News

I Think I Prefer to Stay Inside

Posted by Ambient.Impact on Friday August 21st, 2009

So here we are again. You might notice it's been a while, even since our last minor update. First off, if you've got any sanity about you, you should ignore my previous optimism about releasing stuff. Matt and I are unfortunately really busy with Real LifeTM, so we're operating under a highly dilated version of Valve time. I honestly wish I had more time to work on this stuff, because I still love Half-Life just about as much as I did a few years ago. We're still here, but things are going to be pretty slo-mo for quite a while, like I've said in the first announcement in November. I'm hoping I'll have more time at some point, but I really can't say when.

So, with that out of the way, I think it's about time you guys had a look at some stuff that's already pretty much done:

Crowbar Ammo Pop HUD

A few notes:

  • The crowbar is pretty much final, it's unlikely to undergo any big changes. This our baby.
  • The ammo and health pickups are mostly final, but there are a few things I might be changing:
    • I'll be editing the RPG rocket to more closely resembling the original model, with this new realistic version being optional. Same goes for its ammo box.
    • I'm thinking of adding a few more details to the medkit faceplate so it's less boring.
  • Pop cans! Some of these are based on the original skins, and some are new. I've probably spent too much time already on this small model.
  • The HUD is meant for high screen resolutions, generally above 1024 by 768 pixels. We've done Half-Life, Opposing Force, and Blue Shift (which requires Blue Shift: Unlocked because Valve's version won't load custom content...). They're as close to the originals as possible, with the exception of the Blue Shift suit, which now looks like the security armour (was just the HEV).

If you guys have any constructive criticism on any of these, fire away.

Comments

Re: I Think I Prefer to Stay Inside

Posted by Greer on Friday August 21st, 2009

Holy crap!Awesomness!!!D:

Re: I Think I Prefer to Stay Inside

Posted by KylerAdams on Friday August 21st, 2009

Shit.

That looks alright.

Actually, that looks downright amazing.

Personally, I might suggest ditching the scanlines on the crosshairs, but I dunno anymore.

Re: I Think I Prefer to Stay Inside

Posted by Comrade Tiki on Friday August 21st, 2009

Fee-abulous.

KylerAdams's OP4 crosshair-scanline critique is meritable for better visibility, but they need to be scanlined to fit with the rest of the HUD. Might I suggest filling in the crosshair gaps with a half-opacity green relative to the existing lines? Or, the existing lines could themselves be solely brightened for better contrast.

Everything else is worthy of grandeur. If I had to criticize something there, I would say I've seen medpacks made like that for a long time now, and I wish there were a way to have those side edges be better softened with the bevelled top. And another aspect, those dull white sides become bothersome, and a seam may be added (excused as either a method of accessing additional medical supplies, or at least as an indicator these things aren't seamlessly manufactured by Apple).

We all share your patient, loving mindset :D

Re: I Think I Prefer to Stay Inside

Posted by KylerAdams on Friday August 21st, 2009

Quote:

KylerAdams's OP4 crosshair-scanline critique is meritable for better visibility, but they need to be scanlined to fit with the rest of the HUD. Might I suggest filling in the crosshair gaps with a half-opacity green relative to the existing lines? Or, the existing lines could themselves be solely brightened for better contrast.

No, the half opacity wouldn't look right, unless you applied it to everything.. which might not look too bad. Might give a glowy sort of effect?

Re: I Think I Prefer to Stay Inside

Posted by bloodsurfer on Friday August 21st, 2009

Quote:

The crowbar is pretty much final, it's unlikely to undergo any big changes. This our baby.

It deserve a name then

Also why don't you guys make some job opening ? I bet there is a lot of hands who would be more than happy to help

Re: I Think I Prefer to Stay Inside

Posted by barneyinblue on Friday August 21st, 2009

you still kick ass, man - just like old times

Re: I Think I Prefer to Stay Inside

Posted by Nige111 on Friday August 21st, 2009

have my babies

Re: I Think I Prefer to Stay Inside

Posted by fenix_killer on Friday August 21st, 2009

OMFG AN UPDATE !

Awesome work :D

Re: I Think I Prefer to Stay Inside

Posted by CaptainVonGonzo on Friday August 21st, 2009

Those item models are really outstanding :)  I'm really impressed with what you've done to the battery model, the coil things look great!

Keep up the great work... and take your time ;D

Re: I Think I Prefer to Stay Inside

Posted by Ambient.Impact on Friday August 21st, 2009

Quote:

Personally, I might suggest ditching the scanlines on the crosshairs, but I dunno anymore.

Quote:

KylerAdams's OP4 crosshair-scanline critique is meritable for better visibility, but they need to be scanlined to fit with the rest of the HUD. Might I suggest filling in the crosshair gaps with a half-opacity green relative to the existing lines? Or, the existing lines could themselves be solely brightened for better contrast.

