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Thread: HL2 Modding skittlz?

  1. #16
    Administrator Chalex4's Avatar
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    Re: HL2 Modding skittlz?

    Awesome stuff, I had no idea we had so many skilled people "in the making".

    In about 3 weeks time I'll have all the time in the world to experiment around with this sort of stuff, and I think I'm most likely to go the coding route right now. We can be partners DE .

    Oh, and of course I'll be totally willing to sort out a site & download areas if we ever reach completion!
    Quote Originally Posted by ez64
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  2. #17
    ATK Leadership Colonel Mitch's Avatar
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    Re: HL2 Modding skittlz?

    Quote Originally Posted by Vicious Horizon View Post
    Great, sounds like everyone is pretty willing to help out

    DK, My thoughts exactly, I was thinking rather than cam-corder, FPS, and you're trying to.. sorry, GET TO DA CHOPPA! at the end. But you go through a load of shit to get there etc. I was thinking, first 5-10 minutes you have no weapons, and you get chased by some mini-ones, (for now we can use Antlions) then you get in a building, missile hits monster, all you see is it fall into building you're in, you are like OMG and running away. Find a load of people and you fall over, dude helps you up, stuff goes on.

    I've got tonnes more ideas atm, cba to type 'em up right now though. XD
    Okay this sounds great, and simple too.

    Ill get fraps running and a huge memory pool for it to save to and then play Half-life 2 and record teh whole thing job done :P

  3. #18
    ATK Member Vicious Horizon's Avatar
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    Re: HL2 Modding skittlz?

    Alright, nice going Chal, I'm about to do some brief looking around with my friendly pencil and come up with some moar plot etc.

    Think we could make an invisible forum (like you did for Battlefield Heroes) that people involved can see? If we're going to go through with this we want to keep a little suspense, don't we? x3

    I have a backstory for the character the player may be, I'll discuss some of this a little later, and some basic moments in the SP scripted out.

    I'm thinking, is it possible to make it so that when the player gets to a certain part (i.e. running away from stuff), you can trigger a building falling down or something, to stop the things behind the player from killing them? (Thinking about the start of the game, a glorified opening cutscene)

    Quote Originally Posted by Colonel Mitch View Post
    Okay this sounds great, and simple too.

    Ill get fraps running and a huge memory pool for it to save to and then play Half-life 2 and record teh whole thing job done :P
    >.<' There's more stuff which I haven't said which completely separate it from HL2. :P I'm not going to make this a rip off of another game, and everyone else will have input on storyline etc.

    I vote we codename the project, too.
    Last edited by Vicious Horizon; 2nd June 2009 at 08:46 PM.
    Take that ya one-eyed, bomb-lobbin', cactus eatin', pot bellied, thug fat jigglin-chicken whoopin' big, back-stabbin lob-armed creepy spastic bloody, blind-eyed pashy little twitchy pickle-headed rocke- hoppin, potato-poppin' phony two-faced stealthy mutant bastard!


  4. #19

    Re: HL2 Modding skittlz?

    Yh, looking at the way source code works, i think if the mapper makes a invisible entity, i could trigger it to make a building fall, etc.



    17:42 - Colonel Mitch |ATK|: DE IS NOT A NOOB

  5. #20
    ATK Member Vicious Horizon's Avatar
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    Re: HL2 Modding skittlz?

    Great, I was thinking about character running away, almost as soon as the things are on them, Clover smashes a building and owns a load of the little things, and maybe a couple of humans..

    (PS. think of little antlions from HL2 when I talk about little monster things, mini-clovers) x3
    Take that ya one-eyed, bomb-lobbin', cactus eatin', pot bellied, thug fat jigglin-chicken whoopin' big, back-stabbin lob-armed creepy spastic bloody, blind-eyed pashy little twitchy pickle-headed rocke- hoppin, potato-poppin' phony two-faced stealthy mutant bastard!


  6. #21

    Re: HL2 Modding skittlz?

    ok, i think its about time to set this forum up now, um i liked the name

    Codename: The fall



    17:42 - Colonel Mitch |ATK|: DE IS NOT A NOOB

  7. #22
    ATK Member Vicious Horizon's Avatar
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    Re: HL2 Modding skittlz?

    Sounds cool, suggestive and mysterious too.

    With or without "Codename:" in front? I like it with =D

    Codename: The Fall
    Take that ya one-eyed, bomb-lobbin', cactus eatin', pot bellied, thug fat jigglin-chicken whoopin' big, back-stabbin lob-armed creepy spastic bloody, blind-eyed pashy little twitchy pickle-headed rocke- hoppin, potato-poppin' phony two-faced stealthy mutant bastard!


  8. #23
    Administrator Chalex4's Avatar
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    Re: HL2 Modding skittlz?

    Do we want a forum that only registered forum members can see, or just a select number of people?

    Personally, I think the former would help get more people involved, and would stop the search bots from finding out .
    Quote Originally Posted by ez64
    chalex has so much control we control ourselves

  9. #24
    ATK Member Vicious Horizon's Avatar
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    Re: HL2 Modding skittlz?

