk i just recompiled the model and everything worked... don't ask cause i dunno what went wrong  ???

(http://img379.imageshack.us/img379/4378/heddy5gh.jpg)

EDIT:- I managed to fix the zombie as well... sort of... I photoshoped the shirt so that the blood matches the rest of it :)
EDIT:- Took me a while but im happy with it. Watcha think people?

(http://img383.imageshack.us/img383/7383/zombieshirt4mn.jpg)

EDIT:- Lastly... by combining the HGrunt models i think i might have fixed the mouth issue too.
EDIT:- im not sure about this but they look ok in game. I'll email them to you tomorrow Frak... i wanna make sure :)

(http://img379.imageshack.us/img379/226/grunt0pw.jpg)

I've definatly earned my Alien Grunt status tonight... although i do like troubleshooting more than anything :) :P

*Smiles smugly to himself... cop that people... im the Uber IT Support Person ;)*

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on August 29, 2005, 10:01:06 AM
Don't change the old textures please. Just re-size (2x) them and use un-sharp mask (amount: 25, radius: 4.0, threshold: 0). Also use ATI's (not Nvidia's bump map plugin) bump mapping generator.
Title: Re: HL Source High Definiton
Post by: flynia on August 29, 2005, 10:22:43 AM
Barney

I resized them and run the filter as you reccomended but still had the same issue in game :(

Would their be anything else you reccomend :(

Is it possible to create "empty" areas in photoshop as the program reconises the entire image as one layer and uses the green still :(

I'm not really sure how bumpmapping works yet... I looked on Ati.com and couldnt find a  bumpmap generator at their site :(

Do you have the URL for it?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on August 29, 2005, 11:21:52 AM
http://www.ati.com/developer/tools.html (ATI Developers Page)
Title: Re: HL Source High Definiton
Post by: flynia on August 29, 2005, 11:23:36 AM
Any idea on how to make the green bit more transparrent in game???

I can email the VTF if you wanna fiddle with it :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on August 29, 2005, 11:24:45 AM
Have you got MSN or AIM?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 29, 2005, 01:23:41 PM
Any idea on how to make the green bit more transparrent in game???

In PSP I could assign the bright green to be transparent but I don't know how to get the game to make that exact color appear transparent.

Thanks for you help Barneyinblue.  We appreciate it as well.

--


Nice work Flynia.  Sincerely.  The headcrab looks great!  I'd have to agree with Barney about not changing the sombie texture.  We're just going to have to figure out how Source makes certain colors transparent.  I appreciate your work nontheless.

It looks as if you put the ragdoll info from the hgrunts with the helmet into the beret version of the hgrunts and compiled it.  Nice work.  I hadn't done that simply because we were not going to use the beret version (PM me about that).  If we could find the file that handles the moutth controller then we could do the same thing with the mouth controller info.  If that doesn't work then we may end up having to use these.

--

Well, those are some serious bugs fixed.  Let's hear it for Flynia!  Care to take a look at our non pursuing islave?  LOL!
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 29, 2005, 01:45:22 PM

I've definatly earned my Alien Grunt status tonight... although i do like troubleshooting more than anything :) :P

*Smiles smugly to himself... cop that people... im the Uber IT Support Person ;)*

Cheers flynia


No, you haven't.
All you have done is placed texture files into a bloody folder. Barney and myself converted it with textures along time ago. You haven't fixed the mouth controller. You've either lowered the amount the mouth can move or stop it working altogether.
You 2 haven't even learn't how to decompile a model.
Do I need to make another tutorial on decompiling as well?

When we gave Frraksurred the leadership, we thought he knew these basic things. I showed you how to create ragdoll Frraksurred. Do I need to go over it in further detail?

Well... atleast you 'fixed' the zombie shirt problem.  :-\
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 29, 2005, 01:47:25 PM

No, you haven't.
All you have done is placed texture files into a bloody folder. Barney and myself converted it with textures along time ago. You haven't fixed the mouth controller. You've either lowered the amount the mouth can move or stop it working altogether.
You 2 haven't even learn't how to decompile a model.
Do I need to make another tutorial on decompiling as well?

When we gave Frraksurred the leadership, we thought he knew these basic things. I showed you how to create ragdoll Frraksurred. Do I need to go over it in further detail?

Well... atleast you 'fixed' the zombie shirt problem. :-\

No, you need to create more time in my day so I can spend some time on it.

*sigh* ...and half your conclusions are based on misinformation.  PM me, cuz I don't have time to explain to you everything that is going on right now.
Title: Re: HL Source High Definiton
Post by: when on August 29, 2005, 04:35:28 PM
sound like thing's are going great :D, this is great to hear. i would like to thank you guy for making something for the people who own HL: S and taking the time to do it. i would sake your hand but it would mean spending to much time on the plane and i don't have that kind of time on me :P
Title: Re: HL Source High Definiton
Post by: Romka™ on August 29, 2005, 05:19:45 PM

No, you haven't.
All you have done is placed texture files into a bloody folder. Barney and myself converted it with textures along time ago. You haven't fixed the mouth controller. You've either lowered the amount the mouth can move or stop it working altogether.
You 2 haven't even learn't how to decompile a model.
Do I need to make another tutorial on decompiling as well?

When we gave Frraksurred the leadership, we thought he knew these basic things. I showed you how to create ragdoll Frraksurred. Do I need to go over it in further detail?

Well... atleast you 'fixed' the zombie shirt problem.  :-\
Why do you people allways need tutorials? I figured everything out on my own, for textures and the VMTs I used the HL:S and HL² existing files as examples. Same with the models. It's not that hard @ all fellas :(.
Title: Re: HL Source High Definiton
Post by: flynia on August 29, 2005, 10:07:23 PM
People what can i say... i freely admit that all i did was implement a few alternatives considering if no idea which programs i can use to decompile models based on the source engine.

Perhaps if i can get these programs i could look into it more ;) any ideas people???

These may also not be the perfect fixes for these problems but at least it gives us some room to move. In my experience sometimes you just have to work around a issue till you can fine a more permanent solution :) As for the controller i didnt even touch it. I would appreciate a basic guide for conversion from HL over to source as I find it difficult to understand all this.... me and barney spent at least 2 hours trying to figure out the shirt problem last night with no success :( I have no clue how to make the middle "green" area invisible... i just created a work around for it.


No, you haven't.
All you have done is placed texture files into a bloody folder. Barney and myself converted it with textures along time ago. You haven't fixed the mouth controller. You've either lowered the amount the mouth can move or stop it working altogether.
You 2 haven't even learn't how to decompile a model.
Do I need to make another tutorial on decompiling as well?

When we gave Frraksurred the leadership, we thought he knew these basic things. I showed you how to create ragdoll Frraksurred. Do I need to go over it in further detail?

Well... atleast you 'fixed' the zombie shirt problem. :-\

I got the headcrab model of Frak... he said he was having purple checkerboard problems with it so i just recompiled the one Ambient Impact had and added Frak's ragdollphy.smd (or whatever) made sure the file paths were correct and tried it ingame with a lot of success.

As for tutorials... well documentation is essential to anything... take MSCE or Cisco Networking for example... massive... massive books with everything at your fingertips. I think we need a "Converting HL Models To Source for Dummies" book lol :)

Not only that but peoples experience differs. Not everybody is good at these things... some people have different focuses... mine relates to networks... to me they are simple and easy. I can setup a network for well over a 1000 people... but i find decompiling and moddeling difficult. I also have other commitments too that ive been neglecting so that i can help here.

Maybe i should take some time away and let other people find fixes to these problems if im just causing more grief :( I spent 6 hours on this all last night... Tell you the truth i do feel a little used and abused reguarding these  :-[ I can only do the best i can which i have done people ok  >:(

EDIT:- To make matters worse MilkShape expired on me this morning as well :(

Cheers flynia

Title: Re: HL Source High Definiton
Post by: halflifedave on August 29, 2005, 10:15:40 PM
Why do you people allways need tutorials? I figured everything out on my own, for textures and the VMTs I used the HL:S and HL² existing files as examples. Same with the models. It's not that hard @ all fellas :(.

I think this stuff comes more naturally to you though. I can't say shit yet because I still need to purchase MS3d first (I won't even consider forking over thousands for 3d modeling programs yet)
though I learned the stuff I did simply by just trying it out on my own, so I can understand what you mean *wow I had no point in my argument*  ;)

btw do you just use milkshape so far when it comes to your modeling romka, plz tell me  :D  ;D
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on August 29, 2005, 10:30:35 PM
Sorry to ask but how far done are you guys?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 29, 2005, 10:55:22 PM
Well I need to address some issues here.  This is getting out of hand.

I thought I had made it more then clear before I took this pack over that I was very new to all this, but was willing to learn and do what ever it took to bring this pack to release.  Barneyinblue, Romka and Sgt. Wilco entrusted to me their files and Flynia and I have done our best with them.  I have been responsible for this pack for about a month.  I started learning almost from scratch at that point and with the jump start of some tutorials and the help of all three of the above gentlemen, I have learned a great deal in a short time.   As I have siad before I have two jobs, two kids and other things I am responsible to.  Regardless of that I have literally spent every night and bits and pieces of every day, including my lunches at work, devoting time and energy to this project.  I don't mind doing it, but I am getting a little tired of busting my back just to have it pissed on.  Flynia has worked just as hard.  We may not be the most experienced modelers yet, but we have given it more then our best.  Sgt. Wilco, if that is not good enough for you, I'm sorry.  I cannot do anymore then I am already doing.  I appreciate your help, but if all you can do is find fault with eveything Flynia or myself does, then I'd just as soon do without it.  If that pisses you off and you want your files back, you are welcome to them.  I respect your talent and your trust with this project, but I'm tired of you treating everything we do as crap.  I don't know how long it took you to learn, but you're obviously a better person then I am, because it is not happening for me overnight.  I honestly don't mean any disrespect, but you speak your mind, so I'm assuming you can handle me speaking mine.  I didn't jump right into MS3D because there were only a few models left to do for this pack to be ready and if the community had to wait for me to learn all the in's and out's of modeling they would have been waiting a long time.  I didn't see the need.  My focus has been to get models converted, address bugs and make a release.  Once 2.0 was released, then I would have the time to focus on developing my MS3D skills.

No matter what happens, I am not quitting.  I will get this project finished.

--

Why do you people allways need tutorials? I figured everything out on my own, for textures and the VMTs I used the HL:S and HL² existing files as examples. Same with the models. It's not that hard @ all fellas :(.

I use tutorials because I am trying to learn and accomplish a lot in a short time.  Since I do not get a lot of time to work on this stuff, I need to make the most of my time.  Comparing files (as you mentioned) is probably where I have learned the most useful stuff I've picked up.

--

Sorry to ask but how far done are you guys?

There is an update about a page back.
Title: Re: HL Source High Definiton
Post by: Barnz on August 29, 2005, 11:30:57 PM
As I have siad before I have two jobs, two kids and other things I am responsible to.  Regardless of that I have literally spent every night and bits and pieces of every day, including my lunches at work, devoting time and energy to this project.

Holy Nihilanth, Mr. Frraksurred; are you serious about your life? :o
Title: Re: HL Source High Definiton
Post by: Zavaro on August 29, 2005, 11:36:23 PM
Holy Nihilanth, Mr. Frraksurred; are you serious about your life? :o

He said it on a post back on page.. 30 or 40 or something...
Title: Re: HL Source High Definiton
Post by: flynia on August 29, 2005, 11:36:56 PM
Mate i do the same :)

1 hour in the morning before breakky, lunchbreak and almost 5 hours a night :)

I too enjoy my life :) and i feel like im part of something good here :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Zavaro on August 29, 2005, 11:42:27 PM
Mate i do the same :)

1 hour in the morning before breakky, lunchbreak and almost 5 hours a night :)

I too enjoy my life :) and i feel like im part of something good here :)

Cheers flynia

You do realize that when this pack is released you are going to cause joy for hundreds of people around the world right?
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 29, 2005, 11:44:43 PM
Holy Nihilanth, Mr. Frraksurred; are you serious about your life? :o

Quite serious, yes.

--

You do realize that when this pack is released you are going to cause joy for hundreds of people around the world right?

That's why we stay at it.  *thumbs up*
Title: Re: HL Source High Definiton
Post by: flynia on August 29, 2005, 11:49:55 PM
Thanks Mate :)

I'll keep at it... bug are often fixed it the most bizzare ways :)

As you can see by my work over the last few pages... not perfect but i do my best with what i have :) Sometimes bugs arnt fixed the way that you hope... but i dont have 6 months to learn all this right now as im a busy person during the day and just dont have the time at night... i do this stuff of a day so im less then eager when i get home most days :(

It's good to hear something positive for a change here :)

Morbo demands more fans like Zavaro

Cheers flynia

You do realize that when this pack is released you are going to cause joy for hundreds of people around the world right?
Title: Re: HL Source High Definiton
Post by: Anakite on August 30, 2005, 12:16:00 AM
This is all a bit.... strained. But it's not my place to say anything, really. I'll keep my mouth shut.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 30, 2005, 02:04:34 AM
This is all a bit.... strained. But it's not my place to say anything, really. I'll keep my mouth shut.

Every project that involves people working together, with all their differences, will have some "strains."  That's just life.  Some times the air needs to be cleared and that is all we're doing.  I have respect for every one on this forum, and certainly for those who have contributed to this project.  We're just working it out.  Some times more bluntly then others, lol.

--

I have an idea to fix the zombie texture bug, that is my goal for this evening.  If that proves to be a quick fix I may look into some thoughts I've had concerning the non-running islave problem that I am hereby dubbing the "lazy islave" bug.  ;D  Once I get those ironed out I plan to spend some time learning a few things about bump mapping.  I'd like to add bumpmaps to the few models we have that do not have them yet.  If that turns into a major endeavor then I will save it for a 2.1 release.

Anyway, I thought an update was in order.  Time to get back to business.
Title: Re: HL Source High Definiton
Post by: Anakite on August 30, 2005, 02:07:44 AM
Texture bug, hmmm. I think it is a video driver problem, but, even though this plan kind of sucks, you could pain-stakingly model the coat so that it doesn't need transparent texures.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 30, 2005, 02:20:04 AM
Texture bug, hmmm. I think it is a video driver problem, but, even though this plan kind of sucks, you could pain-stakingly model the coat so that it doesn't need transparent texures.

That's pretty much what Flynia did.  However I don't want to change the texture if we don't have to.  I know it is only a matter of getting the engine to see that particular color as transparent, I just need to figure out how to do it.  Anyway, thanks for the suggestion.
Title: Re: HL Source High Definiton
Post by: Anakite on August 30, 2005, 02:23:07 AM
I think it might only be ATI Cards. Did you have anyone with an Nvidia card test it?
Title: Re: HL Source High Definiton
Post by: flynia on August 30, 2005, 02:28:08 AM
Thats what i did :)

Took me about a hour or so to get it right and be happy with it. I too agree with not wanting to change the original... i just thought it would be a good idea to have a second option rather than spend weeks on it and not have one... i didnt meen to offend guys. It's the nature of my work to provide more than one solution to a problem  :)

The same goes for the HGrunt model... We can always fine tune these down the track if need be... we dont wanna spend the next 6 months on these little problems do we. My solutions were only temporary as my knowledge is limited :(

Ok morning tea is over :( time to get back to it :)

Cheers flynia

Texture bug, hmmm. I think it is a video driver problem, but, even though this plan kind of sucks, you could pain-stakingly model the coat so that it doesn't need transparent texures.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 30, 2005, 02:44:58 AM
Ok morning tea is over :( time to get back to it :)

Morning tea!?!  Crap, I just finished a late super!  LOL! 

I guess it will be past my bedtime about time you're cracking open your lunchable.  ;D

--

I think it might only be ATI Cards. Did you have anyone with an Nvidia card test it?

No we have not.  I'll look into that as my backup uses an Nvida card.  I'm pretty confident that is not the problem however.
Title: Re: HL Source High Definiton
Post by: flynia on August 30, 2005, 02:59:48 AM
Oh yeah the Government has its benefits...

Morning Teas
Lunch Breaks
IT Sector Meetings
Afternoon Teas

The whole works... but lets not go to far off topic.

Speaking of such its now midday ;)

Can anybody else reccomend a suggestion for making certain areas of textures invisible???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 30, 2005, 05:19:52 AM
Well, it IS bedtime for me now, but I have an update before I go.

Everything I tried with the zombie shirt texture failed.  I have one more idea I will have to try tomorrow night.

--

Flynia the headcrab you sent me looked great... except the ragdoll did not work.  After about an hour of comparing .qc's, copy / pasting, and a few recompiles we now have a headcrab with textures AND ragdoll.  I have to give Barneyinblue props for that, as the ragdoll info came out of his headcrab files.  It was initially sent to me without textures which was why I had d/led everything a fresh from A.I's site and used his.  Speaking of which... Barney, you wouldn't happen to have a bump map for this bugger laying around some where would you?  ;D  Even the texures if they've been sized up.  I had to shrink some of them quite a bit to get them to be powers of 2.

That's it for now folks.  I'll take a look at the hgrunts Flynia worked on tomorrow night as well.  If the mouth controllers work the way they are supposed to, then we may have a couple major bugs taken care of.  If not, then we'll be doing more comparing, etc.  ::)

Almost 71 pages peeps, and the hits just keep on coming!  Take care all.
Title: Re: HL Source High Definiton
Post by: flynia on August 30, 2005, 05:32:45 AM
Truely awesome work Frakk

Well done on the Headcrab ;)... must have missed that bug... good thing i have you watching me back :)

I'll have a look at the Zombie again tonight and see what i can get going :)

Thanks barneyinblue for helping fix that up mate... your a legend! :D

Cheers flynia

Flynia the headcrab you sent me looked great... except the ragdoll did not work.  After about an hour of comparing .qc's, copy / pasting, and a few recompiles we now have a headcrab with textures AND ragdoll.  I have to give Barneyinblue props for that, as the ragdoll info came out of his headcrab files.  It was initially sent to me without textures which was why I had d/led everything a fresh from A.I's site and used his.  Speaking of which... Barney, you wouldn't happen to have a bump map for this bugger laying around some where would you?  ;D  Even the texures if they've been sized up.  I had to shrink some of them quite a bit to get them to be powers of 2.
Title: Re: HL Source High Definiton
Post by: Zavaro on August 30, 2005, 05:33:45 AM
I got a blog.  I'm adding a big thing about this (HDHL-S Project) on it.. soon.  I hope you guys won't mind?

http://my.ampednews.com/blog/view/30/

AmpedNews is a great download site.  It used to be named FPSCentral.com, if you remember that name.  Hopefully soon, we'll be able to go up against rather large databases such as FileCloud, FilePlanet and stuff... but that probably won't happen.
Title: Re: HL Source High Definiton
Post by: flynia on August 30, 2005, 05:35:51 AM
Zavaro

Do they do mod hosting with FTP access at all???

I'm looking into hosting and that :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Zavaro on August 30, 2005, 05:40:00 AM
Zavaro

Do they do mod hosting with FTP access at all???

I'm looking into hosting and that :)

Cheers flynia

It's not a file hosting company in the way I think you see it.  They host downloads for people like Fileplanet but do not host websites and FTPs themselves.

If you are looking for a good file host for persona/groupl use (and FREE!), use

http://www.domaindlx.com/

or

Gmail accounts, anyone?

Or well, that's all I can think of currently.
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 30, 2005, 05:46:28 AM
I got a blog. I'm adding a big thing about this (HDHL-S Project) on it.. soon. I hope you guys won't mind?

http://my.ampednews.com/blog/view/30/

AmpedNews is a great download site. It used to be named FPSCentral.com, if you remember that name. Hopefully soon, we'll be able to go up against rather large databases such as FileCloud, FilePlanet and stuff... but that probably won't happen.

I'll give the site a once over, but I do not forsee any issues we would have with it.  In fact I rather appreciate your effort and support!

If you are looking for a good file host for persona/groupl use (and FREE!), use

http://www.domaindlx.com/

Hmmm.... more good stuff to look into.  Thanks man.
Title: Re: HL Source High Definiton
Post by: flynia on August 30, 2005, 05:48:51 AM
Thanks guys ill check em out too as we have strong spam filters here at work... and being that i am a network admin i can control them ;) So no spam for me ;)

Does anybody out their know of free web hosting sites at all??? im looking into designing a site using Macromedia MX 2004 for this project??? FTP access would be preferred as well :) And support for individual files up to 50MB... Would people be interested in individual files rather than the whole pack as well??? Say you only wanted the new headcrab you only download it... Naturally we can have the whole lot in one file too :) This may help us 56ker's :D

Cheers flynia

I'll give the site a once over, but I do not forsee any issues we would have with it. In fact I rather appreciate your effort and support!