When I first started these, some of the crosshairs didn't look right at all. I had to go in and edit the Glock, Python, Desert Eagle, and M40 Sniper to be more visible, especially on the horizontal sections. They're tweaked quite a bit already. There's really not much more opacity you can add to make these more visible. It just ends up defeating the scanline effect. I'll definitely try to tweak them a bit more, but they generally work in-game.

Quote:

If I had to criticize something there, I would say I've seen medpacks made like that for a long time now, and I wish there were a way to have those side edges be better softened with the bevelled top. And another aspect, those dull white sides become bothersome, and a seam may be added (excused as either a method of accessing additional medical supplies, or at least as an indicator these things aren't seamlessly manufactured by Apple).

I haven't really been too happy with the medkit, and I think I may do something like that. I was considering retexturing it, so I'll probably add some seams to the body, like you're suggesting. The only one that's on it right now is actually around the perimeter, on the underside, which is not usually visible. Considering Steve Jobs' recent health issues, I can totally see him bringing out an iMedkit.

Quote:

Also why don't you guys make some job opening ? I bet there is a lot of hands who would be more than happy to help

We just want to keep it small for now. We've got our reasons.

Quote:

We all share your patient, loving mindset :D

Quote:

Keep up the great work... and take your time ;D

I really appreciate the patience, guys.

Thanks for all your support. We'll hopefully have slightly more frequent updates, but no promises as of yet.

Re: I Think I Prefer to Stay Inside

Posted by ABYSS 25 on Friday August 21st, 2009

Everything looks, well......super grainy. Then again, all the original half life textures were too, but in this day and age of high resolutions things just shouldn't be that grainy. Glad to see signs of life from the original modder folks, but yeah, whoever textured these should ditch the graininess.

Re: I Think I Prefer to Stay Inside

Posted by KylerAdams on Friday August 21st, 2009

*confused look*

Grain...what?

Quote:

When I first started these, some of the crosshairs didn't look right at all. I had to go in and edit the Glock, Python, Desert Eagle, and M40 Sniper to be more visible, especially on the horizontal sections. They're tweaked quite a bit already. There's really not much more opacity you can add to make these more visible. It just ends up defeating the scanline effect. I'll definitely try to tweak them a bit more, but they generally work in-game.

Understandable. I just mentioned that because the originals didn't have em. Fits tho. Nevermind my earlier comment.

Quote:

We just want to keep it small for now. We've got our reasons.

Small teams know how eachother works, about how much work the other guys can handle, what they can do. Makes perfect sense.

Quote:

Thanks for all your support. We'll hopefully have slightly more frequent updates, but no promises as of yet.

"more frequent"... twice every year now? :P

Re: I Think I Prefer to Stay Inside

Posted by ABYSS 25 on Friday August 21st, 2009

Quote:

*confused look*

Grain...what?

User posted image

Way back in the stone age people used to use splotchiness (Dry Brush filter, Watercolor filter, etc..) and noise to make their metal bases. It appears that this is what has been done here and it makes the work look extremely dated (although this could be on purpose, you know, dated looking textures for a dated looking game). It makes me sound like a dick saying this, I know. I'm just trying to help though. The best way to define metal in my opinion is use subtle grunge brushes and edging. Lighting is a lot more effective at defining material then texture is. e.g more contrasted lighting indicates a shinier material and more subdued lighting indicates a dull material. I know this is next gen work and you won't have the luxury of a spec map, but imo you should try to emulate a smoother style as seen in Kaskad's work.

User posted image

e/ for the time being you can download the flats at his site if you want a better look at his materials: http://www.benbolton.com/Safe.html

Feel free to bitch at me for providing good crit guys.

Re: I Think I Prefer to Stay Inside

Posted by Ambient.Impact on Saturday August 22nd, 2009

Quote:

"more frequent"... twice every year now? :P

I hope not. By which I mean, more than that.

Quote:

Everything looks, well......super grainy. Then again, all the original half life textures were too, but in this day and age of high resolutions things just shouldn't be that grainy. Glad to see signs of life from the original modder folks, but yeah, whoever textured these should ditch the graininess.

Quote:

Way back in the stone age people used to use splotchiness (Dry Brush filter, Watercolor filter, etc..) and noise to make their metal bases. It appears that this is what has been done here and it makes the work look extremely dated (although this could be on purpose, you know, dated looking textures for a dated looking game). It makes me sound like a dick saying this, I know. I'm just trying to help though. The best way to define metal in my opinion is use subtle grunge brushes and edging. Lighting is a lot more effective at defining material then texture is. e.g more contrasted lighting indicates a shinier material and more subdued lighting indicates a dull material. I know this is next gen work and you won't have the luxury of a spec map, but imo you should try to emulate a smoother style as seen in Kaskad's work.

These have all been textured by me. That's not graininess you're looking at. That's low resolution. The only model that has relatively medium-to-high resolution textures is the crowbar, because it's not tiny. In-game these are smaller, and the textures look fine in that environment. While I'm going for a relatively classic look, I'm not trying to make them low quality, believe me, but I like to stay reasonable with my texture and polygon sizes, relative to screen real estate.

