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Author Topic: For Hire - A Tactical Shooter on the Source engine  (Read 12479 times)

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jumpdaphuckup!

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #30 on: March 04, 2009, 05:36:44 PM »

that screens are great.
but.
that tree models from ep2 really suck. and the corner of the sky box shouldn't be visible
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toadie

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #31 on: March 05, 2009, 01:02:00 AM »

Eventually it won't be jsut a skybox, so you probably won't see the skybox edges when it's done
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SaxonSwine

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #32 on: March 05, 2009, 03:19:37 PM »

Surely an animated VTF would work.

Yes, quite true and infact an interesting idea.  However that would be more resource expensive than setting up some cheaper moving clouds in the 3D skybox... so if I feel the need to make moving clouds I'll go for the latter.  Personally I'll try to keep the clouds static, they don't really move about that much at night unless you have extreme weather conditions.
As nice as it is to totally pimp stuff out I'm trying to keep the resource load down for maps, COOP based maps tend to be pretty resource heavy for servers (the only way L4D got around this was by keeping NPCs to where the players go).

that tree models from ep2 really suck. and the corner of the sky box shouldn't be visible

The tree models are OK, they just lose detail when you get farther away from them.  Oh, and what Toadie said :P
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Aydin

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #33 on: March 06, 2009, 01:34:01 PM »

In the works here :

« Last Edit: March 06, 2009, 01:44:19 PM by Aydin »
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jumpdaphuckup!

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #34 on: March 07, 2009, 08:56:38 PM »

The tree models are OK, they just lose detail when you get farther away from them.
They suck not because of lod, but because of lighting. I know, it's unbelievable, but i've seen that trees in real life and they don't emit light at night :)
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Aydin

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #35 on: March 08, 2009, 03:50:57 PM »

I love the smell of progress at 2.15 in the morning

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Nige111

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #36 on: March 08, 2009, 04:26:56 PM »

why a single exposed fingertip, WHY?!
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Aydin

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #37 on: March 09, 2009, 02:04:09 AM »

I dunno, I didnt model it Toadie did. It so the merc can turn the page very nimbly of his favourite pornogrpahic comic books.
Thats an Ingame feature, I swear.
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toadie

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #38 on: March 09, 2009, 02:53:43 AM »

why a single exposed fingertip, WHY?!

To be Different.
Hatch make several diffferent gloves that have easy-cut thumb and forefinger marks, which allows the tips of those to be removed. The Reason why that is the case is because it keeps tactile responses in the two fingers on the hand that handle them most.It also means that you don't have issues with gloves in trigger guards (Most unmodified M4A1s and M16A2s have guards that are too small to comfortably fit a glove through without squeezing the trigger).
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SaxonSwine

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #39 on: March 25, 2009, 05:01:07 PM »

Just a heads up to people on this forum, our MODDB and FPSBanana pages are somewhat regularly updated.  Take a look at http://www.fpsbanana.com/studios/21808 or here http://www.moddb.com/mods/for-hire
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SaxonSwine

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #40 on: July 22, 2009, 08:14:06 PM »

More WIP media...




It's not a map I've made, the base map was made by KrimsonKite who sent it to me to port to "For Hire".  I then went to work on the lighting, fog, etc and then recompiled it :]

[File not found]
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SaxonSwine

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Re: For Hire - A Tactical Shooter on the Source engine
« Reply #41 on: March 16, 2011, 01:50:16 PM »

Copy+Paste for fun:

FOR HIRE - ANNUAL UPDATE

It's been a while since anyone on the team posted a news update, so as requested here's an update for all those interested in the project!

Perhaps the first most important thing to mention is that code is now progressing, Minuit from the Cry of Fear team has started coding things for us.  It's still early days for code, but we have some nice features coded in which we'll hopefully expand upon.
We're also in talks with another coder... but I'm not sure if I can say anything about that yet!

Another new addition to the team is the extremely talented MikeeFunks who has taken time out from a high profile project to record some fine lines for us.  Have a listen to some of them here:
http://www.moddb.com/mods/for-hire/videos/player-voice-commands-preview

Toadie as ever has been busy modelling and animating (all in between University & Jobs).  We now have all of our weapon models finished, most of them animated and textured.
Toadie has also been plying his skills to character animation, creating a beautifully animated set of animations which rival those seen in Bad Company 2.  Sadly I can't show them here though - hopefully at some point we can get a video reel of Toadie's great work up.

Lastly I have been busying myself with various different things - chiefly mapping, but also texture art and modelling.
During the last year I have made 4 maps, 3 of which are extremely large.  It's worth pointing out that each map will have several objectives - central objective(s), and periphery objectives; so there will be plenty of things for players to do on each map - the more you do the more you're rewarded.

Screenshots can be seen on our main Moddb profile here: http://www.moddb.com/mods/for-hire.  I was trying to post some screens here but for some reason was failing with that, sorry guys :S

So there we go, the annual news update.  Look out for the next one, which hopefully won't be too far away!


HELP WANTED
We're still looking for people to fill certain vacancies. If you've got some interest in any of the below postions, we'd like to hear from you.

Character/NPC Riggers
We're looking for people with plenty of experience working with Valve's Skeletal animation system and facial system. Needs to be able to rig NPC and player models to the default Valve skeletons, assign vertex weights, arrange facial animation, and sort out physboxes. Prior examples of work for GMod/Other Source mods would be advantageous for application.

Environment Artist
We're looking to shunt out all the CSS and HL2 content as much as humanly possible. So we're looking for a dedicated artist who's got a good flair for creativity and the ability to create realistic Props.

Character Artist
We're looking for both someone who can create good realistic-proportioned human characters. Ability to draw own concept art would be advantageous.

Voice Actors
Need to be 18+ and have a good mic. We're looking for Americans, Mexicans, French and Russians - I should add that all need to be native speakers, also the latter 3 need to be able to translate our lines into their respective language. Previous Voice Acting Experience is a bonus.
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