Hmmm.... more good stuff to look into. Thanks man.
Title: Re: HL Source High Definiton
Post by: peterchen620 on August 30, 2005, 07:20:09 AM
Thanks guys ill check em out too as we have strong spam filters here at work... and being that i am a network admin i can control them ;) So no spam for me ;)

Does anybody out their know of free web hosting sites at all??? im looking into designing a site using Macromedia MX 2004 for this project??? FTP access would be preferred as well :) And support for individual files up to 50MB... Would people be interested in individual files rather than the whole pack as well??? Say you only wanted the new headcrab you only download it... Naturally we can have the whole lot in one file too :) This may help us 56ker's :D

Cheers flynia

http://www.come2store.com/

Might hurt you but... This is 10mb restricted, but hey... No sweat, you can use WinRAR and split the pack into 10 something pieces *Or more* with limit restrict to 10mb (Or lower if it does not upload)
Title: Re: HL Source High Definiton
Post by: flynia on August 30, 2005, 10:50:12 AM
Hey Guys

I have updated the chapter menus for the game to include new images for Chapter 14 and 19... watcha think for those interested in this???

(http://img382.imageshack.us/img382/6247/menusnew9cj.jpg)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 30, 2005, 01:24:32 PM
Looks good to me.  :)

--

Valve released the HD pack for HL and it's expansions today.  I'm assuming it was the Blue Shift version and not the PS2 version, but I could be wrong.

I don't know that this is necessary, but in order to differentiate our pack, we may have to consider renaming it so people understand our models our nicer yet. 

Then again, their pack is not for Source.  Comments?
Title: Re: HL Source High Definiton
Post by: Zavaro on August 30, 2005, 10:53:18 PM
Valve released the HD pack for HL and it's expansions today.  I'm assuming it was the Blue Shift version and not the PS2 version, but I could be wrong.

Blue Shift version.
Title: Re: HL Source High Definiton
Post by: flynia on August 30, 2005, 11:31:01 PM
I managed to download it and have a look inside the GCF files :)

They are lower definition than our models and definatly dont look as flash.

I experimented with converting them over to source... but ran into issues with Ragdoll as i dont understand that aspect of character conversion :( Apart from that they work fine within the Source engine once converted. Lets just hope that Valve don't figure that out ;)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: when on August 30, 2005, 11:36:28 PM
I managed to download it and have a look inside the GCF files :)

They are lower definition than our models and definatly dont look as flash.

I experimented with converting them over to source... but ran into issues with Ragdoll as i dont understand that aspect of character conversion :( Apart from that they work fine within the Source engine once converted. Lets just hope that Valve don't figure that out ;)

Cheers flynia

well you just gave it away now :P
Title: Re: HL Source High Definiton
Post by: flynia on August 30, 2005, 11:40:43 PM
LOL yeah i know... but im positivie that if i can think of it so can they ;) lol

Besides our models are much better anyway :D

Does anybody have a walkthrough on how to make ragdoll work on models within the game. I've followed a few leads but end up confused :( I know it has something to do with assigning sections of the body within milkshape and using a "source smd" or something   ??? Right  ???

Cheers flynia

Title: Re: HL Source High Definiton
Post by: Paravel on August 31, 2005, 12:19:37 AM
I'm sorry I can't answer your question, but I just wanted to say I'm really looking forward to this pack.  Everything looks fantastic, I keep peeking into the forum just to see how much progress is made.

  Something that's great is: for people who want a remake of HL1 there's Blackmesa Source.  And for those who want the original, with better graphics there's HL Source SD.  Both are going to rock, keep up the good work!
Title: Re: HL Source High Definiton
Post by: Anakite on August 31, 2005, 12:24:32 AM
I'm going to hit myself later for saying this, but, "Google it!".
Title: Re: HL Source High Definiton
Post by: flynia on August 31, 2005, 12:30:07 AM
Yeah tried that but didnt come up with anything :(

Found this for us beginners :)

http://www.hl2world.com/wiki/index.php/Ragdoll_Models
Title: Re: HL Source High Definiton
Post by: Anakite on August 31, 2005, 12:34:34 AM
I don't know why, but at this particular moment, I can't wait! ;D
Title: Re: HL Source High Definiton
Post by: halflifedave on August 31, 2005, 01:59:52 AM
Yeah tried that but didnt come up with anything :(

Found this for us beginners :)

http://www.hl2world.com/wiki/index.php/Ragdoll_Models
hey thx for the link flynia, maybe I will try some stuff for HL2 later. hey is Milkshape suppose to work with HL2? if so is it only the paid version? it always crashes on me  :(
really off-topic I know, so thx for the link, good job will soon buy Silver for your upgrade  ;D
Title: Re: HL Source High Definiton
Post by: flynia on August 31, 2005, 02:45:30 AM
I'm not sure about that i use Cannonfodders tools...

Thanks to barney for pointing me onto these :)

http://www.chaosincarnate.net/cannonfodder/cftools.htm

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on August 31, 2005, 05:51:22 AM
Well, I experimented with the two different sets of Romka's v5 hgrunts that I have.  One has working ragdoll but messed up mouth controller, and the other has a working mouth controller and no ragdoll.

I tried to find the mouth controller code but only found a single line.  Altering it didn't do much.

So then I tried copying the ragdoll from the working one to the non-working one and seem to have fixed the problem.  There is still one odd thing I need to look into first.  They are now aimed 90 degrees away from me, yet acting like they are looking straight at me.  They fire in a totally different direction, but the bullets come out the side of their guns and hit me.  It was good for a laugh, but I will have to look at what I altered to make it do that.  It's partial progress, but it's past bedtime, so it will have to get finished tomorrow.

--

Thanks for the link Flynia.  I'll add it to my collection of tutorials.  ;D

--

hey thx for the link flynia, maybe I will try some stuff for HL2 later. hey is Milkshape suppose to work with HL2? if so is it only the paid version? it always crashes on me :(
really off-topic I know, so thx for the link, good job will soon buy Silver for your upgrade ;D

I believe HL2 models are too high poly for MS3D.  However it will always crash if you are trying to compile files from the wrong place.  I have found that I need to have all the files I'm compiling in a folder inside the sourcesdk or sourcesdk_content folder or MS3D crashes when I try to open, or compile a model.
Title: Re: HL Source High Definiton
Post by: flynia on August 31, 2005, 06:02:59 AM
I think i might have the solution mate

I have what appears to be working Ragdoll and Mouth controller.

I have two files to send but i need ya to clear out that inbox ;)

I managed to run through all of Surface Tension and Apprehension last night with the HGrunt models i have with no problems at all :)

EDIT:- And again tonight :)

I'm worried now though... i think Valve may soon yet convert their own models over to source and spoil this mod on us :( :( ... all i can reccomend is that we name the mod HIT-HLSourceHD or sumfin :) Suggestions people for a name??? On another bad note i also found a topic on the steam forums relating to HL Source and High Quality models and people who arnt keen on the mod... I left a quick message their stating that we would do our best :) http://forums.steampowered.com/forums/showthread.php?s=&threadid=331553

I also think their maybe issues with the "player.mdl" as i seem to be bulletproof when it comes to the HGrunts... i checked for god but but it was disabled... plus they can still kick me :( I then deleated all "player" series of files from /models and /materials/models and it worked... not sure why ill investigate tonight... hope that makes sense  ???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on August 31, 2005, 12:28:31 PM
Oh dear...

Stop deleting files m8. You've gone wrong with the Hgrunt.
I imagine that you haven't changed the actions of the QC file. Its different than HL1. You can't just stick in the Hgrunt and expect it to work  ::).

I'll knock up a ragdoll tutorial for you 2 if you want. It might just help you.
And for the love of god! Find out what has been done and not done. The Hgrunt was the first model to be converted.

We haven't touched the player.mdl and never will. Theres no point.

And I really couldn't care what the people on the steampowered forums think. They barely have the IQ to use the internet, let alone download a file.
Title: Re: HL Source High Definiton
Post by: flynia on August 31, 2005, 12:45:22 PM
I've got a working one i swear!

It works in game :)... promise! i was using it ten minutes ago.

Thanks for the tutorial wilko :) you would be proud of me... i can convert models to source... without ragdoll ;)

I'm not sure whos it is... but it does work :)

We should have a central file bin where finished files are moved to.

Ok is their such a thing??? Who has a copy of all files in working locations???

I have a RAR file with all the working files ive managed to find :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 01, 2005, 02:21:52 AM
Sorry I've been so long in replying.  I had some things to take care of last night.  On to business...


Stop deleting files m8. You've gone wrong with the Hgrunt.
I imagine that you haven't changed the actions of the QC file. Its different than HL1. You can't just stick in the Hgrunt and expect it to work ::).

I'll knock up a ragdoll tutorial for you 2 if you want. It might just help you.
And for the love of god! Find out what has been done and not done. The Hgrunt was the first model to be converted.

The hgrunts we are using are all Romka's v.5 hgrunts.  We just have two versions of them.  One Barneyinblue sent me that used the red beret commander and no ragdoll.  The other Romka sent me that used the helmeted commander and needs mouth controller work.  I've been trying to get the version Romka sent me to work as those are the ones he prefered we used and I wanted to respect the author's wishes.  He did say if all else fails he would accept us using the beret set.  The set Flynia sent me was the beret version and outside of a missing texture, seem to work the was they are supposed to.  Mouth controller and ragdoll are both working.  Given where we are at, this is probably the set we will go with.  I want to touch base with Romka before I make that official.

--

I also think their maybe issues with the "player.mdl" as i seem to be bulletproof when it comes to the HGrunts...

Quote
We haven't touched the player.mdl and never will. Theres no point.

Actually it is used in Zen when you encounter the dead bodies of those who went before you.  We are using Romka's player.mdl and Flynia, I haven't encountered any of the problems you discribe.  I will try sending you it's files again.

(http://img287.imageshack.us/img287/6818/hev9hv.jpg)

--

We should have a central file bin where finished files are moved to.

Ok is their such a thing??? Who has a copy of all files in working locations???

I have a RAR file with all the working files ive managed to find :)


I have all the original files in one place and all the working "final" files in another file.  Everything is being kept track of.  I'm not sure if that is what you meant.

--

As far as updates go, I am working on fixing a bug with the headcrab that crept in with the ragdoll.  The ragdoll works, but the model is always facing away from you now.  In other words it's body is actually facing to your right when it should be facing at you.  It jumps at you sideways.  It's like the a.i. put the model on sideways and is wearing it around like that... kind of like if you'd put your shirt on facing sideways with the sleeve coming out your chest, and wore it around like that.  I'm sure it's just a perameter that needs to be tweaked and then recompiled.

I need a texture from Flynia before I can do anything more with the hgrunt.

Our islave still needs fixed.  He acts like he wants to run at you, but can't.  He can turn to face you, but cannot move from his spot to walk or run.  I have no idea where to start with this one.  It's getting shelved until I have time to get to it.  If someone else has an idea what it might be and wants to look into it let me know.

The scientist's coat is another problem that is just waiting for someone to have time for it.  We have an idea of what we're going to do, but other problems are in line before it for the moment.

We have a new bug.  For some reason in "We've Got Hostiles" when you come to the silo doors to a window with a scientist watching a zombie grab Barney and pull him up into a vent, both the zombie and Barney disappear and reappear momentarily.  Another bug I'm clueless about.  Any ideas out there?

(http://img46.imageshack.us/img46/54/zbarn7kb.jpg)

That's about it for now.  We are gaining.  We've managed to pretty much fix our earlier hgrunt and headcrab issues, they just need final details.  We were considering those major bugs, so to have them close to being checked off the list is progress.  I'll have more updates tomorrow.  Peace till then.
Title: Re: HL Source High Definiton
Post by: Anakite on September 01, 2005, 04:58:48 AM
Bust just be a corrupted animation file.
Title: Re: HL Source High Definiton
Post by: flynia on September 01, 2005, 07:54:59 AM
Ok i have sent the materials folder through to you :) for the Hgrunt Frakk.

I need a texture from Flynia before I can do anything more with the hgrunt.

I've checked the scene in "We've Got hostiles" and from what i can gather is it must be missing animations in the compiles of BOTH Scientist and Barney models :( I've tried running the scene with the generic barney and the hd scientist and the generic scientist and the hd barney and still have issues on both occasions :( I will decompile the zombie from HL Source and the HD one and have a look at the QC file and see what i can find... although im no expert i should be able to find whats missing :) I have a original of the barney and scientist from version 1 so ill see if the bug was present then.

We have a new bug.  For some reason in "We've Got Hostiles" when you come to the silo doors to a window with a scientist watching a zombie grab Barney and pull him up into a vent, both the zombie and Barney disappear and reappear momentarily.  Another bug I'm clueless about.  Any ideas out there?

Hmmm maybe i have a bad version like you suggested :( I await your response on that :)

Actually it is used in Zen when you encounter the dead bodies of those who went before you.  We are using Romka's player.mdl and Flynia, I haven't encountered any of the problems you discribe.  I will try sending you it's files again.

Thats exactly what i ment mate... sorry it was around 6am when i sent that and that time is no time to be up in the morning :) lol... I will try to be clearer in the future and maybe think before i type lol... no promises ;)

I have all the original files in one place and all the working "final" files in another file.  Everything is being kept track of.  I'm not sure if that is what you meant.

Cheers All

Flynia
Title: Re: HL Source High Definiton
Post by: Barnz on September 01, 2005, 08:58:48 AM
Probably another *.qc problem. There are some FPS (Speed) differences between Gearbox's animations and Valve's animations.
Title: Re: HL Source High Definiton
Post by: flynia on September 01, 2005, 11:36:47 AM
Hmmm... This dosent seem to happen with the barney from Version1 of the pack with the Generic Zombie model.

I can't say much more then that as i dont know enough to make sense of what im looking at :(

I've spent the last 4 hours trying and my poor brain is fried :(

I have decompiled both hls-hd-version1 barney and barney-with-rag-doll that i have for anybody interested :)... does anybody have a copy of the original barney-with-rag-doll before the compile it HL Source material??? I'm sure something has to go wrong during compile with the model :(... im just not sure what :(

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 01, 2005, 01:42:20 PM
Probably another *.qc problem. There are some FPS (Speed) differences between Gearbox's animations and Valve's animations.

My thoughts exactly.  Most the problems I've had, be it ragdoll or what not, have crept in after compiling a modified .qc.  We'll just have to go back and compare with originals and tweak from there.

--

I have decompiled both hls-hd-version1 barney and barney-with-rag-doll that i have for anybody interested :)... does anybody have a copy of the original barney-with-rag-doll before the compile it HL Source material??? I'm sure something has to go wrong during compile with the model :(... im just not sure what :(

Theorectically all we should have to do is decompile the Barney.mdl from the GCF's and make sure every animation that has been given a Source equivilent (i.e. ACT_ANIMATION_NAME) is present.  If a single line was missed it could cause this.  The wierd thing is, it would have to be a related line in the Zombie .qc.... which makes me think this is a "Valve" bug.  I may have to uninstall these two models and see if the original models do the same thing.  If so, then we know the problem is not with our project.
Title: Re: HL Source High Definiton
Post by: flynia on September 01, 2005, 02:41:02 PM
I've also recompiled the headcrab :)

It's Ragdoll should be working now.

I've email it through to you frakk

Could u confirm it works for me :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Romka™ on September 01, 2005, 03:47:17 PM
(http://img46.imageshack.us/img46/54/zbarn7kb.jpg)
Ey, where did you get that cool floor and wall textures? I want 'em too. Is there a pack or something?
Title: Re: HL Source High Definiton
Post by: baracuda on September 01, 2005, 03:53:58 PM
Ey, where did you get that cool floor and wall textures? I want 'em too. Is there a pack or something?

well there was this texture pack for hl:s which besli took over, which i think will be in v2...
but there werent that meny textures tho...
Title: Re: HL Source High Definiton
Post by: Cpl_Death on September 01, 2005, 08:09:25 PM
I have it aswell was about 1% of textures replaced has some noticeble differences
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on September 01, 2005, 08:35:18 PM

I've checked the scene in "We've Got hostiles" and from what i can gather is it must be missing animations in the compiles of BOTH Scientist and Barney models :( I've tried running the scene with the generic barney and the hd scientist and the generic scientist and the hd barney and still have issues on both occasions :( I will decompile the zombie from HL Source and the HD one and have a look at the QC file and see what i can find... although im no expert i should be able to find whats missing :) I have a original of the barney and scientist from version 1 so ill see if the bug was present then.


We've allways had that problem... its most occuring during the ragdoll. If you look carefully, the ragdoll dissapears at a certain angle. I believe its the same with the "We've Got Hostiles" scene - it just happens to happen at 'that' angle.
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 01, 2005, 08:51:53 PM
I've also recompiled the headcrab :)

It's Ragdoll should be working now.

I've email it through to you frakk

Could u confirm it works for me :)

Excellent.  I will  certainly confirm all is well.  Thanks for the good work.  I feel bad I haven't been able to be of any assisitance the last few days.  You're pretty much doing all the work at the moment, lol.

--

Ey, where did you get that cool floor and wall textures? I want 'em too. Is there a pack or something?

I'll post the link here when I get home.  Baracuda and Cpt_Death are both correct.  The latest version will be in v.2.0 and it only really amounts to about 1% of the games total textures.  Still, it is a 1% improvement that wasn't there before.  ;D

--

We've allways had that problem... its most occuring during the ragdoll. If you look carefully, the ragdoll dissapears at a certain angle. I believe its the same with the "We've Got Hostiles" scene - it just happens to happen at 'that' angle.

Good to know.  Thanks for the info Sgt. Wilco.  That's one less thing I have to take blame for, LOL!
Title: Re: HL Source High Definiton
Post by: Romka™ on September 01, 2005, 09:02:00 PM
I'll post the link here when I get home.  Baracuda and Cpt_Death are both correct.  The latest version will be in v.2.0 and it only really amounts to about 1% of the games total textures.  Still, it is a 1% improvement that wasn't there before.  ;D
No thanks, not necessary anymore . . . Besli was that kind ;D.
Title: Re: HL Source High Definiton
Post by: HoHSilent on September 01, 2005, 10:07:46 PM
So how is everything going? any news or releases?
Title: Re: HL Source High Definiton
Post by: Anakite on September 01, 2005, 10:21:05 PM
Well, I'm guessing that there are never going to be any releases.... save for the whole packs.
Title: Re: HL Source High Definiton
Post by: Hart on September 01, 2005, 10:42:48 PM
Its going to be released when its released, i'd rather wait untill the major bugs are fixed.
Title: Re: HL Source High Definiton
Post by: Romka™ on September 01, 2005, 10:47:22 PM
What's left to do fellas?
Title: Re: HL Source High Definiton
Post by: James on September 01, 2005, 10:50:53 PM
There is a way to fix that angle problem. In MS3D there is a plugin to rotate every keyframe a specified amount of degrees. So if you rotated it ever so slightly to the left or right, it could fix it.
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 01, 2005, 11:17:10 PM
What's left to do fellas?

We still have the Scientist's coat clipping issue to deal with, a Zombie shirt texture that will not render transparent and our non-moving islave to figure out.  Apart from that we have addressed all the other major bugs that I know of.  I still have Fat_al's gibs I wanted to convert, but that is not necessarily a must before beta release.  There are two other models I'd like to convert, but they are both world models and not all that urgent either.  If we get the above bugs fixed, I'd say we could do a beta release.  ;D
Title: Re: HL Source High Definiton
Post by: Sephiroth on September 01, 2005, 11:20:54 PM
Well I think SD means its has really detailed anims like eyes, fingers and things moving. But personally I dont like the term SD... it sounds so made up.
Title: Re: HL Source High Definiton
Post by: Ethyl on September 01, 2005, 11:25:48 PM
I asked this question a few pages back and I'll ask again just in case if you made up your mind or not.

Have you decided that this pack would have HD sounds?

Nothing different just different Hgrunt sounds, M4 sounds, Shotgun sounds, and others that I may have forgotten but the shotgun sound would not match if you do the secondary shot with it. If you have Half-Life 1 with HD then try it becuase I can't describe well  :-\.

Well I think SD means its has really detailed anims like eyes, fingers and things moving. But personally I dont like the term SD... it sounds so made up.

Maybe becuase someone did make the term "SD" up.

Oh yeah about the name.. didn't Flynia call it Half-Life: Sourced in the second page?

Glad to hear everything is now going great.

I think the biggest problem the mod will face will be the name for it.

Half Life Sourced

That might not be the official name, seeing that the HL:S retextureing project it called Half-Life: Sourced..