Now, to clarify: apart from the crowbar, for which I've used a stock photo of brushed metal for the base of, all of these are textured using grunge brushes, layer effects, and other techniques in Photoshop - I don't think I've ever used the film grain effect in a texture, especially not the ones here, and I tend to steer clear of relying on filters. On the other hand, I still have quite a bit to learn about texturing, and I agree that a lot of these tend to look pretty flat. I've tried working with baked-in highlights and mine have yet to come out looking any good. That said, I'm definitely going to try work in some into future textures, and add them to these as well. Keep in mind that some of these can't help looking a bit grainy no matter what you do, as the 256-colour palette required of Half-Life model textures will do that sometimes, especially the smooth surface on the pop cans, which have a gradient. This isn't Source or another modern engine, unfortunately, so I have to work within those limits.

Re: I Think I Prefer to Stay Inside

Posted by KylerAdams on Saturday August 22nd, 2009

Quote:

I hope not. By which I mean, more than that.

I know, I know. I'm teasing.

What kinda maps did you use for that stuff, anyways?

64 for the spent casing, 128 for the cans?

Re: I Think I Prefer to Stay Inside

Posted by Jazz Hands on Saturday August 22nd, 2009

I never really looked into the HL: E section much but after looking at this stuff I got to say I'm really interested in this now!

Re: I Think I Prefer to Stay Inside

Posted by ABYSS 25 on Saturday August 22nd, 2009

Quote:

I hope not. By which I mean, more than that.

These have all been textured by me. That's not graininess you're looking at. That's low resolution. The only model that has relatively medium-to-high resolution textures is the crowbar, because it's not tiny. In-game these are smaller, and the textures look fine in that environment. While I'm going for a relatively classic look, I'm not trying to make them low quality, believe me, but I like to stay reasonable with my texture and polygon sizes, relative to screen real estate.

Now, to clarify: apart from the crowbar, for which I've used a stock photo of brushed metal for the base of, all of these are textured using grunge brushes, layer effects, and other techniques in Photoshop - I don't think I've ever used the film grain effect in a texture, especially not the ones here, and I tend to steer clear of relying on filters. On the other hand, I still have quite a bit to learn about texturing, and I agree that a lot of these tend to look pretty flat. I've tried working with baked-in highlights and mine have yet to come out looking any good. That said, I'm definitely going to try work in some into future textures, and add them to these as well. Keep in mind that some of these can't help looking a bit grainy no matter what you do, as the 256-colour palette required of Half-Life model textures will do that sometimes, especially the smooth surface on the pop cans, which have a gradient. This isn't Source or another modern engine, unfortunately, so I have to work within those limits.

Yeah, low res 256 color textures are a bitch. Sometimes I forget we're working with a ten year old engine that won't accept 512's for props.

Re: I Think I Prefer to Stay Inside

Posted by Ambient.Impact on Saturday August 22nd, 2009

Quote:

64 for the spent casing, 128 for the cans?

Spent shells are 128x64, most of the ammo pickups are 256x256, the cans are 256x128, and the main medkit texture is 512x256.

Quote:

Yeah, low res 256 color textures are a bitch. Sometimes I forget we're working with a ten year old engine that won't accept 512's for props.

The max pixel size for model textures is 512x512, regardless of what role it's meant for. Just make sure to set gl_max_size to "512", because Half-Life defaults to "256" which scales large textures down to that size. It's only world textures stored in WAD files that can only go up to 256x256 pixels. The 256 colour restriction isn't always that bad, but it can matter on certain textures, where it becomes kind of noticeable. We'll have ways of using 24-bit colour textures in HL:E, but not for vanilla Half-Life.

Re: I Think I Prefer to Stay Inside

Posted by gi777 on Saturday August 22nd, 2009

Abyss, you do realize that those textures are for a previous previous previous previous gen engine? Those flat, bland textures only look good when you add 5654544663443 shaders.

Re: I Think I Prefer to Stay Inside

Posted by ABYSS 25 on Saturday August 22nd, 2009

Quote:

Abyss, you do realize that those textures are for a previous previous previous previous gen engine? Those flat, bland textures only look good when you add 5654544663443 shaders.

Or if you paint a bit of lighting on.

Re: I Think I Prefer to Stay Inside

Posted by Ambient.Impact on Saturday August 22nd, 2009

Alright guys, don't start an argument - Abyss is correct on this point, good static lighting can be added into a simple texture, even without shaders. Let's try to keep on topic.

Re: I Think I Prefer to Stay Inside

Posted by Fredy on Saturday September 5th, 2009

I remember back when hl2 was speculated in 2002, Valve release media for hl2, and it was a crowbar render  :P

Nice work, it looks perfect for HL, not low or high res, just a good middle ground for a 10 year old game.

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