    Hm, A majority open to registered members, but maybe a sub-forum or two that only a select few can see, that way we can stop randomers from getting our 1337 secrets. xD
    Take that ya one-eyed, bomb-lobbin', cactus eatin', pot bellied, thug fat jigglin-chicken whoopin' big, back-stabbin lob-armed creepy spastic bloody, blind-eyed pashy little twitchy pickle-headed rocke- hoppin, potato-poppin' phony two-faced stealthy mutant bastard!


  10. #25

    Re: HL2 Modding skittlz?

    No, only a selected few, tbh we want to keep it secret, that way it will be a better finished output.



    17:42 - Colonel Mitch |ATK|: DE IS NOT A NOOB

  11. #26
    Yellow and mellow Calneon's Avatar
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    Re: HL2 Modding skittlz?

    I'll be working for Valve before you guys complete a mod xD. But you are entitled to try none the less.

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  12. #27

    Re: HL2 Modding skittlz?

    Is it bad that I read that as "The Fail" for the first few times, without questioning it?


    er, level design would have to be a lot more substantial than "a couple of rooms."
    Last edited by D_K_Head; 2nd June 2009 at 09:42 PM.

  13. #28
    ATK Member Vicious Horizon's Avatar
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    Re: HL2 Modding skittlz?

    I think I realised that, I'll work a little on some level design too.

    I'm out for the night, cya.
    Take that ya one-eyed, bomb-lobbin', cactus eatin', pot bellied, thug fat jigglin-chicken whoopin' big, back-stabbin lob-armed creepy spastic bloody, blind-eyed pashy little twitchy pickle-headed rocke- hoppin, potato-poppin' phony two-faced stealthy mutant bastard!


  14. #29
    Deagle > Five-Seven VoX's Avatar
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    Re: HL2 Modding skittlz?

    For the forums, add a forum subsection with several forms inside it (Subsection as in how we have "General" etc.) such as Dev journal, news, discussion, and then at the top have a private forum that all involved have access and mod to, with that split up into the different sections involved (2D Work, Modelling, Mapping, Navmeshing etc) and get tasks etc done that way. (Is it obvious I'm not new to modding? lol)


    (This is a long read but is worth it)

    VH, I hate to burst a bubble but a simple into scene will take several months to create, there's a LOT more going on that you can see:

    • All mapping needs to be done in Hammer, which is unlcear and nearly as bad as the BF2 Editor when it comes to crashes. DP will be able to give more info.
    • With a new map, comes new statics. These can be made roughly in Hammer, but they would be limited to basic shapes and Valve textures. If these were to be made in a program such as 3DS Max, they would be detailed and take about a week of solid work to do.
    • After the model comes the texture. These can take longer the model as you have to unwrap the model itself, arrange everything into a TexMap, fill in the base colours etc and add all the details. You then port the texture back into Max and hope it all works well.
    • The model and texture then need to be exported, this can take time and if theres one small problem in the model, it can corrupt. If there are too many verts/polys, you're going to cause a lot of lag for some people, thankfully source allows a weapon to have bits missing on the side you don't see to keep the counts down.
    • Rinse and repeat the above with a less detailed model for the 3P views.



    Ok, that's just getting custom statics/weapons into the mod as well as the basic map. But for the map to work properly, a lot of entities are needed such as spawn points, physics models etc etc. These take time and are entered one by one, they are also the most common thing to mess up in Hammer. Oh, cut-scenes and location triggered events use a lot of entities.


    Maps also need to be compiled and light mapped, the more trees the longer it takes (A PR forest map was done on an OCed system (Editor only uses one core) with 8GB of RAM, it took about 5 days to LM on "Med" settings, they still haven't done "High" to this day. Oh, this also needs to be done for statics and weapons separately.)


    After you have the rough map going, you test that everything works as expected. You will be running around on your own, unless you are making a multi-player mod. If it's single player or involves NPCs, you then commence writing the AI Files including the navmesh (I have a feeling source Meshes itself, well at least custom CSS maps do.) If a mesh is needed, then you load up the map in Maya/Max and make a "model" that covers the ground, get an angle slightly wrong and the bots will get stuck (Trust me, I do stuff for PR Single Player, the meshes are THE most moaned about thing) or run around in circles.

    When the mesh is made, you need to "cook" the mesh, a guy who does this for PRSP is on a OCed Core i7 system with 6GB of RAM, it takes over a day to cook the mesh, and these go wrong very often, meaning you have to hunt through the mesh and find the problem, then cook it again. Oh, you'll need one of these for infantry an another for any vehicles that use AI. Any fixed movements are even more entities.



    You then get into the testing phase with the AI, any problems, your back changing the mesh/map and cooking/rendering it again, so more time.





    Can you see why I'm slightly sceptical about how this will turn out?



    EDIT: Forgot to say, all new weapons will need to be animated in a way that seems "real"
    Last edited by VoX; 3rd June 2009 at 06:27 PM.

  15. #30

    Re: HL2 Modding skittlz?

    speaking of meshes, don't bots, to this day, still have to jump around at the snowy parts of cs_office? Not sure if they ever fixed it...

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