Ahh the second page, so long ago.. brings back memories  :D
Title: Re: HL Source High Definiton
Post by: flynia on September 01, 2005, 11:46:27 PM
As for the sounds.... well ive been looking into that and they appear in the "half-life high definition.gcf" file :) under the "Valve" folder by the name of.... you guessed it "Sounds"

Its fairly easy to extract them you just drag the "Sounds" folder to the following location:

C:\xxx\Steam\Steamapps\<username>\half-life source\hl1\

You have to have GCFScape though to do this ;)

I guess i could email them to Frakk if need be... but they are very easy to extract and work well in game ;)

As for the name Half Life Sourced... well that was just a idea... nothing official and it was a long time ago as you can see by it being on page 2.

I think HIT-Half Life Source SD is better... or even HIT-Half Life Source HD... whats the difference  ;)

Well, I'm guessing that there are never going to be any releases.... save for the whole packs.

This was something i was thinkin about... maybe we could have seperate model RAR's for each character... what do people think about it??? It would make updates smaller for individual models :)... but management a little harder :(... although i wouldn't mind that challenge if need be as im very pedantic when it comes to having something working 100%... im sure Frakk would agree with that ;) We could always have the whole pack option as well :)

Frakk... i do have a photoshopped VTF for the shirt if that might help that i compiled... its nothing perfect but it does do a good job of hiding the bug :)... I had a fiddle a few days back with barneyinblue and neither of us could get it to render propperly :(... I've tried to contact Ambient.Impact to ask him if he would be ok with the Photoshopped texture but havent heard a reply yet :(

We still have the Scientist's coat clipping issue to deal with, a Zombie shirt texture that will not render transparent

(http://img383.imageshack.us/img383/7383/zombieshirt4mn.jpg)

Cheers All

Flynia
Title: Re: HL Source High Definiton
Post by: HoHSilent on September 01, 2005, 11:48:00 PM
We still have the Scientist's coat clipping issue to deal with, a Zombie shirt texture that will not render transparent and our non-moving islave to figure out.  Apart from that we have addressed all the other major bugs that I know of.  I still have Fat_al's gibs I wanted to convert, but that is not necessarily a must before beta release.  There are two other models I'd like to convert, but they are both world models and not all that urgent either.  If we get the above bugs fixed, I'd say we could do a beta release.  ;D


couldnt u use the gibs from the recent hl1/op4/bs update, that included the smaller more realistic gibs? well at least for the alien race, not sure about humans...and i saw a hl1 gibs update on csbanana..
Title: Re: HL Source High Definiton
Post by: Ethyl on September 02, 2005, 01:21:43 AM
I've tried to contact Ambient.Impact to ask him if he would be ok with the Photoshopped texture but havent heard a reply yet :(

Ambient.Impact would not reply to you until God knows when he would be online again  ::)

His last active date:
Last Active:     August 21, 2005, 09:16:31 AM (whatever, time could differ from your time configurations  :-\)
Though that wasn't very long ago..
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 02, 2005, 02:34:00 AM
I asked this question a few pages back and I'll ask again just in case if you made up your mind or not.

Have you decided that this pack would have HD sounds?

I really like the idea, and if it is as easy to institute as Flynia says then it will probably make the 2.0 release.  If we have problems that look like it is going to cause delays, it will work it's way into a 2.1 or 2.2 release.  Either way I guess the answer to your question is "yes!"  ;D

Quote
Oh yeah about the name.. didn't Flynia call it Half-Life: Sourced in the second page?

That might not be the official name, seeing that the HL:S retextureing project it called Half-Life: Sourced..


Ahh the second page, so long ago.. brings back memories :D

Indeed, what sweet nostalgia.  ;D  As far as a name goes, I've grown pretty fond of HL:S:HD as it kind of plays off the original... and, um... I think it's catchy ::)  I'm sure it doesn't have anything to do with me being the one who made it up, ya know... cuz... well...  uh, NEXT subject!

--

Frakk... i do have a photoshopped VTF for the shirt if that might help...


If we cannot get the texture to render transparent (which I'd prefer), then we will go with your photshopped version.  Thank you for providing a back-up.  I think it looks pretty good ingame and I wouldn't be ashamed to make it apart of the pack.  I've contacted A.I as well and will hold off on making a final decision until he gets back to us.  It is his model and we want to honor his authorship as much as possible.  This pack wouldn't be half of what it is without his impeccable models.

--

Well I have discovered I have several borked programs on my PC, two of which are MS3D and ModelCompiler.  This explains why every model I have worked on lately has recompiled with more and more bugs even though I had only altered one line in the .qc.  Tonight will consist of the drab process of uninstalling, downloading and reinstalling (on my slower then a "386 playing HL2" connection!).  Life would be so much less frustrating if I could get broadband where I live.  Anyway, I'll not start whining about that again.

I've had a chance to test out the headcrab and hgrunt that Flynia sent me to look over and I'm happy to say all is well!  We have one little $surfaceprop command to fix, but that is it.  Three cheers for Flynia, who has been doing a great deal of troubleshooting lately.  I don't want to exclude Barneyinblue and Sgt. Wilco who have been lending him a hand either.  Great job guys!  Thanks for your continued contributions!  I cannot express who much I appreciate every helpful gesture.

That is all for now, I'll update more soon.
Title: Re: HL Source High Definiton
Post by: halflifedave on September 02, 2005, 02:46:30 AM
hey HLS team (flynia and frak  :P ) would you guys ever consider converting this barney model to HLS? it's face is converted from HL2 (I gave it the urban skin), just wondering. I don't think it sticks out too much from the model *it was made by stevo fyi and he has the regular HL skin* I could give you the link if you PM me

(http://img44.imageshack.us/img44/9839/barney222im.png)
Title: Re: HL Source High Definiton
Post by: baracuda on September 02, 2005, 03:05:43 AM
hey HLS team (flynia and frak  :P ) would you guys ever consider converting this barney model to HLS? it's face is converted from HL2 (I gave it the urban skin), just wondering. I don't think it sticks out too much from the model *it was made by stevo fyi and he has the regular HL skin* I could give you the link if you PM me

(http://img44.imageshack.us/img44/9839/barney222im.png)

no offence but i dont think itl fit..
but its ok none the less
Title: Re: HL Source High Definiton
Post by: Nelo Angelo on September 02, 2005, 03:25:25 AM
All i have to say right now is keep up the good work.
Title: Re: HL Source High Definiton
Post by: flynia on September 02, 2005, 03:30:52 AM
Ok ive made the changes to the headcrab.qc by adding the following line :)

$surfaceprop "alienflesh" I hope that is correct???

I will try to decompile the grunt later on and add "flesh" to his but im experiencing erorrs when recompiling models too :(... something ive dubbed "shooting the heavens" where the chracter fires his gun up in the air... strange!

As for the barney model... very very nice work!... personally i prefer the barney in blue but thats just to keep to the original game.

Noob question time... we are using Ai's Islave and Romkas grunts on his website right???

EDIT:- Re:  Below.... ewww a clean desk :P

Cheers flynia

Title: Re: HL Source High Definiton
Post by: Frraksurred on September 02, 2005, 03:39:42 AM
hey HLS team (flynia and frak :P ) would you guys ever consider converting this barney model to HLS?

Nice work.  I appreciate your willingness to contribute but we already have a Barney model for this pack.  Your model seems very appropriate for a few mods I've seen, but it doesn't exactly fit our motif.  As I've told anyone else who requested or suggested a HL2 import, we have chosen to stick with the models that fit best with the original feel and look of the game.  The HL2 face and urban print are nice, they simply do not fit with our particular project.  I do however thank you for the offer.  There has got to be a list of mods that would find your model right up their alley.  You should shop around.

--

Ok ive made the changes to the headcrab.qc by adding the following line :)

$surfaceprop "alienflesh" I hope that is correct???

Correct, thank you.  If I get my proggies up and running tonight I will try and do the same.

Quote
I will try to decompile the grunt later on and add "flesh" to his but im experiencing erorrs when recompiling models too :(... something ive dubbed "shooting the heavens" where the chracter fires his gun up in the air... strange!

Exactly.  Drives me nuts.  I wonder if it is a "ModelCompiler" specific bug?  I'll check Connonfodder's site.  I'd use MS3D in the meantime, but mine is crashing constantly now.  I'm uninstalling/reinstalling it as well.  Speaking of my ailing PC, here's a pic of where half my life gets spent:

(http://img253.imageshack.us/img253/4128/Workstation.jpg)
Athlon 64 2800+ ~ Gig 3200DDR ~ 9700 Pro ~ Audigy ~ 21" Trinitron ~ Klipsch 5.1

(http://img253.imageshack.us/img253/9425/MyPC.th.jpg) (http://img253.imageshack.us/my.php?image=MyPC.jpg)
I painted the guts, but there's lots left to do.

(http://img253.imageshack.us/img253/8679/HLmsepad.th.jpg) (http://img253.imageshack.us/my.php?image=HLmsepad.jpg)
No, I haven't been a HL fan long... well, maybe I have.  ;D

--

All i have to say right now is keep up the good work.

Thanks for your support mate, it's good to hear the community chime in it's appreciation.  We doing everything we can to bring you a monster butt kicking pack!  ;D
Title: Re: HL Source High Definiton
Post by: pyromatt77 on September 02, 2005, 04:07:34 AM
hey HLS team (flynia and frak  :P ) would you guys ever consider converting this barney model to HLS? it's face is converted from HL2 (I gave it the urban skin), just wondering. I don't think it sticks out too much from the model *it was made by stevo fyi and he has the regular HL skin* I could give you the link if you PM me

(http://img44.imageshack.us/img44/9839/barney222im.png)

Face looks weird.
Title: Re: HL Source High Definiton
Post by: flynia on September 02, 2005, 04:16:12 AM
I rekin the face kinnda looks like Frakk...

(http://img234.imageshack.us/img234/9330/carban23nq.jpg)

But them i am kinda losing the plot :P

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Ethyl on September 02, 2005, 04:23:10 AM
Athlon 64 2800+ ~ Gig 3200DDR ~ 9700 Pro ~ Audigy ~ 21" Trinitron ~ Klipsch 5.1[/center]

9700 Pro.. Lucky you, I got a Integrated Intel card  :-\ (a baaad way to go.. don't even know what card I should get  :P), but it does pretty good when I put full settings (DX 8.1) in HL:S, weird.. Do you know your full Computer Specs?

Oh yeah sorry for being off topic.


Edited becuase I didn't want to post again  :P
Title: Re: HL Source High Definiton
Post by: flynia on September 02, 2005, 04:33:08 AM
Ok here we go ;)

This is what i use for this project ;)

Intel D865PERL Mainboard
Intel Sckt 478 3.4GHZ P4 1MB Cache
ATI Radeon X800XT
2 GB DDR 400Mhz Ram
Pioneer DVD Writer 109RD
2 X WD 120GB SATA HDD (Raid0)
1 X WD 200GB IDE HDD

Hehehe... i like to brag.

I've also nearly finished typing the QC for the hgrunt... took a damn long time to do :(

Here it is: sorry for the long post are their any errors people can see so far???

EDIT:- ADDED FRAKS RAGDOLL CODE!
EDIT:- ADDED SGT WILKO'S MOUTH CODE!

/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

hgrunt.mdl

Original internal name:
"hgrunt.mdl"

==============================================================================
*/

$modelname "hgrunt.mdl"
$cd ".\"
$cdmaterials "models\hgrunt"
$scale 1.0
$cliptotextures
$surfaceprop "flesh"
$poseparameter mouth 0.00 10.00

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 73.000000


//reference mesh(es)
$body "body" "PC_soldier_body_reference"

$bodygroup "heads"
{
studio "PC_soldier_mask_reference"
studio "PC_soldier_cmdr_reference"
studio "PC_soldier_baclava_reference"
studio "PC_soldier_black_reference"
}

$bodygroup "weapons"
{
studio "M16_reference"
studio "deployed_SPAS12_reference"
blank
}


// 2 skin families
$texturegroup skinfamilies
{
{ "PC_soldier_skin_wht.vtf" }
{ "PC_soldier_skin_blk.vtf" }
}

// 4 attachment(s)
$attachment 0 "Bip01 R Hand" 35.000000 2.500000 8.500000
$attachment 1 "Bip01 R Hand" 0.000000 0.000000 0.000000
$attachment 2 "Bip01 Head" 0.000000 0.000000 0.000000
$attachment 3 "Bip01 Pelvis" 0.000000 0.000000 0.000000

// 1 bone controller(s)
$controller 4 "Bone05" ZR 0.000000 45.000000

// 18 hit box(es)
$hbox 3 "Bip01 Pelvis" -3.640000 -6.050000 -8.070000 6.340000 8.410000 8.300000
$hbox 6 "Bip01 L Thigh" 0.000000 -6.350000 -6.050000 16.309999 5.570000 3.840000
$hbox 6 "Bip01 L Calf" 0.000000 -5.190000 -4.440000 22.150000 5.680000 4.780000
$hbox 6 "Bip01 L Foot" -1.080000 -1.900000 -3.240000 3.230000 11.210000 2.860000
$hbox 7 "Bip01 R Thigh" 0.000000 -6.350000 -4.060000 16.309999 5.570000 5.820000
$hbox 7 "Bip01 R Calf" 0.000000 -5.190000 -5.010000 22.150000 5.680000 4.220000
$hbox 7 "Bip01 R Foot" -1.080000 -1.900000 -3.720000 3.230000 11.210000 2.390000
$hbox 3 "Bip01 Spine1" -4.570000 -9.990000 -10.520000 11.490000 8.420000 10.750000
$hbox 2 "Bip01 Spine2" 0.000000 -10.510000 -11.440000 14.050000 9.260000 12.420000
$hbox 4 "Bip01 L UpperArm" -2.810000 -1.990000 -4.740000 12.060000 4.780000 3.500000
$hbox 4 "Bip01 L Forearm" 0.000000 -1.430000 -2.150000 10.210000 4.010000 2.980000
$hbox 4 "Bip01 L Hand" -0.270000 -2.650000 -2.750000 7.580000 1.890000 1.800000
$hbox 5 "Bip01 R UpperArm" -2.830000 -1.990000 -3.460000 12.030000 4.780000 4.780000
$hbox 5 "Bip01 R Forearm" 0.000000 -1.430000 -2.940000 10.190000 4.000000 2.180000
$hbox 5 "Bip01 R Hand" -0.160000 -2.040000 -1.790000 7.500000 2.400000 2.760000
$hbox 11 "Bip01 Head" 9.000000 -5.220000 -4.590000 15.150000 7.560000 6.010000
$hbox 11 "Bip01 Head" 1.700000 -5.220000 -4.590000 9.000000 1.000000 6.010000
$hbox 1 "Bip01 Head" 1.700000 1.000000 -4.590000 9.000000 7.560000 6.010000

$sequencegroupsize 64

// 85 animation sequence(s)
$sequence "walk1" "walk1" LX fps 35 loop ACT_WALK 1 {
  { event 1004 4 "common/npc_step2.wav" }
  { event 1004 25 "common/npc_step4.wav" }
  { event 1004 46 "common/npc_step1.wav" }
  { event 1004 67 "common/npc_step3.wav" }
 }
$sequence "run" "ACT_VM_RUN" 1 "run" LX fps 40 loop ACT_RUN 1 { event 1004 1 "common/npc_step2.wav" } { event 1004 13 "common/npc_step4.wav" }
$sequence "victorydance" "ACT_VM_VICTORYDANCE" 1 "victorydance" fps 21 ACT_VICTORY_DANCE 1
$sequence "cower" "ACT_VM_COWER" 1 "cower" fps 14 ACT_COWER 1
$sequence "smflinch" "ACT_VM_SMFLINCH" 1 "smflinch" fps 20 ACT_SMALL_FLINCH 5
$sequence "leftlegsmflinch" "ACT_VM_LEFTLEGSMFLINCH" 1 "leftlegsmflinch" fps 22 ACT_FLINCH_LEFTLEG 1
$sequence "rightlegsmflinch" "ACT_VM_RIGHTLEGSMFLINCH" 1 "rightlegsmflinch" fps 22 ACT_FLINCH_RIGHTLEG 1
$sequence "rightarmflinch" "ACT_VM_RIGHTARMFLINCH" 1 "rightarmflinch" fps 22 ACT_FLINCH_RIGHTARM 1
$sequence "leftarmflinch" "ACT_VM_LEFTARMFLINCH" 1 "leftarmflinch" fps 22 ACT_FLINCH_LEFTARM 1
$sequence "launchgrenade" "ACT_VM_LAUNCHGRENADE" 1 "launchgrenade" fps 30 ACT_RANGE_ATTACK2 1 { event 8 24 }
$sequence "throwgrenade" "ACT_VM_THROWGRENADE" 1 "throwgrenade" fps 30 ACT_RANGE_ATTACK2 1 { event 7 34 }
$sequence "idle1" "ACT_VM_IDLE1" 1 "idle1" fps 15 loop ACT_IDLE 1
$sequence "idle2" "ACT_VM_IDLE2" 1 "idle2" fps 10 loop ACT_IDLE 1
$sequence "combatidle" "ACT_VM_COMBATIDLE" 1 "combatidle" fps 20 loop ACT_IDLE_ANGRY 1
$sequence "frontkick" "ACT_VM_FRONTKICK" 1 "frontkick" fps 35 ACT_MELEE_ATTACK1 1 { event 3 13 } { event 2010 13 }
$sequence "crouching_idle" "ACT_VM_CROUCHING_IDLE" 1 "crouching_idle" fps 15 loop
$sequence "crouching_wait" "ACT_VM_CROUCHING_WAIT" 1 "crouching_wait" fps 15 ACT_CROUCH 0
$sequence "crouching_mp5" "ACT_VM_CROUCHING_MP5" 1 "crouching_mp5_blend1" "crouching_mp5_blend2" blend XR -45 45 fps 20 loop ACT_RANGE_ATTACK1 1 {
  { event 4 1 }
  { event 5 5 }
  { event 6 9 }
  { event 5001 1 "50" }
  { event 5001 5 "50" }
  { event 5001 9 "50" }
 }
$sequence "standing_mp5" "ACT_VM_STANDING_MP5_BLEND1" 1 "standing_mp5_blend1" "standing_mp5_blend2" blend XR -45 45 fps 20 loop {
  { event 4 1 }
  { event 5 5 }
  { event 6 9 }
  { event 5001 1 "50" }
  { event 5001 5 "50" }
  { event 5001 9 "50" }
 }
$sequence "reload_mp5" "ACT_VM_RELOAD_MP5" 1 "reload_mp5" fps 36 ACT_RELOAD 1 { event 2 41 }
$sequence "crouching_shotgun" "ACT_VM_CROUCHING_SHOTGUN" 1 "crouching_shotgun_blend1" "crouching_shotgun_blend2" blend XR -45 45 fps 20 ACT_RANGE_ATTACK1 1 { event 4 1 } { event 5001 1 "51" }
$sequence "standing_shotgun" "ACT_VM_STANDING_SHOTGUN" 1 "standing_shotgun_blend1" "standing_shotgun_blend2" blend XR -45 45 fps 20 { event 4 1 } { event 5001 1 "51" }
$sequence "reload_shotgun" "ACT_VM_RELOAD_SHOTGUN" 1 "reload_shotgun" fps 36 { event 2 41 }
$sequence "advance_signal" "ACT_VM_ADVANCESIGNAL" 1 "advance_signal" fps 25 ACT_SIGNAL1 1 { event 10 7 }
$sequence "flank_signal" "ACT_VM_FLANK_SIGNAL" 1 "flank_signal" fps 19 ACT_SIGNAL2 1
$sequence "retreat_signal" "ACT_VM_RETREAT_SIGNAL" 1 "retreat_signal" fps 25 ACT_SIGNAL3 1
$sequence "drop_grenade" "ACT_VM_DROP_GRENADE" 1 "drop_grenade" fps 40 ACT_SPECIAL_ATTACK1 1 { event 9 31 }
$sequence "limpingwalk" "ACT_VM_LIMPINGWALK" 1 "limpingwalk" LX fps 30 loop ACT_WALK_HURT 1
$sequence "limpingrun" "ACT_VM_LIMPINGRUN" 1 "limpingrun" LX fps 30 loop ACT_RUN_HURT 1
$sequence "180L" "ACT_VM_180L" 1 "180L" fps 12 ACT_TURN_LEFT 1
$sequence "180R" "ACT_VM_180R" 1 "180R" fps 12 ACT_TURN_RIGHT 1
$sequence "strafeleft" "ACT_VM_STRAFELEFT" 1 "strafeleft" LX LY fps 30 loop ACT_STRAFE_LEFT 1
$sequence "straferight" "ACT_VM_STRAFERIGHT" 1 "straferight" LX LY fps 30 loop ACT_STRAFE_RIGHT 1
$sequence "dieback1" "ACT_VM_DIEBACK" 1 "dieback1" X fps 25 ACT_DIEBACKWARD 1 { event 11 5 } { event 2001 17 }
$sequence "dieforward_1" "ACT_VM_DIEFOWARD_1" 1 "dieforward_1" X fps 26 ACT_DIEFORWARD 1 { event 11 12 } { event 2001 19 }
$sequence "dieforward_2" "ACT_VM_DIEFOWARD_2" 1 "dieforward_2" X fps 30 ACT_DIEFORWARD 1 { event 11 12 } { event 2001 19 }
$sequence "diesimple" "ACT_VM_DIESIMPLE" 1 "diesimple" X fps 15 ACT_DIESIMPLE 1 { event 11 3 } { event 2001 10 }
$sequence "diebackwards" "ACT_VM_DIEBACKWARDS" 1 "diebackwards" X fps 30 ACT_DIEBACKWARD 1 { event 11 6 } { event 2001 12 }
$sequence "dieheadshot" "ACT_VM_DIEHEADSHOT" 1 "dieheadshot" X fps 30 ACT_DIE_HEADSHOT 1 { event 11 1 } { event 2001 20 }
$sequence "diegutshot" "ACT_VM_DIEGUTSHOT" 1 "diegutshot" X fps 30 ACT_DIE_GUTSHOT 1 { event 11 0 } { event 2001 29 }
$sequence "barnacled1" "ACT_VM_BARNACLED1" 1 "barnacled1" fps 40 ACT_BARNACLE_HIT 1
$sequence "barnacled2" "ACT_VM_BARNACLED2" 1 "barnacled2" fps 40 loop ACT_BARNACLE_PULL 1 {
  { event 1008 1 "hgrunt/gr_die1.wav" }
  { event 4 9 }
  { event 5001 9 "50" }
  { event 5 11 }
  { event 5001 11 "50" }
  { event 1008 13 "hgrunt/gr_pain4.wav" }
  { event 6 13 }
  { event 5001 13 "50" }
  { event 5 15 }
  { event 5001 15 "50" }
  { event 6 23 }
  { event 5001 23 "50" }
  { event 4 24 }
  { event 5001 24 "50" }
  { event 1008 24 "hgrunt/gr_die2.wav" }
  { event 6 25 }
  { event 5001 25 "50" }
  { event 4 41 }
  { event 5001 41 "50" }
  { event 5 43 }
  { event 5001 43 "50" }
  { event 6 47 }
  { event 5001 47 "50" }
  { event 5 60 }
  { event 5001 60 "50" }
  { event 1008 62 "hgrunt/gr_die1.wav" }
  { event 4 62 }
  { event 5001 62 "50" }
  { event 5 64 }
  { event 5001 64 "50" }
  { event 6 67 }
  { event 5001 67 "50" }
  { event 4 68 }
  { event 5001 68 "50" }
 }
$sequence "barnacled3" "ACT_VM_BARNACLED3" 1 "barnacled3" fps 18 ACT_BARNACLE_CHOMP 1
$sequence "barnacled4" "ACT_VM_BARNACLED4" 1 "barnacled4" fps 15 loop ACT_BARNACLE_CHEW 1
$sequence "dead_on_stomach" "ACT_VM_DEAD_ON_STOMACH" 1 "dead_on_stomach" fps 10
$sequence "deadstomach" "ACT_VM_DEADSTOMACH" 1 "deadstomach" fps 10
$sequence "deadside" "ACT_VM_DEADSIDE" 1 "deadside" fps 10
$sequence "deadsitting" "ACT_VM_DEADSITTING" 1 "deadsitting" fps 10
$sequence "repel_jump" "ACT_VM_REPEL_JUMP" 1 "repel_jump" fps 22 ACT_HOVER 1
$sequence "repel_repel" "ACT_VM_REPEL_REPEL" 1 "repel_repel" fps 18 loop ACT_GLIDE 1
$sequence "repel_shoot" "ACT_VM_REPEL_SHOOT_BLEND1" 1 "repel_shoot_blend1" "repel_shoot_blend2" blend XR -90 45 fps 18 loop ACT_FLY 1 {
  { event 4 0 }
  { event 5 2 }
  { event 6 4 }
  { event 5001 0 }
  { event 5001 2 }
  { event 5001 4 }
 }
$sequence "repel_land" "ACT_VM_REPEL_LAND" 1 "repel_land" fps 20 ACT_LAND 1
$sequence "repel_die" "ACT_VM_REPEL_DIE" 1 "repel_die" fps 12
$sequence "dragholeidle" "ACT_VM_DRAGHOLEIDLE" 1 "dragholeidle" fps 10 loop
$sequence "draghole" "ACT_VM_DRAGHOLE" 1 "draghole" fps 5 { event 1000 1 } { event 1004 20 "debris/bustflesh1.wav" }
$sequence "bustwall" "ACT_VM_BUSTWALL" 1 "bustwall" fps 20 { event 1000 1 }
$sequence "hoprail" "ACT_VM_HOPRAIL" 1 "hoprail" fps 22
$sequence "converse1" "ACT_VM_CONVERSE1" 1 "converse1" fps 14 loop
$sequence "converse2" "ACT_VM_CONVERSE2" 1 "converse2" fps 14 loop
$sequence "startleleft" "ACT_VM_STARTLELEFT" 1 "startleleft" fps 12
$sequence "startleright" "ACT_VM_STARTLERIGHT" 1 "startleright" fps 12
$sequence "divecover" "ACT_VM_DIVECOVER" 1 "divecover" fps 22
$sequence "defuse" "ACT_VM_DEFUSE" 1 "defuse" fps 14 loop
$sequence "corner1" "ACT_VM_CORNER1" 1 "corner1" fps 14 loop
$sequence "corner2" "ACT_VM_CORNER2" 1 "corner2" fps 10 loop
$sequence "stone_toss" "ACT_VM_STONE_TOSS" 1 "stone_toss" fps 15
$sequence "cliffdie" "ACT_VM_CLIFFDIE" 1 "cliffdie" AX AY AZR fps 36 { event 1001 0 } { event 1000 0 }
$sequence "WM_button" "ACT_VM_WM_BUTTON" 1 "WM_button" AX AY AZR fps 30
$sequence "WM_moatjump" "ACT_VM_WM_MOATJUMP" 1 "WM_moatjump" AX AY AZR fps 30
$sequence "bustwindow" "ACT_VM_BUSTWINDOW" 1 "bustwindow" fps 24 { event 1003 5 "break" }
$sequence "dragright" "ACT_VM_DRAGRIGHT" 1 "dragright" LX fps 28 loop
$sequence "dragleft" "ACT_VM_DRAGLEFT" 1 "dragleft" LX fps 28 loop
$sequence "trackwave" "ACT_VM_TRACKWAVE" 1 "trackwave" fps 24 loop
$sequence "trackdive" "ACT_VM_TRACKDIVE" 1 "trackdive" fps 28 { event 1003 38 "switch" }
$sequence "flyback" "ACT_VM_FLYBACK" 1 "flyback" fps 25 { event 1003 29 "zap" } { event 1008 25 "weapons/electro4.wav" }
$sequence "impaled" "ACT_VM_IMPALED" 1 "impaled" fps 10 { event 1000 1 }
$sequence "jumptracks" "ACT_VM_JUMPTRACKS" 1 "jumptracks" fps 30
$sequence "pipetoss" "ACT_VM_PIPETOSS" 1 "pipetoss" fps 30
$sequence "plunger" "ACT_VM_PLUNGER" 1 "plunger" fps 22
$sequence "soldier_dump" "ACT_VM_SOLDIER_DUMP" 1 "soldier_dump" fps 28
$sequence "soldier_dump_idle" "ACT_VM_SOLDIER_DUMP_IDLE" 1 "soldier_dump_idle" fps 28 loop
$sequence "soldier_shoot_ahead" "ACT_VM_SOLDIER_SHOOT_AHEAD" 1 "soldier_shoot_ahead" fps 32 loop {
  { event 4 1 }
  { event 5 6 }
  { event 6 12 }
  { event 5001 1 "50" }
  { event 5001 6 "50" }
  { event 5001 12 "50" }
 }
$sequence "soldier_kick" "ACT_VM_SOLDIER_KICK" 1 "soldier_kick" fps 35 { event 1003 13 "00xy_frontkick" }
$sequence "cap_gordon_idle" "ACT_VM_CAP_GORDON_IDLE" 1 "cap_gordon_idle" fps 10 loop
$sequence "cap_gordon" "ACT_VM_CAP_GORDON" 1 "cap_gordon" fps 27

$collisionjoints "phymodel.smd" {

   $mass 115.0
   $inertia 10.00
   $damping 0.01
   $rotdamping 1.50
   $rootbone "bip01"

   $jointconstrain "bip01 spine1" x limit -60.00 60.00 0.04
   $jointconstrain "bip01 spine1" y limit -25.00 25.00 0.04
   $jointconstrain "bip01 spine1" z limit -25.00 30.00 0.04

   $jointconstrain "bip01 r upperarm" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 r upperarm" y limit -45.00 64.00 0.04
   $jointconstrain "bip01 r upperarm" z limit -73.00 12.00 0.04

   $jointconstrain "bip01 r forearm" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 r forearm" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 r forearm" z limit -120.00 4.00 0.04

   $jointconstrain "bip01 r hand" x limit -60.00 60.00 0.04
   $jointconstrain "bip01 r hand" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 r hand" z limit -57.00 70.00 0.04

   $jointconstrain "bip01 l upperarm" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 l upperarm" y limit -67.00 30.00 0.04
   $jointconstrain "bip01 l upperarm" z limit -73.00 12.00 0.04

   $jointconstrain "bip01 l forearm" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 l forearm" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 l forearm" z limit -120.00 4.00 0.04

   $jointconstrain "bip01 l hand" x limit -60.00 60.00 0.04
   $jointconstrain "bip01 l hand" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 l hand" z limit -57.00 70.00 0.04

   $jointrotdamping "bip01 head" 5.00
   $jointconstrain "bip01 head" x limit -20.00 20.00 0.04
   $jointconstrain "bip01 head" y limit -25.00 25.00 0.04
   $jointconstrain "bip01 head" z limit -13.00 30.00 0.04

   $jointconstrain "bip01 r thigh" x limit -25.00 20.00 0.04
   $jointconstrain "bip01 r thigh" y limit -40.00 20.00 0.04
   $jointconstrain "bip01 r thigh" z limit -37.00 63.00 0.04

   $jointconstrain "bip01 r calf" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 r calf" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 r calf" z limit -95.00 4.00 0.04

   $jointconstrain "bip01 r foot" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 r foot" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 r foot" z limit -15.00 35.00 0.04

   $jointconstrain "bip01 l thigh" x limit -25.00 20.00 0.04
   $jointconstrain "bip01 l thigh" y limit -20.00 40.00 0.04
   $jointconstrain "bip01 l thigh" z limit -37.00 63.00 0.04

   $jointconstrain "bip01 l calf" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 l calf" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 l calf" z limit -95.00 4.00 0.04

   $jointconstrain "bip01 l foot" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 l foot" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 l foot" z limit -15.00 35.00 0.04

   $jointconstrain "bone03" x limit 0.00 0.00 0.00
   $jointconstrain "bone03" y limit -35.00 0.00 0.04
   $jointconstrain "bone03" z limit 0.00 0.00 0.04
}

// End of QC script.


Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 02, 2005, 05:20:40 AM
9700 Pro.. Lucky you, I got a Integrated Intel card :-\ (a baaad way to go.. don't even know what card I should get :P) Do you know your full Computer Specs?

Sure.  What do you want to know?

6A Series case w/ 2-120mm fans
Abit K8V Pro mobo
Athlon 64 2800+ socket 754 (not OCed)
1g Corsair 3200 DDR in dual Channel
40g Maxtor HDD
30g Maxtor HDD
ATI 9700 Pro (getting old now, waiting for ATI next release w/ SM 3.0)
Audigy (also old, need X-Fi!)
LiteOn DVD 16x
LiteOn 52x32x52 CDR
Antec TruPower 550 PSU

--



Ok here we go ;)

This is what i use for this project ;)

Intel D865PERL Mainboard
Intel Sckt 478 3.4GHZ P4 1MB Cache
ATI Radeon X800XT
2 GB DDR 400Mhz Ram
Pioneer DVD Writer 109RD
2 X WD 120GB SATA HDD (Raid0)
1 X WD 200GB IDE HDD

Hehehe... i like to brag.

*steals Flynia's computer*

*trips on Flynia's "Star Trek: The Search for Spook" rug*

*lands on Milenium Falcon model*

*gives toy saber wielding Flynia back computer*

--

StudioCompiler generates a different looking .qc, but everything looks in order.  You'll want to add ragdoll to the end:

$collisionjoints "phymodel.smd" {

   $mass 115.0
   $inertia 10.00
   $damping 0.01
   $rotdamping 1.50
   $rootbone "bip01"

   $jointconstrain "bip01 spine1" x limit -60.00 60.00 0.04
   $jointconstrain "bip01 spine1" y limit -25.00 25.00 0.04
   $jointconstrain "bip01 spine1" z limit -25.00 30.00 0.04

   $jointconstrain "bip01 r upperarm" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 r upperarm" y limit -45.00 64.00 0.04
   $jointconstrain "bip01 r upperarm" z limit -73.00 12.00 0.04

   $jointconstrain "bip01 r forearm" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 r forearm" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 r forearm" z limit -120.00 4.00 0.04

   $jointconstrain "bip01 r hand" x limit -60.00 60.00 0.04
   $jointconstrain "bip01 r hand" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 r hand" z limit -57.00 70.00 0.04

   $jointconstrain "bip01 l upperarm" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 l upperarm" y limit -67.00 30.00 0.04
   $jointconstrain "bip01 l upperarm" z limit -73.00 12.00 0.04

   $jointconstrain "bip01 l forearm" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 l forearm" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 l forearm" z limit -120.00 4.00 0.04

   $jointconstrain "bip01 l hand" x limit -60.00 60.00 0.04
   $jointconstrain "bip01 l hand" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 l hand" z limit -57.00 70.00 0.04

   $jointrotdamping "bip01 head" 5.00
   $jointconstrain "bip01 head" x limit -20.00 20.00 0.04
   $jointconstrain "bip01 head" y limit -25.00 25.00 0.04
   $jointconstrain "bip01 head" z limit -13.00 30.00 0.04

   $jointconstrain "bip01 r thigh" x limit -25.00 20.00 0.04
   $jointconstrain "bip01 r thigh" y limit -40.00 20.00 0.04
   $jointconstrain "bip01 r thigh" z limit -37.00 63.00 0.04

   $jointconstrain "bip01 r calf" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 r calf" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 r calf" z limit -95.00 4.00 0.04

   $jointconstrain "bip01 r foot" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 r foot" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 r foot" z limit -15.00 35.00 0.04

   $jointconstrain "bip01 l thigh" x limit -25.00 20.00 0.04
   $jointconstrain "bip01 l thigh" y limit -20.00 40.00 0.04
   $jointconstrain "bip01 l thigh" z limit -37.00 63.00 0.04

   $jointconstrain "bip01 l calf" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 l calf" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 l calf" z limit -95.00 4.00 0.04

   $jointconstrain "bip01 l foot" x limit 0.00 0.00 0.00
   $jointconstrain "bip01 l foot" y limit 0.00 0.00 0.00
   $jointconstrain "bip01 l foot" z limit -15.00 35.00 0.04

   $jointconstrain "bone03" x limit 0.00 0.00 0.00
   $jointconstrain "bone03" y limit -35.00 0.00 0.04
   $jointconstrain "bone03" z limit 0.00 0.00 0.04
}


--

One last thing, I may be on to something concerning our zombies's shirt texture.  With a little help I've discovered .tga can save a single alpha channel.  I've never dealt with alpha channels before so once I figure out how PSP7 uses them and how to make the green portion of the shirt save as one, we may have a fixed zombie.
Title: Re: HL Source High Definiton
Post by: flynia on September 02, 2005, 06:08:24 AM
Ok how did you know i was a Star Trek and Star Wars geek lol

Thats just creepy... ive added the ragdoll code to the QC. I just have to wait till i get home so that i can copy the phymodel.smd and the ragdolldeath.smd over from the one we have at the moment :)

Wish me luck people :)

EDIT:- I've recompiled the models for the headcrab, hgrunt and islave and they are working :)
EDIT:- Check your email Frakk for them :)

EDIT:- Now for Romkas assassin... i know its fixed but im bored lol

Cheers flynia

*steals Flynia's computer*

*trips on Flynia's "Star Trek: The Search for Spook" rug*

*lands on Milenium Falcon model*

*gives toy saber wielding Flynia back computer*

One last thing, I may be on to something concerning our zombies's shirt texture. With a little help I've discovered .tga can save a single alpha channel. I've never dealt with alpha channels before so once I figure out how PSP7 uses them and how to make the green portion of the shirt save as one, we may have a fixed zombie.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on September 02, 2005, 12:10:38 PM
hey HLS team (flynia and frak  :P ) would you guys ever consider converting this barney model to HLS? it's face is converted from HL2 (I gave it the urban skin), just wondering. I don't think it sticks out too much from the model *it was made by stevo fyi and he has the regular HL skin* I could give you the link if you PM me



And me :(            I'll convert it for you. I doubt it will make it into the pack mind...


Oh and Flynia, "Flesh" is the term used to decribe the damage decal on the monster. I recall adding that already. If you want a metal effect on the kevelar, use the "metal" tag. You can edit this easily in SDK HLMV. Its better than notepad editing as you can assign a "tag" to each bone. The click "add to QC" (or something like that) and it will copy the new information. Then open up notepad and paste the ragdoll information ontop of your information.

Oh yeah, you can edit the ragdoll parameters in HLMV too.
Title: Re: HL Source High Definiton
Post by: flynia on September 02, 2005, 12:18:06 PM
Damn strait dont forget Wilko and Barney as without them this pack would never have had a chance :)... plus i would have gone crazy a long time back  :o

Also thanks to everybody who has contributed something :)... its always better to say something than not :)

Thanks Guys :)

EDIT:- Drat cant do the assassin as i dont have the hassassin.phy file :( If someone has this could they email it too me at flynia@lycos.com :) Thanks in advance :)

Cheers flynia


And me :( I'll convert it for you. I doubt it will make it into the pack mind...


Oh and Flynia, "Flesh" is the term used to decribe the damage decal on the monster. I recall adding that already. If you want a metal effect on the kevelar, use the "metal" tag. You can edit this easily in SDK HLMV. Its better than notepad editing as you can assign a "tag" to each bone. The click "add to QC" (or something like that) and it will copy the new information. Then open up notepad and paste the ragdoll information ontop of your information.

Oh yeah, you can edit the ragdoll parameters in HLMV too.
Title: Re: HL Source High Definiton
Post by: halflifedave on September 02, 2005, 12:31:38 PM


And me :( I'll convert it for you. I doubt it will make it into the pack mind...


heh, sry about that wilko  :( just named the main two I knew were gonna be online
if you would seriously do that, then thx very much  ;D
Title: Re: HL Source High Definiton
Post by: VectorW8 on September 02, 2005, 05:03:23 PM
Damn! 75 Pages!
Title: Re: HL Source High Definiton
Post by: Anakite on September 02, 2005, 05:35:53 PM
Dayyyyyyyyymn!
Title: Re: HL Source High Definiton
Post by: flynia on September 02, 2005, 07:03:29 PM
Hmmmm... ive had a closer look at the barney model from Ambient Impact and have converted the "Source Files" of his over... it appears that our barney is missing actions in the "We've Got Hostiles" area... im in the process of compiling a new barney and zombie and should have them done by later today... this should fix that bug with any luck :) :)

Hmmm seems the weapon has dissappeared for some reason :(... barney is helping me with it at the moment... all the animations now seem correct :)... with any luck we will be ok :)

EDIT:- The Zombie has been fixed and sent to frakk for processing :)
EDIT:- The Barney model has now been fixed up thanks to barneyinblue... barney done by barney :)
EDIT:- The "We've got hostiles scene" now plays through correctly :) YAY!

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on September 02, 2005, 07:48:29 PM
There should be a system of universal animations, so no matter what model you replace something with, it will still animate in the given way.... but there would also have to be ways to modify the animations of different models, so it looks good.... but still.
Title: Re: HL Source High Definiton
Post by: Tsunami on September 02, 2005, 08:05:18 PM
The Bip01 "biped" system works quite well, it means most bipeds (humans) have interchangeable animations and meshes, but then there's the problem of spines (some have 4, some have 2) and different bone names :-\
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on September 02, 2005, 08:34:14 PM
I hate it when they change the bone system. But I can easily understand why they do it.
Its a bit unfair if someone just changes their model slightly and takes credit for it...


Flynia, I don't recall the barney.mdl missing any animations... which ones?
Title: Re: HL Source High Definiton
Post by: flynia on September 02, 2005, 08:53:04 PM
I'm not sure mate :(

I downloaded the zombie and the barney source models of Ambient Impacts site... used the existing phymodel.smd and ragdoll.smd... typed in the ACT_VM's and then recompiled the model and it worked :)

I'm not sure how or why... but its strange if ya ask me :) The scene now works fine except for barney missing his Beretta LOL... barneyinblue is helping me resolve that... after that im going to bed... ive pulled a all nighter converting models and fixing up little bugs in exisitng ones LOL

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 02, 2005, 10:16:05 PM
ive pulled a all nighter converting models and fixing up little bugs in exisitng ones LOL

You've become our workaholic mate.  I'd like to personally thank you for your dedication and hard work.  Thanks Flynia.

I'd also like to thank Barneyinblue, Sgt. Wilco and Romka, not only for their past work, but for their ever present helpful hand as we try to wrap this thing up.  They've answered a lot of stupid questions from us no0bs, and I'd like to thank them for their patience and perserverance.  Thanks guys.

The end is near, uh... in a good way, lol!

--

EDIT:- The Zombie has been fixed and sent to frakk for processing :)
EDIT:- The Barney model has now been fixed up thanks to barneyinblue... barney done by barney :)
EDIT:- The "We've got hostiles scene" now plays through correctly :) YAY!

This just proves everything I said above.  You guys are incredible, thanks for keeping at it.  I will check out the files when I get home.

It seems as if three of the last four problems we've had were due to some error during decompiling or recompiling, and were fixed by compiling them else where.  Nearly everything I have compiled on my PC has encountered strange errors after compiling with StudioCompiler.  I've posted a couple questions on Canonfodder's forum to see if anyone else has been experiencing it.  The same files compiled on Flynia's computer have resulted in working models.  The last week for me has been digging into this problem.  I've uninstalled and reinstalled but that only seems to fix the problem temporarily.  I'm afraid I may have bigger issues, and since this is a brand new PC, that concerns me a little.  Anyway, I'm glad things are moving in a positive direction, even if I'm not the one behind it going there.

--

EDIT:- Drat cant do the assassin as i dont have the hassassin.phy file :( If someone has this could they email it too me at flynia@lycos.com :) Thanks in advance :)

I have a working hassasin at home.  I will send it to you.  What exactly are you trying to do to it?  Doesn't the one I sent you have ragdoll?

--

Oh and Flynia, "Flesh" is the term used to decribe the damage decal on the monster. I recall adding that already. If you want a metal effect on the kevelar, use the "metal" tag. You can edit this easily in SDK HLMV. Its better than notepad editing as you can assign a "tag" to each bone. The click "add to QC" (or something like that) and it will copy the new information. Then open up notepad and paste the ragdoll information ontop of your information.

Oh yeah, you can edit the ragdoll parameters in HLMV too.

Interesting.  I didn't realize you could assign multiple surfaceprops to one model.  That's cool.  I'll have to look into that to.

--

Just getting off work folks,  I'll update more when I get home and have looked over some things.
Title: Re: HL Source High Definiton
Post by: Romka™ on September 02, 2005, 10:35:51 PM
Man, you guys are still discusing this pack :D.

I'm busy with school and  the beta citizens . . . man, the difference between a HL² stylish model and a HL1 model is gigantic :).
Title: Re: HL Source High Definiton
Post by: Anakite on September 02, 2005, 11:21:54 PM
Something that would be cool is if you assigned an "alienflesh" tag to the headcrab on the zombie, and a "flesh" tag to the human.
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 03, 2005, 02:27:32 AM
Something that would be cool is if you assigned an "alienflesh" tag to the headcrab on the zombie, and a "flesh" tag to the human.

That is exactly what I was thinking.  If we can do that and assign a metal tag to Barney's armor then I would giggle with glee like a little girl at her first slumber party.  ;D

--

I've gotten a chance to load up all Flynia and Barneyinblue's work and all I've got to say is the two of them need to stand up and take a bow.  Very nice.  The islave chased me, do you beleive that!?!  It was like it had all this pent up chasing inside of him and so I just let a whole bunch of them chase me all over the place.  It was fun, we started a game of tag, then tossed the frisbee around for a while.  After we worked up a sweat we sat down to some HIT soda and a bit of grilled headcrab.  It was a true bonding session.

The hgrunts were up for a get together to, and they talked and talked and talked, like a bunch of old ladies at their 35th class reunion.  The best part was, their mouths moved when they talked.  It was the best!  I'm giddy with pixelated excitement.  :D ::) :D

Flynia the islave needs the "$surfaceprop "alienflesh" treatment as well, other then that, stellar job!  You're a life saver, or in this case a "pack" saver.  ;D

--

I think it's time to get serious about finding some webspace to host our pack.  I've heard a few votes for Filefront, are there any other suggestions or warnings on that subject?  Once all this is done I have a ton, and I do mean a TON of coding to do for our installer.  I haven't touched it in a while and there has been a lot added since.  I will try and get a headstart on that this weekend.  All I see that remains is converting the gib packs (no aniimations so "should" be simple), and looking into moving over the HD sound files.  If we get that done and can add the surfaceprop values mentioned above, then I think a beta release is in order.  What say the people?

Speaking of this weekend, I'd like to wish everyone who celebrates it a happy Labor Day Monday.  If nothing else it's a three day weekend!

--

Great job Team.  Absolutely a great job.  Thanks for the hard work.
Title: Re: HL Source High Definiton
Post by: Ethyl on September 03, 2005, 02:43:33 AM
I think it's time to get serious about finding some webspace to host our pack.  I've heard a few votes for Filefront, are there any other suggestions or warnings on that subject?  Once all this is done I have a ton, and I do mean a TON of coding to do for our installer.  I haven't touched it in a while and there has been a lot added since.  I will try and get a headstart on that this weekend.

Speaking of this weekend, I'd like to wish everyone who celebrates it a happy Labor Day Monday.  If nothing else it's a three day weekend!

[/overexcited] OMG, OMG, what's going to happen after that!? Would you be releaseing IT and then everybody would be downloading it and people would be playing it and . . *100 years later [overexcited] [/zombified] . . . enjoy it until they DIE!? Oh wait, Half-Life 57: Source Deluxe is out, shoot . . . *arm brakes* [zombified] ( I really sound retarded don't I? )

Really, even though it took alot of difficult paths, you guys have done an excellent job! I'm looking forward to its release.

Eh, I'm going to hate this Labor Day weekend. I would have fun then all of a sudden I pop up at school, "NOOOO!!!!", then I would notice that it was Tuesday. Some people have school after the weekend so I might not be able to get this right away, though I am looking forward to touching the pack, extracting/installing the stuff to HL:S, and enjoying the graphical delight  :P
Title: Re: HL Source High Definiton
Post by: Anakite on September 03, 2005, 03:22:04 AM
Frraksurred, I don't believe it would be wise to assign Barney's armor the "metal" tag... it would mean that when he was shot, you would hear "KLANG", and I do not believe that is the sound Kevlar would make. I suggest assigning it the properties of cement, until you find a better one.

A couple friends of mine have an FTP... I'll check to see if you guys can use it, if that's alright with you. But I'll wait for an OK from you, first.

EDIT: That's a green light. Do you guys like the idea, or what?
Title: Re: HL Source High Definiton
Post by: flynia on September 03, 2005, 06:25:02 AM
Why thanks very much for the praise :)... im just glad that we are moving foward :) Special thanks to Wilko and Barney for assisting me with the models and helping me learn "the trade" ;)

The model of the Hassassin i have dosen't run around... she only jumps and stands still :(... apart from that i believe i am up to speed with the rest of the models :)... I'll compare my version to the "beta" version we release when the time comes and from their "add" models to it as needed... that might be the easiest way :) If you could send me that model it would be awesome :)... or even just the phymodel.smd, ragodoll.smd and the ragdoll code i could make a "pre-compile backup" as i like to call it :)

It was 7am Saturday morning before i went to bed lol

I'm going to go and do some "beta testing"

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 03, 2005, 06:38:05 AM
[/overexcited] OMG, OMG, what's going to happen after that!? Would you be releaseing IT and then everybody would be downloading it and people would be playing it and . . *100 years later [overexcited] [/zombified] . . . enjoy it until they DIE!? Oh wait, Half-Life 57: Source Deluxe is out, shoot . . . *arm brakes* [zombified] ( I really sound retarded don't I? )

LOL!  What do you mean, that is THE PLOT of Half-Life 57!

--

Frraksurred, I don't believe it would be wise to assign Barney's armor the "metal" tag... it would mean that when he was shot, you would hear "KLANG", and I do not believe that is the sound Kevlar would make. I suggest assigning it the properties of cement, until you find a better one.

Hmmm.  Something to think about.  Maybe we will do some experimenting.  Good call Analkite.

Quote
A couple friends of mine have an FTP... I'll check to see if you guys can use it, if that's alright with you. But I'll wait for an OK from you, first.

EDIT: That's a green light. Do you guys like the idea, or what?

Could we get some more info, perhaps some specs?  I'm appreciative of the offer, but I would want to be sure it's future proof.
Title: Re: HL Source High Definiton
Post by: flynia on September 03, 2005, 08:38:08 AM
Ok people... Quick update from me for all the newcommers :)

Zombie and Barney - We''ve Got Hostiles issue resolved :) - Thanks Barneyinblue :)
Lazy Islave issue resolved :)
Romkas V5 - Hgrunts work and mouth controller fixed :)
Barney Invisible weapon fixed - Thanks Barneyinblue :)
Headcrab Ragdoll fixed :)

Frak has been emailed all the files and should have them working correctly :) Let me know Frakk if you dont!

I'm now going to do major play testing and see how the whole game goes :)

Wish me luck!

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Paravel on September 03, 2005, 10:20:56 AM
Holy crap, does that mean we're near a public RELEASE!?  Freaking awesome
Title: Re: HL Source High Definiton
Post by: flynia on September 03, 2005, 01:28:33 PM
Hmmmm found one bug in the Hgrunt.qc :(

He dosent seem to want to repel down from the osprey :(

Anybody have a hgrunt.qc that works with this at all??? Barney mentioned he was going to do one but i dont wanna preassure him if i dont have too.

I'm also on the hunt for the ragdoll code for the hassassin QC... as well as phymodel.smd and ragdoll.smd... as these are all i need to compile romkas model :)

If anybody does have any of these could they email them to me at flynia_1980@hotmail.com

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on September 03, 2005, 01:30:55 PM
Frraksurred, I don't believe it would be wise to assign Barney's armor the "metal" tag... it would mean that when he was shot, you would hear "KLANG", and I do not believe that is the sound Kevlar would make. I suggest assigning it the properties of cement, until you find a better one.


Hes right, but not for that reason. As you don't seem to realise is that the barney already HAS the metal tag on his kevelar. It was already done by A.I in his model.
However, this causes problems...

... when a NPC sees his/its target, the NPC turns to 'angery' mode. In this mode, the NPC is (somehow) more resistant to damage. So, thats why its best to use stealth in the game. Unfortunately, the barney.mdl is incredibly weak in 'relaxed' mode. 1 shot to his armour tag, and he dies.

This is a major problem if you use metal armour on his kevelar.
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 03, 2005, 03:47:38 PM
Hmmmm found one bug in the Hgrunt.qc :(

He dosent seem to want to repel down from the osprey :(

I'll see if mine does the same.

Quote
I'm also on the hunt for the ragdoll code for the hassassin QC... as well as phymodel.smd and ragdoll.smd... as these are all i need to compile romkas model :)

If anybody does have any of these could they email them to me at flynia_1980@hotmail.com

You have mail.  ;D

--

...barney already HAS the metal tag on his kevelar. It was already done by A.I in his model.
However, this causes problems...

... when a NPC sees his/its target, the NPC turns to 'angery' mode. In this mode, the NPC is (somehow) more resistant to damage. So, thats why its best to use stealth in the game. Unfortunately, the barney.mdl is incredibly weak in 'relaxed' mode. 1 shot to his armour tag, and he dies.

This is a major problem if you use metal armour on his kevelar.

Excellent info Sgt. Wilco (hey I rhymed, lol).  We may have to look into changing that.  I'll do some playtesting and see what happens.  This model has been recompiled so many times now, by so many different programs, that I'm not sure how much of A.I's .qc may have gotten altered.

EDIT: Wilco is so right.  One shot to his kevlar and he goes down.  We should experiment with "concrete" like Analkite once suggested, or just switch the whole model to "flesh".  However, this may not really amount to that much of a problem ingame.  Wilco tiped me to a few more tidbits with the hgrunt's armor.  I'll look into this tongiht as I'm headed off to work.

--

I've discovered how to make the green edges of the Zombie's shirt render green (thanks to Pumkin_Masher for that tip), only my current PSP7 cannot do it.  I'm going to d.l the trail of PSP9 and try it with that.  I'll update you then.
Title: Re: HL Source High Definiton
Post by: Anakite on September 03, 2005, 05:06:51 PM
Although I am not *totally* sure what you mean by specs, it is 40GB, nothing on it except some old comics right now, and the URL is drifter.zapto.org. But, if you do accept, there is the matter of do you want *me* to upload it, or should I get Frak or Wilko login info?

However, upload speed has been limited to 100 to make sure comcast doesn't get angry.
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 03, 2005, 08:24:39 PM
Although I am not *totally* sure what you mean by specs, it is 40GB, nothing on it except some old comics right now, and the URL is drifter.zapto.org. But, if you do accept, there is the matter of do you want *me* to upload it, or should I get Frak or Wilko login info?

However, upload speed has been limited to 100 to make sure comcast doesn't get angry.

That's what I wanted to know, thanks Analkite.  I appreciate your offer but I think we are going to stick with something more mainstream.  We don't want to cause any bandwidth problems for client or server, and I don't want to potentially lose the link later down the road when say, some one wants to use the PC for something else.  It was still a generous offer and I thank you.
Title: Re: HL Source High Definiton
Post by: Anakite on September 03, 2005, 08:33:27 PM
Actually, it wouldn't cause any problems, and I am quite sure that it wouldn't go down. I am pretty sure that this person has two computers, one for webhosting, the other for gaming.

Hm, I guess I was the arcitecht of my own demise. It appears to be down. Maybe he was waiting for someone to be able to upload it... I don't know. I'll talk to him.

EDIT: It's up. It can be used.
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 04, 2005, 04:23:43 AM
Well, as is par for the course, I set out to get all this work done tonight and spent half the night playing trial and error with the first thing I attacked.  I was going to convert the green in the zombie shirt texture to an alpha channel and convert it to .vtf.  Naturally the version of PSP I had would not do it, so I had d/l the trial of PSP9... which of course is different, so I had to research some answers, stumble through what I didn't understand and experiement.  I still don't have a working version yet.  ::)  ...but I'm closer.  I'm off to look at convrting the gib packs in hopes of getting something accomplished tonight.
Title: Re: HL Source High Definiton
Post by: flynia on September 04, 2005, 04:36:08 AM
I've played through the majority of the game over the last two nights...

The only bugs ive had so far are:

"ERROR" instead of the new improved sat_globe model
HGrunts not repeling down from Osprey

EDIT:- I found a awesome looking sat_globe model from a chap called Sandler
EDIT:- http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=1140.0;id=1992

(http://img234.imageshack.us/img234/1096/satglobe0bo.png)

I'll convert it over later tonight :)


Cheers flynia
Title: Re: HL Source High Definiton
Post by: when on September 04, 2005, 06:14:25 AM
i like the look of this world better than the other one
Title: Re: HL Source High Definiton
Post by: flynia on September 04, 2005, 07:45:26 AM
For those interested i have converted ambient impacts Hgurnt model and the sat_globe model above :)

Due to the nature of my parents pc i will test him them out properly tonight :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Romka™ on September 04, 2005, 09:13:52 AM
I'm afraid this pack will never come out :-\.
Title: Re: HL Source High Definiton
Post by: flynia on September 04, 2005, 09:46:23 AM
It will soon enough... we have only a few major bugs left

Scientists Coat Clipping
HGrunts not repeling from Osprey (i have the qc if anybodys keen)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: HoHSilent on September 04, 2005, 10:23:00 AM
cant u use the coat and stuff from kleiner in hl2?
Title: Re: HL Source High Definiton
Post by: flynia on September 04, 2005, 11:04:17 AM
Woo Hoo!

Barneyinblue has done another miracle :)

He has compiled a QC that fixes the problem with the hgrunt.

Frrak the update is on its way :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Paravel on September 04, 2005, 11:15:16 AM
Wow, how much is left then?  One more major issue and then everything is converted?
Title: Re: HL Source High Definiton
Post by: flynia on September 04, 2005, 11:58:34 AM
Hey All

I'm going to look into converting the Apache below over to source :)

http://www.hl-improvement.com/forums/index.php?topic=627.0

Watcha think people :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on September 04, 2005, 12:01:09 PM
Eugh.. that apache...

Try and find another one. One that trys to stick to the Half-life theme.

Also, has anyone done the bullsquid or osprey yet?
Title: Re: HL Source High Definiton
Post by: Romka™ on September 04, 2005, 12:08:28 PM
Hey All

I'm going to look into converting the Apache below over to source :)

http://www.hl-improvement.com/forums/index.php?topic=627.0

Watcha think people :)

Cheers flynia
You gotta be kidding :(.
Title: Re: HL Source High Definiton
Post by: Sephiroth on September 04, 2005, 12:09:12 PM
Agreed. I hate that apache. Its so large that it sticks into the side of the cliff at the beginning of the game. So, no.
Title: Re: HL Source High Definiton
Post by: flynia on September 04, 2005, 12:31:16 PM
I've done Romkas osprey :)

any reccomendations for the apache then???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Romka™ on September 04, 2005, 12:39:08 PM
any reccomendations for the apache then???
Use the default! Cause there're no good replacements for an apache.
Title: Re: HL Source High Definiton
Post by: .:TWP:. Jazz_man on September 04, 2005, 01:12:55 PM
Wasn't there a Basic HD one? Had rockets, rocket pods. only downside was the M60 chaingun sticking out on the wrong side of it.
Title: Re: HL Source High Definiton
Post by: Romka™ on September 04, 2005, 01:18:06 PM
Wasn't there a Basic HD one? Had rockets, rocket pods. only downside was the M60 chaingun sticking out on the wrong side of it.
Yes, there was one . . . I've upgraded the cockpit on it and changed the old propellar again ;D
Title: Re: HL Source High Definiton
Post by: .:TWP:. Jazz_man on September 04, 2005, 01:41:35 PM
so, why not try that one..
Title: Re: HL Source High Definiton
Post by: Romka™ on September 04, 2005, 01:43:03 PM
so, why not try that one..
It's so old, it's just embarrasing to release it. I made that apache even before I joined the forums :-[.
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 04, 2005, 04:02:33 PM
I'm afraid this pack will never come out :-\.

On the contrary, we are on the verge.  We're simply in the bug elimination process.  Refinement man, refinement.  ;D

--

Woo Hoo!

Barneyinblue has done another miracle :)

He has compiled a QC that fixes the problem with the hgrunt.

Frrak the update is on its way :)

Awesome work once again.  Thanks guys.

--

cant u use the coat and stuff from kleiner in hl2?

Not exactly.  Different models and different skeletons.  They don't interchange.

--

It's so old, it's just embarrasing to release it. I made that apache even before I joined the forums :-[.

But isn't it still an improvement over the LD model?  ;D
Title: Re: HL Source High Definiton
Post by: halflifedave on September 04, 2005, 04:22:37 PM
ok I have the following questions

1.  what does Romka's apache look like ???
2.  would it be possible to get Red Slug's updated texures for Romka's osprey (after fixing those CZ texture issues)
3.  About Cortez's apache, I think marphy did an old school reskin that would work alot better with it
4.  Just for the record what exactly happened when the grunt didn't rappel (i had a slow as hell rappelling prob when I had made a custom osprey model and I'm just curious)
5.  well, nice job fixing all these probs and keep up the good work

One last thing however, what about those sounds for HL (in particular the grunt speech, b/c I have been working on an updated sound pack that you may wanna try if you DO wanna change the sounds)

Edit: a very noobish idea, but does the WHOLE coat have a hitbox? I dunno maybe it wouldn't clip in if it had, BAH random thought I dunno but just wanna help  :D
Title: Re: HL Source High Definiton
Post by: Sephiroth on September 04, 2005, 04:37:12 PM
Even if he was to do a reskin for the apache, it is still too big, and doesn't fit well in game.
Title: Re: HL Source High Definiton
Post by: Marphy Black on September 04, 2005, 08:09:35 PM
I've done Romkas osprey :)
I don't think Romka's osprey works properly in Half-Life. His osprey was made for Opposing Force. If you compare it with the default HL osprey, you'd see that the rotor animation on both are different. For Opposing Force, the rotor animation is above ground, while on the regular HL osprey, the rotor animation is below ground. This may cause problems ingame, but since the osprey is never landed in Half-life and you say the hgrunt repelling issue was fixed, I guess it really isn't a problem after all.

Even if he was to do a reskin for the apache, it is still too big, and doesn't fit well in game.
The reskin I made was for an older version of cortez's apache which was shorter and fit the proportions of the original apache much closer. However, since I never released it, I never actually finished that version of the reskin. Also, there are a few issues with the model that I can't fix without any model editing, but I dunno. If you want it maybe you can ignore those issues. I guess if anyone wants to use my reskin at all, though, it should be determined by majority rule, perhaps right here in this thread. Here's a pic for those who have never seen it:

[File not found]
Title: Re: HL Source High Definiton
Post by: HoHSilent on September 04, 2005, 08:10:10 PM
yeah i dont like that apache model it doesnt fit in hl universe, looks to like deformed lol... i think you should just remake your own, i think it would be cool to actually make clear windows so u can see the pilots... and add smoke jets coming from rockets and change how the apache shoots missles (not 1 at a time lol) maybe do a reskin of the hl2 1, i mean i know its knowwhere close to an apache, but i think its very cool and if it were reskinned in green and black with clear windows it would make up for its futuristicness

Edit: k my ideas gay that model is nice just make the skin really leet and shiney and good and high quality and all that good stuff
Title: Re: HL Source High Definiton
Post by: halflifedave on September 04, 2005, 08:18:13 PM
I'd like to see a comparison between Marphy's reskin and Romka's apache b/c I would be leading more towards marphy's right now (I don't understand how it's not in the HL universe though  ??? )
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 04, 2005, 08:27:50 PM
ok I have the following questions

1.  what does Romka's apache look like ???

Romka, you have a pic anywhere?

Quote
2.  would it be possible to get Red Slug's updated texures for Romka's osprey (after fixing those CZ texture issues)

We'll take a look at them.

Quote
One last thing however, what about those sounds for HL (in particular the grunt speech, b/c I have been working on an updated sound pack that you may wanna try if you DO wanna change the sounds)

We are planning to add the HD sounds.  If you have already begun some work in that area and want to contribute, by all means PM me and we'll discuss it.

--

Thanks for all the Apache submissions, we will have to take some time to do some comparisions of our own to decide what we want to do.  Some good stuff here.  Picking just one will be difficult.  I'll try and whip up a comparison shot later, just popped in from work, so I have to get back.
Title: Re: HL Source High Definiton
Post by: Sephiroth on September 04, 2005, 08:28:43 PM
I don't think Romka's osprey works properly in Half-Life. His osprey was made for Opposing Force. If you compare it with the default HL osprey, you'd see that the rotor animation on both are different. For Opposing Force, the rotor animation is above ground, while on the regular HL osprey, the rotor animation is below ground. This may cause problems ingame, but since the osprey is never landed in Half-life and you say the hgrunt repelling issue was fixed, I guess it really isn't a problem after all.
The reskin I made was for an older version of cortez's apache which was shorter and fit the proportions of the original apache much closer. However, since I never released it, I never actually finished that version of the reskin. Also, there are a few issues with the model that I can't fix without any model editing, but I dunno. If you want it maybe you can ignore those issues. I guess if anyone wants to use my reskin at all, though, it should be determined by majority rule, perhaps right here in this thread. Here's a pic for those who have never seen it:

Ah thats looking pretty sweet.
Title: Re: HL Source High Definiton
Post by: Koraktor on September 04, 2005, 09:46:10 PM
It don't think Marphy's Apache will fit the package. Although it may have a higher polycount than the original model, it doesn't really look like a HD model. Perhaps because most of the polygons are wasted on curves. :-\

Separate from that Marphy's model doesn't look like an Apache. ::)
Title: Re: HL Source High Definiton
Post by: Sephiroth on September 04, 2005, 09:53:39 PM
It don't think Marphy's Apache will fit the package. Although it may have a higher polycount than the original model, it doesn't really look like a HD model. Perhaps because most of the polygons are wasted on curves. :-\

Separate from that Marphy's model doesn't look like an Apache. ::)

Only good apache I'm seeing right now though.
Title: Re: HL Source High Definiton
Post by: Romka™ on September 04, 2005, 10:04:48 PM
Romka, you have a pic anywhere?
Not pretty much of improvement and I don't even use it anymore :-\, but here it is.

The glass looks weird here (HLMV), but in game it looks like the glass on my osprey.

[File not found]
Title: Re: HL Source High Definiton
Post by: Zavaro on September 04, 2005, 10:07:48 PM
I like the glass, but everything else (except what's under the wings) looks exactly the same as the default.

You could always refit this Apache with a higher resolution skin and add bumpmaps and stuff.
Title: Re: HL Source High Definiton
Post by: flynia on September 04, 2005, 10:15:00 PM
I like the look of Romkas too :)

The glass just seems to add to the toughness of the model.

So when was it being released Romka ;)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Romka™ on September 04, 2005, 10:38:19 PM
So when was it being released Romka ;)
Nevar!
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 04, 2005, 10:52:11 PM
So when was it being released Romka ;)

Nevar!

So if we put it in the pack it would be a HL:S:HD exclusive!  ;D
Title: Re: HL Source High Definiton
Post by: flynia on September 04, 2005, 11:17:54 PM
Now that would be sweet.... its always good to have a few "easter eggs" isn't it :)

I'd gladly convert it over if needed :)

EDIT:- On another topic entirely marphy black has asked me to replace the gman textures with more higher definition ones.
EDIT:- This has been done and the files sent to Frrak for processing :)
EDIT:- I tried emailing them but it said that the mail box is ful ill find another way ;)

Pleeeeease Romka!

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on September 04, 2005, 11:55:14 PM
Hey, have you guys considered Envmaps? I once saught to convert some HL2 weapons to source... it didn't work (messed up POV and weapon texture) but the hands/arms did, and the envmap looked SPECTACULAR. It might have worked, though, if I could get GCFScape to work....
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 05, 2005, 01:08:47 AM
EDIT:- On another topic entirely marphy black has asked me to replace the gman textures with more higher definition ones.

Cool.  Gotta go check that out!  ;D

Quote
EDIT:- I tried emailing them but it said that the mail box is ful ill find another way ;)

I don't know why it keeps doing that.  I'm using 2% of my mailbox.  I reorganized some files, try it again.

--

Hey, have you guys considered Envmaps? I once saught to convert some HL2 weapons to source... it didn't work (messed up POV and weapon texture) but the hands/arms did, and the envmap looked SPECTACULAR. It might have worked, though, if I could get GCFScape to work....

Numerous models already have them.  In fact the number that do not are in the vast minority.  We will be looking into finishing off the rest in 2.1
Title: Re: HL Source High Definiton
Post by: flynia on September 05, 2005, 01:15:25 AM
How do envmaps work??? I'm interested in looking into this??? Whats involved???

Is it just a matter of adding extra lines to VMT's or is their more involved?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on September 05, 2005, 01:22:05 AM
Don't even mess with envmaps. I think, Valve don't used envmaps in Half-Life 1 Source...

ZZzzz........... z_z
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 05, 2005, 02:18:36 AM
How do envmaps work??? I'm interested in looking into this??? Whats involved???

Is it just a matter of adding extra lines to VMT's or is their more involved?

Much more involved.  ;)

--

Don't even mess with envmaps. I think, Valve don't used envmaps in Half-Life 1 Source...

Well, all the envmaps that we do have are thanks to you (primarily).  We can't just have all the stuff you helped with looking good and our stuff look second rate, can we?  LOL!  ;D
Title: Re: HL Source High Definiton
Post by: flynia on September 05, 2005, 02:28:18 AM
Ohhhh do tell...

I'm not much good at milkshape but if it involves texture editing and such i may be able to help.

:) :) :)

I'm also nearly done with a Apache model and will have some screenies tonight of it :)

Hopefully Romka will allow us to use his ;)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 03:10:26 AM
;D Hazaa! ;D
Title: Re: HL Source High Definiton
Post by: flynia on September 05, 2005, 06:59:21 AM
Hey Guys

I'm looking into porting over Ambient Impacts MedKit and Reds Battery... im just waiting on permission for this :)

Watcha think guys?

Cheers flynia

EDIT:- Removed Medkit Pic as its in game below :)

(http://img293.echo.cx/img293/3617/battery209yg.jpg)
Title: Re: HL Source High Definiton
Post by: when on September 05, 2005, 07:16:20 AM
Hey Guys

I'm looking into porting over Ambient Impacts MedKit and Reds Battery... im just waiting on permission for this :)

Watcha think guys?

Cheers flynia

(http://www.hl-improvement.com/ambientimpact/images/models/preview_medkit.jpg)

(http://img293.echo.cx/img293/3617/battery209yg.jpg)

me sa like

PS: kill jar-jar blinks
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 05, 2005, 08:27:44 AM
I'm looking into porting over Ambient Impacts MedKit and Reds Battery... im just waiting on permission for this :)

Watcha think guys?

Ok, now you are starting to read my mind.  That's freaky.

Please do
Title: Re: HL Source High Definiton
Post by: flynia on September 05, 2005, 08:43:33 AM
Hehehe :)

Ok finally home... after heaps of errors and such ive finally got the medkit done :)

(http://img379.imageshack.us/img379/2033/romka8qy.jpg)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on September 05, 2005, 02:56:31 PM
Thanks for all the Apache submissions, we will have to take some time to do some comparisions of our own to decide what we want to do.  Some good stuff here.  Picking just one will be difficult.  I'll try and whip up a comparison shot later, just popped in from work, so I have to get back.

Will Barneyinblue, Romka and myself be involved in this 'comparision' ? or will you just act on your own again?

Same goes to you Flynia... I feel left out of your 'information' - and thats not fair since we did most of the conversion.
Don't forget that I persuaded Barneyinblue to make you the leader Frraksurred. AND we gave you tutorials to convert the models.

Just don't forget about us alright'y.
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 03:50:53 PM
Otis..... ok that's enough spam posts from me.
Title: Re: HL Source High Definiton
Post by: Romka™ on September 05, 2005, 06:07:18 PM
http://www.hl-improvement.com/forums/index.php?topic=2055.0

Released! Now hurry up and release the damn pack!

Sorry if I sound unpatiently, but I'm a human too and even my patience has an end :-[.
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 06:09:47 PM
w00t!

I'm so excited!
Title: Re: HL Source High Definiton
Post by: Romka™ on September 05, 2005, 06:15:35 PM
w00t!

I'm so excited!
I don't believe you, because I know that my model sucks.
Title: Re: HL Source High Definiton
Post by: when on September 05, 2005, 06:44:15 PM
I don't believe you, because I know that my model sucks.

well it is a good model and i think it will go down well with the HD pack :D

Edit: page 80 :D
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 07:11:25 PM
I don't believe you, because I know that my model sucks.

(Romka + Modelling Tools = Crappy Model) = Paradox
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 05, 2005, 07:17:22 PM
Will Barneyinblue, Romka and myself be involved in this 'comparision' ? or will you just act on your own again?

Sgt. Wilco, when have we acted on our own?  How could we act on our own?  This is a public forum and everything we do gets posted here for discussion.  That's what this forum is for... for the team and the community to discuss this project.  The whole reason I would post any comparison shots would be for everyone to give their vote, as usual.  Team and community alike.  Both pictures have been posted (the authors did it for me), so all we have to do is vote.  I have never left you out before, why would I do it now?  What exactly am I doing to make you feel like I'm trying to leave you out?


Quote
Same goes to you Flynia... I feel left out of your 'information' - and thats not fair since we did most of the conversion.
Don't forget that I persuaded Barneyinblue to make you the leader Frraksurred. AND we gave you tutorials to convert the models.

Just don't forget about us alright'y.


If you read back through my posts you will find that I thank you guys regularly.  I'm not remotely interested in leaving any of you "out", of the info or anything else.  The three of you are responsible for the overwhelming majority of this pack!  I don't think Flynia is trying to leave you out either.  He has worked closely with Barneyinblue on a number of his projects and posted everything here.  Are you prefering we PM you with everything?  I guess I'm getting a little frustrated here because it seems like everytime I turn around I'm doing something wrong when I feel like I've gone out of my way to honor the work that has been done.  We have worked together before, you know I am open to contrustive criticism.  If there is something specific you, or anyone else feels I am messing up on, I not only invite you to contact me, I prefer that you contact me.  It is not my goal to disrespect or make enemies here.

Anyway, I will qut carrying on now.

--

Ok finally home... after heaps of errors and such ive finally got the medkit done :)

Nice work Flynia.  When I was doing some playtesting yesterday I remember thinking, "man we really need a better medkit and battery."  I must have some powerful brain waves for you to pick up on in Australia!  LOL!

It seems you are going to be doing most the work between the two of us.  I tried working on the gib packs again last night and could not get MS3D or StudioCompiler to decompile anything no matter where I had the files.  This is getting ridiculous.  I've tried everything short of reformatting to fix these problems and nothing has worked.  I'd say I give up, I'm goiing to go work on the installer or something that does work, but that's just not me.  The more it doesn't work, the more determined I get to make it work.  I may go work on the installer for awhile to settle down and think, but eventually I go back to it.  Anyway, I am sorry I haven't been much help.  I am working to fix the problem, however unsuccessfully.

--

We have another bug, kind of.  The torso and head textures of Romka's hassasin are rendering wierd.  here's a shot to show you what I mean:

(http://img15.imageshack.us/img15/1082/fassasinsm2rc.jpg)
This is what it looked like the day Romka sent it to me

(http://img341.imageshack.us/img341/7167/hassasinbug1xc.jpg)
This is what it looks like now, and I haven't changed anything.

The latex_chrome layer is rendering dominent to the black texture in the new shot.  If you look closely (particularly if the pic is lightened) in the first pic the torso and head had more of a chrome look then the arms and legs, but it wasn't overwhelming.  In the recent shot it is overwhelming.  I have not changed a thing on this model.  I have increased the brightness ingame when this screenshot was taken, that is the only thing I can think of that would explain this anomoly.  Anyone have any input into this issue?  Romka, you have any idea what it might be?

--

Released! Now hurry up and release the damn pack!

Sorry if I sound unpatiently, but I'm a human too and even my patience has an end :-[.

I understand how you feel.  I want it done to, but I know you don't release undone, buggy stuff so neither will we.  ;D  If you would like, I can send what we have to you, so as a team member you can enjoy them, tweak them if you so desire, etc.  Would that help tide you over?

I don't believe you, because I know that my model sucks.

Romka, your models on some of the finest on this board, this one included.  No artist is ever completely satisfied with their work, that's why everything is forever a WIP.  Give yourself some credit man.  It's a previledge for this pack to have some of your models in it!
Title: Re: HL Source High Definiton
Post by: Romka™ on September 05, 2005, 07:27:48 PM
The latex_chrome layer is rendering dominent to the black texture in the new shot.  If you look closely (particularly if the pic is lightened) in the first pic the torso and head had more of a chrome look then the arms and legs, but it wasn't overwhelming.  In the recent shot it is overwhelming.  I have not changed a thing on this model.  I have increased the brightness ingame when this screenshot was taken, that is the only thing I can think of that would explain this anomoly.  Anyone have any input into this issue.  Romka, you have any idea what it might be?
Perhaps your brightness ???
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 07:28:24 PM
Did you just get new video drivers, or something?
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 05, 2005, 07:40:58 PM
Did you just get new video drivers, or something?

As a matter of fact I did.  Good point.

I'll try messing with the brightness as well.
Title: Re: HL Source High Definiton
Post by: Romka™ on September 05, 2005, 07:51:27 PM
As a matter of fact I did.  Good point.

I'll try messing with the brightness as well.
Oh, yes I remember something similiar the latest days . . . Attention: Don't make any custom changes in Direct3D or OpenGL!
My watter was like electrified . . . always blinking :-\
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 05, 2005, 07:55:34 PM
Oh, yes I remember something similiar the latest days . . . Attention: Don't make any custom changes in Direct3D or OpenGL!
My watter was like electrified . . . always blinking :-\

Good to know.  Thanks for the info Romka.
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 09:01:46 PM
Almost 100 pages....

Is the Fassassin thing bad?
Title: Re: HL Source High Definiton
Post by: Romka™ on September 05, 2005, 09:04:06 PM
Almost 100 pages....

Is the Fassassin thing bad?
Look at the pic!

BTW. Frrak, what about the HEVs, are they that bright too? They use the same shader options.
Title: Re: HL Source High Definiton
Post by: JoshuaC on September 05, 2005, 09:11:12 PM


We have another bug, kind of.  The torso and head textures of Romka's hassasin are rendering wierd.  here's a shot to show you what I mean:


This is what it looked like the day Romka sent it to me

This is what it looks like now, and I haven't changed anything.

The latex_chrome layer is rendering dominent to the black texture in the new shot.  If you look closely (particularly if the pic is lightened) in the first pic the torso and head had more of a chrome look then the arms and legs, but it wasn't overwhelming.  In the recent shot it is overwhelming.  I have not changed a thing on this model.  I have increased the brightness ingame when this screenshot was taken, that is the only thing I can think of that would explain this anomoly.  Anyone have any input into this issue?  Romka, you have any idea what it might be?



Looks like your envmap got messed up.
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on September 05, 2005, 09:23:34 PM

If you read back through my posts you will find that I thank you guys regularly.  I'm not remotely interested in leaving any of you "out", of the info or anything else.  The three of you are responsible for the overwhelming majority of this pack!  I don't think Flynia is trying to leave you out either.  He has worked closely with Barneyinblue on a number of his projects and posted everything here.  Are you prefering we PM you with everything?  I guess I'm getting a little frustrated here because it seems like everytime I turn around I'm doing something wrong when I feel like I've gone out of my way to honor the work that has been done.  We have worked together before, you know I am open to contrustive criticism.  If there is something specific you, or anyone else feels I am messing up on, I not only invite you to contact me, I prefer that you contact me.  It is not my goal to disrespect or make enemies here.


I'm not concerned about the credits. I couldn't care less about honour - its a model pack. All I am saying is that you've rarely contacted me about anything to do with the pack. You constantly Pmed me to get my files - then I recieved nothing. All I've got is a few messages from Flynia. I must be out of the loop as things are being done without my knowledge whatsoever. You keep talking about votes and 'comparisions' of models that I've never seen before.

You're not going wrong... You've managed to sort out the pack and get things solved. Don't think I don't understand how much you've been doing. I just feel out of the loop of things... reminds me of Baracuda's leadership.  :D


---------

As for the Hassassin - it seems to me that the render is plain chrome... which is meant to be used for goggles and metal. You can tell by the way it is reflecting in the light. Your best bet would be to change the vmt file. Barneyinblue knows more about that than I.
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 05, 2005, 09:44:05 PM
BTW. Frrak, what about the HEVs, are they that bright too? They use the same shader options.

Nope.  The HEV, Holo and player models all look excellent ingame.

--

Looks like your envmap got messed up.

They do not use any.  We've tried incorperating envmaps with every model we could, but any model or part of model that uses a chrome texure gets messed up when mixed with a envmap.  Hence, for those we do not use them.

--

I'm not concerned about the credits. I couldn't care less about honour - its a model pack. All I am saying is that you've rarely contacted me about anything to do with the pack. You constantly Pmed me to get my files - then I recieved nothing. All I've got is a few messages from Flynia. I must be out of the loop as things are being done without my knowledge whatsoever. You keep talking about votes and 'comparisions' of models that I've never seen before.

You're not going wrong... You've managed to sort out the pack and get things solved. Don't think I don't understand how much you've been doing. I just feel out of the loop of things... reminds me of Baracuda's leadership. :D

Perhaps this is simply a misunderstanding between you and I.  I have not contacted you because I was under the understanding you wanted to be through with the pack and not bothered with it.  For that reason I have tried not to bother you about it anymore then I had to.  Since everything we do is posted on the forum I figured you would envolve yourself when and where you wanted.  It's never been my intention to put you outside the "loop", but you seemed to be fed up with everybody (including me) nagging you, so I thought I'd give you some space.  If you want things otherwise, that is more than alright with me.  I'd just as soon you be more involved.  ;D  Additionally, all votes and comparisons are done here, publically.  That is done specifically to NOT exclude anybody.  If you'd like me to notify you when something is being tossed around, I would be more then happy to send out a team-wide PM.  I apologize if I've misunderstood what you wanted from me as a manager, and I'm glad we can work this stuff out with some mutual respect.

Quote
As for the Hassassin - it seems to me that the render is plain chrome... which is meant to be used for goggles and metal. You can tell by the way it is reflecting in the light. Your best bet would be to change the vmt file. Barneyinblue knows more about that than I.

Actually, that gives me an idea.  I'm going to go experiement with something.  BRB.
Title: Re: HL Source High Definiton
Post by: when on September 05, 2005, 09:54:20 PM
so who is the leader now becasue i lost track a long time ago and now i'm confuse?  ???
Title: Re: HL Source High Definiton
Post by: flynia on September 05, 2005, 10:06:40 PM
Hey all wow what can i say :(

I hope everybody is going fine... Sorry to hear you feel like your being "left out" Wilko... I was under the same assumption as Frrak as you said you wanted nothing more to do with Pack... i am more then willing to keep you infromed if need be :)

On another note ive had medkit issues... im not sure whats going wrong but it dosent seem to want to "collect" ingame... ive tried everything i know with it and have decided to host it here so that i can get a few opinions on the model if thats ok with people... if not ill take it down. Ambient Impatcs deserves lots of praise for this model :) It will need to be extracted to the following directory:

If i could encourage people to PM me with results that would be great :)

C:\xxx\Steam\Steamapps\<username>\half-life source\hl1\

Cheers flynia

[File not found]
Title: Re: HL Source High Definiton
Post by: Hircine on September 05, 2005, 10:34:44 PM
To bad the models don't have phys files..is it possible to give them phys files or would that require a brand new mod? (I mean pick up items)
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 10:43:25 PM
Oh yeah. PLEASE tell me you guys set these as "prop_physics"!!!
Title: Re: HL Source High Definiton
Post by: Romka™ on September 05, 2005, 10:46:32 PM
Do you mean the w_models . . . like w_9mmAR.mdl for example?
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 10:48:03 PM
If you're talking to me, I meant the ragdolls, but it would be cool to have them all as props...
Title: Re: HL Source High Definiton
Post by: Romka™ on September 05, 2005, 10:49:34 PM
And I asked you rather the ragdolls should be on the w_models. Well?
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 10:51:58 PM
Ok... NOW you're confusing me.... I was just talking about setting them to prop_physics so there were actual collisions with world objects and other things, like perhaps crates, weapons, other bodies....

EDIT: Wait, is "w" world? If so, then probably yes.
Title: Re: HL Source High Definiton
Post by: Romka™ on September 05, 2005, 11:00:01 PM
Man, that's what I was talkin' about :D.

I already tried it. My w_shotgun and 9mmAR use ragdolls.

Hmm :(

Doesn't work in HL:S :-\.
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 11:01:30 PM
Can the bodies be set to props, so they collide with everything?
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 05, 2005, 11:33:36 PM
so who is the leader now becasue i lost track a long time ago and now i'm confuse? ???

Technically I am the manager of the pack.  It was turned over to me by Sgt. Wilco and Barneyinblue.  Previous to them Baracuda was manager.  He stepped down to pursue other things.  I will be the first to admit, management is pretty much where my skills end.  All the modeling has been handled by Romka or we have used A.I's models.  Barneyinblue and Sgt. Wilco have done the bulk of the converting, with Flynia picking up where they left off.  All the above, including Romka have done an extensive amount of troubleshooting.  We are keeping a very up to date Readme that will include all the credits.

--

On another note ive had medkit issues... im not sure whats going wrong but it dosent seem to want to "collect" ingame... ive tried everything i know with it and have decided to host it here so that i can get a few opinions on the model if thats ok with people... if not ill take it down. Ambient Impatcs deserves lots of praise for this model :)

Sounds like we're missing some kind of association in the .qc.  Couldn't tell you what, but you might decompile the original medkit from the GFC's and compare .qc's.  One little command could throw us off.

--

To bad the models don't have phys files..is it possible to give them phys files or would that require a brand new mod? (I mean pick up items)

Amost alll our models have phymodel files.  Ragdoll has been taken care of.  As far as world models like crates and barrels, etc.  That would warrant some looking into.

--

Can the bodies be set to props, so they collide with everything?

That I do not know.  Last I knew there was an ingame console command that made the NPC's collide with other things and NPC's.  I'm unaware of how to do it apart from that.

Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 11:34:59 PM
I'm sure that there is a command somewhere in the .qc file (or SOMETHING like that) that causes collision with other objects.
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 05, 2005, 11:38:54 PM
I'm sure that there is a command somewhere in the .qc file (or SOMETHING like that) that causes collision with other objects.

And you are probably right.  I know you can compile a model as a "prop_physic" but I have never tried it on a character as I thought it was for non-living models.
Title: Re: HL Source High Definiton
Post by: flynia on September 05, 2005, 11:41:29 PM
Hmmm this may have something to do with it:

$sequence "idle" "idle" fps 30

It should be $sequence "idle" "ACT_VM_IDLE" 1 "idle" fps 30

Apart from that here is the QC im working with from Ambeint Impacts Medkit... ill look further into it tonight as well as making a start on the conversion for Romkas Apache :) (Which looks "fully sick mayte")  ;D

Thanks for the tip Frrak i cant believe i didn't think of that :( I have definatly earned my "Uber 1337 Noob" status!

/*
==============================================================================

QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.

w_medkit.mdl

Original internal name:
"w_medkit.mdl"

==============================================================================
*/

$modelname "w_medkit.mdl"
$cd ".\"
$cdmaterials "models\world_models\wrld_medkit"
$scale 1.0
$cliptotextures


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000


//reference mesh(es)
$body "medkit" "w_medkit_ref"


//$texrendermode "medkit_button_glow.bmp" "additive"
For Some reason it wont work with this command it gives errors with $texrendermode... can anybody help with that???

// 1 hit box(es)
$hbox 0 "medkit" -13.210000 -3.180000 -16.420000 13.220000 3.780000 18.900000

// 1 animation sequence(s)
$sequence "idle" "idle" fps 30

// End of QC script.[/size]


Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on September 05, 2005, 11:45:39 PM
Quote
$modelname "w_medkit.mdl"

$cdmaterials "models\world_models\wrld_medkit"

$scale 1.0

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

$eyeposition 0.000000 0.000000 0.000000

$body "medkit" "w_medkit_ref"

$hbox 0 "medkit" -13.210000 -3.180000 -16.420000 13.220000 3.780000 18.900000

$sequence "idle" "idle" fps 30

Now it's much better without unnecessary code.  :)
Title: Re: HL Source High Definiton
Post by: James on September 05, 2005, 11:49:28 PM
Flynia, when you get those errors with the texrendermode, are you compiling with MS3D?
Title: Re: HL Source High Definiton
Post by: flynia on September 05, 2005, 11:49:39 PM
Just for the record Barney

YOU ROCK!!!!

Thanks man!

"See this man people... HE IS THE MAN :)"

Cheers flynia
Title: Re: HL Source High Definiton
Post by: flynia on September 05, 2005, 11:50:49 PM
Sorry for the double post...

I decompile with Milkshape 3D yes.... is their a simular command for the "Source" engine at all???

Or is it a flaw in the decompile process??? If their is a new command for Studiomdl.exe what is it???

Cheers flynia


Flynia, when you get those errors with the texrendermode, are you compiling with MS3D?
Title: Re: HL Source High Definiton
Post by: James on September 05, 2005, 11:53:02 PM
Yeah, MS3D doesn't like the texrendermode command, although it is a valid QC entry. Use this program to compile cleanly:



[File not found]
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 11:55:56 PM
And you are probably right.  I know you can compile a model as a "prop_physic" but I have never tried it on a character as I thought it was for non-living models.

I am pretty sure that they are only props when they die, but I did once play a mod where all the characters were prop_physics and they worked fine.
Title: Re: HL Source High Definiton
Post by: flynia on September 05, 2005, 11:56:33 PM
Isn't that the same one as the one that comes with Valves SDK???

If so i already have it... I should clarify a little more that the issue is recompiling the model for "HL Source"

I just use milkshape to decompile MDL files.

Is their a substitute for the $texrendermode command at all???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on September 05, 2005, 11:57:45 PM
I am n00b, and you are Ub3r 1337 n00b?
Title: Re: HL Source High Definiton
Post by: Barnz on September 05, 2005, 11:58:01 PM
Just use the Valve's studiomdl. You are modelling for HL2 not HL1.
Title: Re: HL Source High Definiton
Post by: James on September 05, 2005, 11:59:29 PM
Yeah, Barney will know. He is the man, as mentioned earlier :)
Title: Re: HL Source High Definiton
Post by: Barnz on September 06, 2005, 12:00:01 AM
Why did you uploaded the studiomdl?
Title: Re: HL Source High Definiton
Post by: James on September 06, 2005, 12:01:25 AM
Because I didn't realise he was compiling for Source. I thought he was doing a test compile on HL1 before porting over to HL:S.
Title: Re: HL Source High Definiton
Post by: flynia on September 06, 2005, 12:01:35 AM
I'm actually a IT Admin by trade... so i guess noob is a understatement lol.

Speaking of such its time for me to do some work :)... see ya all at lunchtime when i get the joy of adding lines for Romkas Apaches VMT's :)

I'll recompile the model tonight and give "Surface Tension" another whirl :)... god i love that level :)

EDIT- Sorry guys ill be more clearer in the future :)
EDIT- Was their a substitute for the $texrendermode command?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 06, 2005, 12:39:57 AM
With all this talk of compiling, what program do you guys recommend for decompiling?  MS3D and StucioCompiler refuse to decompile anything for me and I've uninstalled and reinstalled and tried different versions.  Nothing has helped.

--

On a better note I've managed to fix our zombie shirt bug... and I'm almost in disbelief over it considering how many problems I've had with every other problem (actually things would be fine if my flippin' programs would work.

(http://img276.imageshack.us/img276/4917/zombiefixed6kt.jpg)
No more ugly green edges.  Alpha channel to the rescue!

--

I am n00b, and you are Ub3r 1337 n00b?

I guess that would make me UL7RA max|mus T3IR 5 no0b!!!  Yeah, tres chic.
Title: Re: HL Source High Definiton
Post by: flynia on September 06, 2005, 12:50:03 AM
Well done mate! Nice work you are a "American Idol"

Could i get ya to email the VTF to me so that we are both on the same page :)

flynia@lycos.com if thats ok... hotmail is firewalled from work :(

He looks very "gooey"

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on September 06, 2005, 12:51:10 AM
Huzzah for Frraksurred!

I am teh ub3r 1337 tendo fan and u sux0rz

What IS tendo, anyways?
Title: Re: HL Source High Definiton
Post by: flynia on September 06, 2005, 01:05:07 AM
Ok all this "Geek Talk" is making my brain hurt :(

Can anybody assist me with how to have glow effects on models??? I wanna port the battery with the glow effect over to HL Source but cant seem to find a command to do it :(

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 06, 2005, 01:05:52 AM
Well done mate! Nice work you are a "American Idol"

Could i get ya to email the VTF to me so that we are both on the same page :)

LOL.  Well, I'm no idol... american or otherwise :p  It did feel good to actually accomplish something.  I got my MS3D to work again to so I'm pretty hyper right now.  I'm trying to get some gibs converted while I have the opportunity.

Huzzah for Frraksurred!

Thank you, thank you.  Hopefully this is a new trend, I was getting pretty fed up with everything breaking on me, lol.
Title: Re: HL Source High Definiton
Post by: JoshuaC on September 06, 2005, 01:06:16 AM
Glow effect should be a sprite attached to the model somehow.
Title: Re: HL Source High Definiton
Post by: flynia on September 06, 2005, 01:13:49 AM
Its in the QC as //$texrendermode "medkit_button_glow.bmp" "additive"

but studiomdl.exe dosent like to compile with it :(

Any ideas mate???

Cheers flynia
Title: Re: HL Source High Definiton
Post by: fury_161 on September 06, 2005, 03:01:01 AM
Its in the QC as //$texrendermode "medkit_button_glow.bmp" "additive"

but studiomdl.exe dosent like to compile with it :(

Any ideas mate???

Cheers flynia

For HL2? No no no no no no no! No way! Everything to do with the textures except for the $cdmaterials command is in the vmt files. 
Title: Re: HL Source High Definiton
Post by: flynia on September 06, 2005, 06:43:26 AM
Thanks for that Fury :)

I've also managed to convert the texutres over for Romkas Apache... Watch this post as i will try to get some in game screenies of it it the next hour or so :) He may not like the model himself... but it does lend another good "tribute" to him and his ability :)

The next model im going to go on a hunt for is the "tanks"... id like to spruce them up a bit compared to the originals so if anybody knows any good models let me know :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 06, 2005, 07:08:35 AM
Well, since MS3D was actually working for me I decided to get something done.  So I converted the gibs... all 35 of them.

My mouse finger hurts.   :P

I'd post up some screens but it's 1 am and I'm too tired.  Here's a quick collage just cuz I gotta give ya something. ;D

(http://img386.imageshack.us/img386/7802/gibcollage26as.jpg)

--

I also had a go at solving the hassisn problem.  Between Barneyinblue's files and Romka's files I was able to get a partial fix, but not an acceptable one.  Basically the head and torso either had the chrome effect but it was smothering the basetexture, or the basetexture rendered fine, but there was no chrome effect.  I was contacted by Fury_161 and he has volunteered to take a look at it.  Thanks go out to him for lending us a hand.  I'll get back to you with the results.

--

We were discussing the Apache earlier and I mentioned I'd post up some comparison shots.  Some of these have already been posted, but here they are all together.

(http://img190.imageshack.us/img190/3162/defaultapache0op.jpg)
Default Apache.

(http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=2055.0;id=3193;image)
Romka's never before released.

(http://www.hl-improvement.com/forums/index.php?action=dlattach;topic=74.0;id=3172;image)
Marphy Black's from a few pages back.

Hard to appreciate these from the pics, but take a look and give us your vote.  Last I knew most were leaning towards Romka's, which is where my vote would be.  I'd like to here from the rest of the team and the community as well.  Thanks for everyone's participation.

--

Work is in a few hours so I'm hitting the sack.  Have a good, uh... whatever it is for you (day, night, delirium).  ;D
Title: Re: HL Source High Definiton
Post by: flynia on September 06, 2005, 09:11:27 AM
I have fixed up the medkit model and it now seems to collect fine :)

I'll try it out some more tonight as i go...

I'm not having much luck with the Apache model either :(

It appears to be embedded in the ground during the opening chapter :(

I'll work on this issue and see what i can turn up.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Cpl_Death on September 06, 2005, 11:01:43 AM
We looking at a beta release soon?
Title: Re: HL Source High Definiton
Post by: flynia on September 06, 2005, 11:21:48 AM
Hey All

Barneyinblue has let us use his "Red_Slug Converted" battery :)

Credits to both these fine artists :)

EDIT:- Replaced battery with working model.

(http://img383.imageshack.us/img383/2649/battery8gt.jpg)

He has sent the file through to me and in turn i will email it to Frakk for processing :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: when on September 06, 2005, 11:46:45 AM
happy day this pack coming soon, yes?
Title: Re: HL Source High Definiton
Post by: flynia on September 06, 2005, 11:59:14 AM
We still have a little bit of fine tuning and a few issues yet to resolve... at current point we are not far off the goal but wanna make a few changes before beta.

I'm sure Frrak will elaborate on these changes when he comes online.

Please bear with us folks :) We wanna make this as good as we can :). Theirs no point releasing buggy software :(

Cheers flynia

Title: Re: HL Source High Definiton
Post by: .:TWP:. Jazz_man on September 06, 2005, 12:20:50 PM
What about textures from Besli? Has there been any progress there?
Title: Re: HL Source High Definiton
Post by: flynia on September 06, 2005, 12:24:24 PM
My reccomendation would be to send Belsi a PM asking what he has done in term of updates if any.

Cheers flynia

Title: Re: HL Source High Definiton
Post by: Frraksurred on September 06, 2005, 01:16:39 PM
Barneyinblue has let us use his "Red_Slug Converted" battery :)

Credits to both these fine artists :)

I have fixed up the medkit model and it now seems to collect fine :)

That is awesome, great work!  I will be sure to contact Barneyinblue and Red Slug with our appreciation.

Quote
I'm not having much luck with the Apache model either :(

It appears to be embedded in the ground during the opening chapter :(

Interesting.  No idea what to say about that.  The game must be spawning it inside the map which would lead my to think there is a problem with the colision model in the .qc.  That's just a stab in the dark though.

--

happy day this pack coming soon, yes?

Potentially, yes.  We have a clipping problem with our Scientist and Zombies, and a minor issue with the hassasin that is getting looked at as we speak, but other then that we are looking pretty good.  If we have a fixed hassasin soon we may consider a beta release while we iron out the clipping issues.  Just pray no more bugs pop up.  ;D

--

What about textures from Besli? Has there been any progress there?

I have PMed Besli a couple times, but have heard nothing back as of yet.  I will try him again.  Last I knew only a few textures had been added to the previously released pack so I guess the answer would be "a little". 

--

I'm off to work.  I will update more this evening.  Take care people.
Title: Re: HL Source High Definiton
Post by: Romka™ on September 06, 2005, 03:59:52 PM
(http://img377.imageshack.us/img377/6412/batt6jw.jpg)

Ewwwww . . . what's wrong with the connecter texture? That just doesn't look right :-\.
Title: Re: HL Source High Definiton
Post by: Anakite on September 06, 2005, 04:46:20 PM
I don't know..... I saw a screenshot of the inside of the tram with besli's pack, and I didn't like it. The size of the doorway texture was too large, and the hole (or dent, whatever you call it) was disappearing behind the floor, whereas in the original, it was safely above it. This might only be a problem with that one spot, but that's the only shot I've seen.
Title: Re: HL Source High Definiton
Post by: James on September 06, 2005, 06:11:42 PM
Perhaps when it was compiled for HL1 it got that problem that Milkshape sometimes creates upon a compile when the textures aren't quite the correct size so the texture gets stretched diagonally and then was never noticed?
Title: Re: HL Source High Definiton
Post by: Anakite on September 06, 2005, 07:38:20 PM
Hmmm, maybe.
Title: Re: HL Source High Definiton
Post by: flynia on September 06, 2005, 11:48:17 PM
Figured that battery issue out...

The files with chroming in them didnt have "VertexLitGeneric_DX6"

I will update the post tonight and add the updated pic to the previous post :)

EDIT:- Replaced battery with working model.

(http://img383.imageshack.us/img383/2649/battery8gt.jpg)

Thanks guys for the sharp eyes :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Anakite on September 06, 2005, 11:50:49 PM
Something that would be nice would be some dynamic lights on the battery...
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 07, 2005, 05:43:33 AM
What is to report... what is to report?  Hmmm, let me think.

Not much.  ;D  Except we're really close to having a beta ready.  :o

--

I was messing around and converted H4wk's crossbow.  I had thought about including it in the installer version of the pack as an option (you could choose it or the regular HD xbow).  H4wk has already given his permission for us to use it provided he is credited (naturally).  Here is a pic:

(http://img361.imageshack.us/img361/2381/h4wkxbowsource2gy.th.jpg) (http://img361.imageshack.us/my.php?image=h4wkxbowsource2gy.jpg)

For those who can't wait, I have contacted H4wk about releasing it in "Source Releases".

--

I have tried repeatedly to convert the PS2 Sentry to source.  I can get the model and textures ingame, but none of the animations work.  The original sentry.mdl from the GFC's does not provide any Source animations except "ACT_DIE_RAGDOLL".   Additionally, Studiomdl.exe will not compile it for some reason (and I cannot find anything wrong in the .qc or folder).  I've had to use Cannonfodder's StudioCompiler which I'm not fond of using for Source models. 

Any help would be appreciated.  This is another model I would like to add as an option.

--

BTW, this is all post beta content.  None of this is holding up beta release.  We are working on the hassasin and then, provided nothing else goes wrong, we are planning on releasing a beta. 

IMPORTANT: The beta will not be advertised.  Those who frequent this forum will be welcomed to download and help us beta test it, but that is as far as we would like it to go, for now.  After we have beta tested for at least two weeks and feel confident we have a solid, bug-free pack we will upload to Filefront and go public.  I do not want to risk all our hard work getting a bad reputation because of stuff we may have missed and the community downloading something unfinished under the assumption it was an official release.  Enough people know about this to effectively test it.  If anyone feels we are wrong in doing this, you are welcomed to post your thoughts and/or PM me.  As a team, we want this pack to be presented in it's best form.

--

That's it for now, more later.
Title: Re: HL Source High Definiton
Post by: flynia on September 07, 2005, 05:48:32 AM
Agreed :)

The beta should be contained as much as possible to avoid issues with buggy content. 2 Weeks should be ample time to test the beta out and make sure it is perfect in every detail.

Final say falls with Frrak about the beta and how/when it will be released although i do reccomend that we just use a RAR file for the time being so that file locations can be perfected within the final installer :)

EDIT:- Personally i think Silver Bolts with Red Tails would look better though... sorry chaps! :(

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 07, 2005, 06:21:50 AM
EDIT:- Personally i think Silver Bolts with Red Tails would look better though... sorry chaps! :(

That can be done pretty easily by the end user.

On that subject, the bolts are supposed to have a chrome effect, but I cannot tell if it's working.  The .vmt's look in order, but I can't seem to get it into a light where I see a reflection.  Here is the .vmt for good measure:

"VertexLitGeneric"
{
   "$baseTexture" "models\v_crossbow/Xbow_bolt_chrome_black"

   "$envmapsphere"         1

   "$envmapmode" 1

   // requred to see specular on dx6+7 at all
   "$multipass" 1
}

As I understand it, colored chrome does not need the "_DX6" moniker, and can use the $baseTexture instead of just a $envmap.  I tried it both ways and did not get any noticable change.  If I am mistaken, someone PLEASE let me know.  ;D

--

Does anyone know the name and location of these images in the game files?  I would like to look into updating them if possible.  We would likely have to anti-alias the new Barney over the old one, better yet, scrap it and make a decent shot.  However, we could probably take a whole new shot for the Scientists.  Of course matching the text might be tricky. 

(http://img364.imageshack.us/img364/6757/tex11lp.jpg)

(http://img352.imageshack.us/img352/5016/tex25dz.jpg)

I'll have to talk to Besli about this one, lol.

(http://img370.imageshack.us/img370/402/texbug9pt.jpg)

Not sure if this is the fault of the engine or the image.

Input?

--

Lastly, does anyone know of a HD Icky?  It is one of the few models we haven't replaced, but I've never seen a HD version.  I browsed the model release thread but didn't see anything.  Does anyone have a PS2 copy we could rip it from?
Title: Re: HL Source High Definiton
Post by: JoshuaC on September 07, 2005, 06:33:38 AM
Maybe you should PM the beta to select members to beta test. Like me :D and anyone that showed interest in the pack.
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 07, 2005, 06:39:31 AM
Maybe you should PM the beta to select members to beta test. Like me :D and anyone that showed interest in the pack.

Well, we can't send files via PM, and if we could it would constatute a lot of work on our behalf to get the same result as hosting it here.  ;)
Title: Re: HL Source High Definiton
Post by: flynia on September 07, 2005, 06:52:08 AM
Especially since all the files around the 60MB (Thats a rounded up figure) mark which is well beyond the limits of conventional file/mail servers.

We are currently looking into webhosting and such but these things do take time especially trying to find sites that allow single files larger than 10MB. FTP Access is prefered of course so if anybody knows of sites that would be willing to host files of that size (40-60MB) please let us know.

Can i get a copy of that crossbow :) Pleeease!

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Barnz on September 07, 2005, 09:36:55 AM
Why did you converted that crossbow model? Gearbox already made a HD crossbow...
Title: Re: HL Source High Definiton
Post by: Sephiroth on September 07, 2005, 11:27:26 AM
Yeah, I would be more interested in an official HD crossbow. Not some converted model that a user made. I would like for this pack to feel more official.
Title: Re: HL Source High Definiton
Post by: flynia on September 07, 2005, 11:42:52 AM
We should maybe put it too a vote then :)

That would solve the issue... either that or offer a selection maybe.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: .:TWP:. Jazz_man on September 07, 2005, 12:26:00 PM
I vote for the Sexy black Crossbow.  ;D
Title: Re: HL Source High Definiton
Post by: flynia on September 07, 2005, 12:46:37 PM
Ok i have had a look at the sentry gun below:

http://www.hl-improvement.com/forums/index.php?topic=559.0

I managed to convert all the textures for it fine but I too am having issues with it... mainly it dosen't want to fire at me :(... I don't know enough about the ragdoll.smd and phymodel.smd so i can't really help with this one :(

I will look into it further tomorrow though as im too tired now to worry about it.

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 07, 2005, 01:40:49 PM
Why did you converted that crossbow model? Gearbox already made a HD crossbow...

Yeah, I would be more interested in an official HD crossbow. Not some converted model that a user made. I would like for this pack to feel more official.

We should maybe put it too a vote then :)

I vote for the Sexy black Crossbow. ;D

LOL!  Ok, read carefully people.  Like I said above BOTH crossbows are in the pack.  This is bonus material!  The original HD crossbow is the default crossbow for the pack, but if you download the version that comes with it's own installer, you will have the added option of choosing H4wk's crossbow.  It's designed to give the user the choice; we're all about giving you the choice.  Make sence now?

--

Ok i have had a look at the sentry gun below:

http://www.hl-improvement.com/forums/index.php?topic=559.0

I managed to convert all the textures for it fine but I too am having issues with it... mainly it dosen't want to fire at me :(... I don't know enough about the ragdoll.smd and phymodel.smd so i can't really help with this one :(

This is the same model I was working with, and the same problems I was having with it.  The animations do not work, because there are no Source equivilents, and the ragdoll does not work becasue the compiler does not have enough info to effectively make it.  This is basically what I was saying above.  I'm stumped on it as well.  Without Source's versions of "idle1", "retire". "deploy", etc. the model will do nothing.  Likewise, until I can get familiar enough with MS3D to assign the different sections of the model to it's bones (very odd bone structure), then we will not have the proper phymodel.smd and ragdoll.smd files to compile a working ragdoll.  Something else we can look into further after 2.0 release.

For the record, this was also a model I was going to offer as an "option" to the default.

--

Ok, gotta go.  Late for work.  :o
Title: Re: HL Source High Definiton
Post by: Sgt Wilko on September 07, 2005, 04:56:19 PM
Oh dear... poor Frrak and Flynia have reached a herdle.

Send it to Wilko, and he'll see what he can do.  ;)


EDIT: Why did you release the crossbow in source releases? The idea was that they waited for the full pack.
Title: Re: HL Source High Definiton
Post by: flynia on September 07, 2005, 11:16:15 PM
Here is a weird bug i have found with the medkit and the battery that we have converted over to source from Ambient Impact and Red :(

Can anybody explain this is i sure as heck cant lol

(http://img270.imageshack.us/img270/637/watthe1fe.jpg)

NOTE:- That i have ZERO HEV energy and sv_cheats are all off.

Here is the QC for each



$modelname "w_battery.mdl"

$cdmaterials "models\world_models\w_battery"

$scale 1.0

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

$eyeposition 0.000000 0.000000 0.000000

$body "studio" "battery"

$sequence "idle" "idle" fps 30

------------------

$modelname "w_medkit.mdl"

$cdmaterials "models\world_models\wrld_medkit"

$scale 1.0

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

$eyeposition 0.000000 0.000000 0.000000

$body "medkit" "w_medkit_ref"

$sequence "idle" "idle" fps 30
 


Any hints or tips people?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: James on September 07, 2005, 11:22:17 PM
It appears not to have the model that tells the engine that it's solid. I know it's hit boxes on Half Life, but I think it's an actual model on the Source engine. Are you sure you included the files that make it interact to a players touch?
Title: Re: HL Source High Definiton
Post by: Barnz on September 07, 2005, 11:33:48 PM
Get on MSN Flynia, I'll try to help you at fixing the bugzz......... z_z
Title: Re: HL Source High Definiton
Post by: flynia on September 07, 2005, 11:37:02 PM
I'm at work at the moment so it will have to wait for another 10 hours or so :(

But im welcome to suggestions of what may help :(

I've decompiled the battery for HL2 and its QC looks like this... mind you this is only for a reference... nothing more than that... i don't wanna confuse myself  ;)



$modelname "Items\battery.mdl"
$model "Body" "battery_reference.smd"
$lod 10
 {
  replacemodel "battery_reference" "lod1_battery_reference"
}
$lod 15
 {
  replacemodel "battery_reference" "lod2_battery_reference"
}
$lod 20
 {
  replacemodel "battery_reference" "lod3_battery_reference"
}
$lod 25
 {
  replacemodel "battery_reference" "lod4_battery_reference"
}
$cdmaterials "models\items\"
$hboxset "default"
$hbox 0 "static_prop" -4.328  -2.244  0.000  2.247  2.244  10.091
// Model uses material "Battery01.vmt"
$surfaceprop "item"
$keyvalues  { prop_data { "base" "Item.Small"  } }
$illumposition -1.041 0.000 5.045
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {

   $concave
   $mass 5.0
   $inertia 1.00
   $damping 0.00
   $rotdamping 0.00
}
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 07, 2005, 11:41:07 PM
Oh dear... poor Frrak and Flynia have reached a herdle.

Send it to Wilko, and he'll see what he can do. ;)

"Hurdle?"  I hope that is an attempt to be funny and not a smart remark.  Are you talking about the sentry?  If so it would probably be faster for you to just download it from the link Flynia provided.  I'm dealing with dial-up so file transfers usually have to wait until I get to work each morning.


Quote
EDIT: Why did you release the crossbow in source releases? The idea was that they waited for the full pack.

I didn't convert it expressly for the pack, we already have the HD crossbow.  I liked it so I thought I would add it to the pack as a option for others who might like it, but I didn't see that as a reason to withhold from the public while waiting for the pack.  Do you think I should have waited regardless?

--

I've decompiled the battery for HL2 and its QC looks like this...

Good Idea, but I'd decompile the one from HL:S and look at it's .qc.  I'm sure it will be similar, but the two games are different enough a HL2 .qc  might throw us a loop.
Title: Re: HL Source High Definiton
Post by: flynia on September 07, 2005, 11:45:50 PM
I've emailed Wilko the files ive been working on for the PS2 Sentry...

It contains main textures at 512 x 512 and the other one at 256 x 256

It also includes QC, VMT and VTF's so i guess we will see what he can do with it.

As for the below... nah its good to have little side projects and such :) I've converted a few models that i prefer :) I've got a mixed Gman which i like a lot more :)... Romkas updated 9MMAR... Gearbox's Osprey (Thanks barneyinblue) and now this Awesome "Noob Kicking Pwnage Crossbow"   ;D

I didn't convert it expressly for the pack, we already have the HD crossbow.  I liked it so I thought I would add it to the pack as a option for others who might like it, but I didn't see that as a reason to withhold from the public while waiting for the pack.  Do you think I should have waited regardless?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 08, 2005, 04:43:12 AM
Well after working late and mowing 2 of my parent's 3 acres I didn't get much done on the pack tonight.  I added about a hundred or so lines of code to the installer.  We currently have 2167 files to code for (which doesn't include everything, but close), so I still have a ways to go.  I'll be knocking out a little each night until it is ready to be tested.  File size uncompressed and minus installer is 107 megs at present.  I'm guessing between 80 to 90 with installer and compressed.  Not bad by todays standards, but break out the broadband cuz dial-up won't cut it (and that's coming from a reluctant dial-up user). 

Sgt. Wilco if you figure out what's up with the sentry, please let me know how.  I'd like to learn from the experince for future use.  Given enough time I would have figured it out, but time is something I'm constantly fighting for.  Thanks for offering to help, we appreciate any constructive assistance, particularly with your experience and skill.

--

Have a good night all, I'm crashing early tonight (i.e. before 1 am ;D ).  Take care.
Title: Re: HL Source High Definiton
Post by: Romka™ on September 08, 2005, 05:04:28 AM
Have a good night all, I'm crashing early tonight (i.e. before 1 am ;D ).  Take care.
Good night, I've gotta go to school in 25 minutes again >:(.

I hate Spanish
Title: Re: HL Source High Definiton
Post by: Romka™ on September 08, 2005, 05:04:45 AM
Good night? I've gotta go to school in 25 minutes again >:(.

I hate Spanish
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 08, 2005, 05:07:15 AM
Good night, I've gotta go to school in 25 minutes again >:(.

I hate Spanish

That sucks.

Oh btw, I took Frech for two years.  Wish I would have taken Spanish as I now know several people who speak it.  You'll use it more then you think. ;)
Title: Re: HL Source High Definiton
Post by: flynia on September 08, 2005, 05:14:18 AM
I'm just fluent in aussie ;)

"G'day Mate Howz it going... lets all jump in tha roo and head down the pub" lol

Ahhh well! Back on topic im going to start adding normal maps tonight :)... this will probably take a bit of time so may i suggest it for 2.1 or something like that :)

Cheers flynia
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 08, 2005, 06:46:28 AM
...im going to start adding normal maps tonight :)... this will probably take a bit of time so may i suggest it for 2.1 or something like that :)

I downloaded ATI's NormalMapper and will start familiarizing myself with it as well.  I'm interested to see what we can accomplish.

2.1 is what I would reccomend also.
Title: Re: HL Source High Definiton
Post by: flynia on September 08, 2005, 07:09:17 AM
I have the Nvidia one which is a plugin for photoshop so all i would hopefully need to do is open the VTF... run the filter over the existing image and save it :)

Hopefully this will be right :) Can someone confirm that for me?

Cheers flynia
Title: Re: HL Source High Definiton
Post by: JoshuaC on September 08, 2005, 07:57:39 AM
Just a little fyi the Nivida normal map plugin makes horrible source normal maps.
Title: Re: HL Source High Definiton
Post by: Barnz on September 08, 2005, 09:47:22 AM
You are right JoshuaC. I prefer ATI's Normal Map Generator. You can find the progrman "http://www.ati.com/developer/index.html" here. :)
Title: Re: HL Source High Definiton
Post by: JoshuaC on September 08, 2005, 10:40:04 AM
Do I need modeling experience to use that? (i'm not a modeler :( )
Title: Re: HL Source High Definiton
Post by: Barnz on September 08, 2005, 10:59:50 AM
No... :)
Title: Re: HL Source High Definiton
Post by: flynia on September 08, 2005, 11:26:18 AM
Ok ive been working on normal maps and so far done:

Marphy Blacks Gman
Headcrab
Zombie

More to come soon!

Cheers flynia
Title: Re: HL Source High Definiton
Post by: JoshuaC on September 08, 2005, 11:56:12 AM
The ATi version is a little bit better but it still looks crappy when a flashlight is on it.

(note the basemap is 512x512 and the normal is 1024x1024 so it adds a little bit of extra detail)

(http://img353.exs.cx/img353/1088/atinormalmaptest00019wh.th.jpg) (http://img353.exs.cx/my.php?loc=img353&image=atinormalmaptest00019wh.jpg)(http://img353.exs.cx/img353/9061/atinormalmaptest00022fk.th.jpg) (http://img353.exs.cx/my.php?loc=img353&image=atinormalmaptest00022fk.jpg)

also flynia I wouldnt mind seeing how the normal map maker is working out on those models.
Title: Re: HL Source High Definiton
Post by: Barnz on September 08, 2005, 12:29:52 PM
Argh it looks like a crap.
Title: Re: HL Source High Definiton
Post by: Romka™ on September 08, 2005, 09:51:13 PM
Al'ight, I just figured out the scientist ragdoll problem. Of course the coat stands still, it's because there're too less ragdoll meshs to control every coat bone row and in the QC there's no rotation permission . . . everything's set to "zero".

I know how to fix, but I cannot promise it :-\.
Title: Re: HL Source High Definiton
Post by: flynia on September 08, 2005, 10:29:19 PM
Ok well i have recompiled the hassassin with a QC that barney gave me last night and taken a screenshot of her. She is the original one off Ambient Impacts site so im not sure that she is that "up to date" :(

Can someone let me know if im on the right track :)

Cheers flynia

(http://img151.imageshack.us/img151/328/c2a3d00009uw.jpg)
Title: Re: HL Source High Definiton
Post by: Sephiroth on September 08, 2005, 10:32:03 PM
Looks good to me.
Title: Re: HL Source High Definiton
Post by: Romka™ on September 08, 2005, 10:43:51 PM
Looks bad to me, because you use the textures of the HL1 version, don't you?
Title: Re: HL Source High Definiton
Post by: JoshuaC on September 08, 2005, 10:57:15 PM
Looks bad to me, because you use the textures of the HL1 version, don't you?

I may be wrong but I think those are the new textures the HL1 textures are really horrible.
Title: Re: HL Source High Definiton
Post by: Barnz on September 08, 2005, 11:03:10 PM
Hmm it looks like he forgot add normal maps...
Title: Re: HL Source High Definiton
Post by: Romka™ on September 08, 2005, 11:07:56 PM
Hmm it looks like he forgot add normal maps...
Cmon, we don't need always normal maps. I use for my hassassins only an alpha channel for some reflection like leather material.
I may be wrong but I think those are the new textures the HL1 textures are really horrible.
Nah, I meant the HL1 textures of my hassassins.
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 08, 2005, 11:21:35 PM
Al'ight, I just figured out the scientist ragdoll problem. Of course the coat stands still, it's because there're too less ragdoll meshs to control every coat bone row and in the QC there's no rotation permission . . . everything's set to "zero".

I know how to fix, but I cannot promise it :-\.

Awesome Romka, simply awesome!  If you do manage to fix it, we can apply the same thing to the zombie coat and be down to "zero" bugs!  WooHOO!!!  Good stuff.  ;D

--

Ok well i have recompiled the hassassin with a QC that barney gave me last night and taken a screenshot of her. She is the original one off Ambient Impacts site so im not sure that she is that "up to date" :(

Can someone let me know if im on the right track :)

Looks bad to me, because you use the textures of the HL1 version, don't you?


The only hassassin I knew of on A.I's site is on Romka's page, so I'm assuming they are your textures Romka, correct?.  If not then Flynia should have your updated textures in his backup files.  Cuz every good IT tech has back up files, right Flynia?  ;D

It looks as though it still has the same issues.  No goggles for one, and no chrome on the torso & head, but it's hard to tell from the pic.  Good effort, but it looks like we're not quite there yet.

--

I have an announcement to make.  All team members should have already recieved a PM from me about this.

I have contacted Matt about getting our own section under the "Community Projects" section of the HIT Forums.  With the 2.0 release coming up I wanted to be able to organize bug reports, future requests, etc... and not have it all in a single thread that is hundreds of pages long.  ;D

Matt has granted us the space, the details have been conveyed and within the next day or so the new space should be available to us.  This should help both us as a team and you as fans in a number of ways.  As of now we will have a main board for general HL:S:HD discussion, a child board for bug reports and another child board for requests.  Over all I think this will be a orgainzed and productive step in the right direction for the future of this project.

I want to send a shout out to Matt (You DA MAN!!!) and the HIT Team for this previledge, and ask you the community to help us make it an awesome place to conduct future discussion and do our collective best to not abuse this generous gift.

If you have any thoughts or concerns about this move, please feel free to speak your mind.  We want to envolve everybody.

--

More when I get home.
Title: Re: HL Source High Definiton
Post by: flynia on September 08, 2005, 11:24:33 PM
Like i said its the original version on Ambient Impacts site done by Romka. I'm trying to troubleshoot the texture issue that Frakk and a few other members have had with the character. As for normal maps they are already included :)

Here is the original pic below from Ambient Impacts site... So far the only one ive had has been the one with the face... i cant seem to get the masked ones at all :( I'm pretty sure this must have something to do with something like this being missing from the QC:

NOTE:- THIS IS HGRUNTS

$bodygroup "heads"
{
studio "pc_soldier_mask_reference"
studio "pc_soldier_cmdr_reference"
studio "pc_soldier_baclava_reference"
studio "pc_soldier_black_reference"
}

Hmmm.... i do have backups of my backups... on three different computers mind you ;) I also have the nightly backup of my pc ;)... let me have a look in the original files you sent me... ill compile a mixed batch of screenies and see what i can turn up :). Yes us IT people do have lotsa backups... especially with our knack to fiddle ;)

On other news im going to start compiling normal maps for Gordons weapons over the weekend... while these wont be released until version 2.1 i feel its where my skills will be most usefull for the time being. I also have other projects planned but that is for the future ;)

Also... i now pretty much have default QC scripts for character models in the game... pending approval i will upload all these "character" QC's into our new thread as a RAR file. These QC's will be based on the models from Ambient Impacts Site (Both his and Romkas). This is all pending team approval of course so let me know if this is ok as i don't wanna jump the gun :( The reason for this being their is nothing worse than hunting for a QC file in some backwater "My Documents" folder on your computer then finding it has errors :( Plus it also allows us to set standards for our work :)

Cheers flynia

(http://www.hl-improvement.com/ambientimpact/images/models/Romka/preview_hassassin_Romka.jpg)
Title: Re: HL Source High Definiton
Post by: Anakite on September 09, 2005, 12:04:16 AM
Whoa.... ;D
Title: Re: HL Source High Definiton
Post by: Modemboy on September 09, 2005, 02:48:40 AM
wow, i've been following this for a few weeks now, and all i can say is GREAT WORK!
I eagerly await this release when its complete, you all are doing awesome!
Title: Re: HL Source High Definiton
Post by: Frraksurred on September 09, 2005, 03:21:51 AM
wow, i've been following this for a few weeks now, and all i can say is GREAT WORK!
I eagerly await this release when its complete, you all are doing awesome!

Thank you Modemboy.  It is always nice to have a new fan post his or her support and encouragement.  On behalf of the team, welcome to our little corner of the world.

--

Like i said its the original version on Ambient Impacts site done by Romka. I'm trying to troubleshoot the texture issue that Frakk and a few other members have had with the character. A