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 Post subject: Re: Currently reqruiting
PostPosted: Mon Mar 17, 2008 7:55 pm 
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I have a lot of stuff that I built but nothing really fits the style and worth showing.
I'll tell you what, I'll create something now, let's say a Combine war factory? (producing vehicles)
I'll return with an example later.
About exporting and recompiling, I don't know, I remember my friend did it all the time.


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 Post subject: Re: Currently reqruiting
PostPosted: Mon Mar 17, 2008 9:27 pm 
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Here's the combine war factory, sorry for the bad lightings and cubemaps.
Image
Image
Image
Cute isn't it? :)


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 Post subject: Re: Currently reqruiting
PostPosted: Mon Mar 17, 2008 9:29 pm 
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That looks pretty cool, is it inspired by Dawn of War?

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 Post subject: Re: Currently reqruiting
PostPosted: Mon Mar 17, 2008 9:33 pm 
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Ennui wrote:
That looks pretty cool, is it inspired by Dawn of War?

Haha a bit, I was aiming on the NOD war factory from C&C3, but now when you mention it, it do looks like the Space Marines war factory. :D


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 Post subject: Re: Currently reqruiting
PostPosted: Tue Mar 18, 2008 5:34 am 
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i would support that for the war factory model :D
its good work

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hurrah.

Half-Life 2: Wars Wiki TODO List - Stuff that needs doing on the wiki, we'd appreciate the help.


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 Post subject: Re: Currently reqruiting
PostPosted: Wed Mar 19, 2008 7:48 pm 
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It looks pretty nice for brush work.
My only complaint would be that I can't imagine combine vehicles rolling out of it. It's a bit too small.


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 Post subject: Re: Currently reqruiting
PostPosted: Wed Mar 19, 2008 11:00 pm 
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Yeah I know, it was just to show the style, I wanted to ask, Are you planning on making the buildings life like size ? if so it would be huge, one building could cover the whole player screen and it's uncomfortable.
What are you planning?

-Edit-

Ok I've scaled the building a bit to see how it will look life sized:
Image
Image
It's pretty good except of some messed textures and the unrealistic size of the crane and the crates, but things like that can be easily fixed.
Anyway, You got the idea.


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 Post subject: Re: Currently recruiting
PostPosted: Wed Apr 02, 2008 2:27 pm 
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Hello,

I recently downloaded your mod (Very good ;) :P) and I was wondering if you had a modeling position (Like the person above I can only do it using brushes)

Also, I can help with writing music, as I've just finished my guitar exams and I need something new to do with it :P

Thanks for your time.
Zionner (Aidan Wilson)

:P


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 Post subject: Re: Currently recruiting
PostPosted: Fri Apr 04, 2008 6:00 pm 
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An interesting concept. I must say i was hoping some one would do a mod like this, i downloaded and tried the game, i found it to be a bit laggy (desert mission) and the training mission crashed me, i found that during the desert mission corpses and weapons stuck around after death and there was a load of NPCs on screen would reduct teh framerate. That aside, it looks promising.

I own a coppy of 3ds max 7 and a trial version of maya. Not sure what one you'd prefer to use (as i have never actualy ported anything into source). Also I know my way around hammer and Faceposer (Faceposer being the source SDK one with gestures, facposing movments ect). And now your asking prove it i'm sure. Over the week end i'll draft up some concepts and try to model them ( i may be a bit rusty, been messing with faceposer) But i have had training in maya and 3ds :)

Oh, and Hen7, with your permission could i try to use that example you have there as a focus for getting in the 'buildings' mood?

Thanks and i'll work on some stuff to show soon.

~Donat


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 Post subject: Re: Currently recruiting
PostPosted: Sun Apr 06, 2008 1:55 pm 
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Zionner wrote:
Hello,

I recently downloaded your mod (Very good ;) :P) and I was wondering if you had a modeling position (Like the person above I can only do it using brushes)

Also, I can help with writing music, as I've just finished my guitar exams and I need something new to do with it :P

Thanks for your time.
Zionner (Aidan Wilson)

:P

I don't think building models out of brushes will really work

Donat wrote:
An interesting concept. I must say i was hoping some one would do a mod like this, i downloaded and tried the game, i found it to be a bit laggy (desert mission) and the training mission crashed me, i found that during the desert mission corpses and weapons stuck around after death and there was a load of NPCs on screen would reduct teh framerate. That aside, it looks promising.

I own a coppy of 3ds max 7 and a trial version of maya. Not sure what one you'd prefer to use (as i have never actualy ported anything into source). Also I know my way around hammer and Faceposer (Faceposer being the source SDK one with gestures, facposing movments ect). And now your asking prove it i'm sure. Over the week end i'll draft up some concepts and try to model them ( i may be a bit rusty, been messing with faceposer) But i have had training in maya and 3ds :)

Oh, and Hen7, with your permission could i try to use that example you have there as a focus for getting in the 'buildings' mood?

Thanks and i'll work on some stuff to show soon.

~Donat

Maybe you could show some work?


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 Post subject: Re: Currently recruiting
PostPosted: Sun Apr 06, 2008 8:20 pm 
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I've drawn up some concepts over the weekend of various 'buildings' ranging from a small combine Barracks, a generator, and some others. I will work to model them (and possibly texture) to show as an example. Should not take too long, but as i said i am rusty, i'll include possibly a small map and other stuff in a pack and post it here soon. At most a couple days. :)


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 Post subject: Re: Currently recruiting
PostPosted: Tue Apr 08, 2008 2:00 pm 
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Do you even have any modeler positions left? I just took a little look back and saw all of those requests. hehe. I don't have a portfolio atm and i only know a tidbit about making the .qc scripts and porting nessisary for source. I'll keep working on some examples (as i said working from scrach) but just want to know if there is even a slot open anymore (besdies i'm gonna try helping bio with his faceposing)


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 Post subject: Re: Currently recruiting
PostPosted: Tue Apr 08, 2008 2:28 pm 
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Most requests were or complete starters or didn't responded afterwards.


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 Post subject: Re: Currently recruiting
PostPosted: Tue Apr 08, 2008 2:35 pm 
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Well i have done maya and 3ds max before, unfortuntly i just have nothing current to back it up. I'll keep working on stuff i suppose but don't hesitate to skip me for some one impressive :P

The old .qc HL2 guide i had seems to have gone offline. :/

From first glance this looks promising: http://www.3dbuzz.com/vbforum/showthread.php?t=142255 hehe.

*edit: come to think of it, since their going to be 'dropable buildable' buildings, are they going to be static or dynamic?


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 Post subject: Re: Currently reqruiting
PostPosted: Thu Apr 10, 2008 8:28 am 
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Hen7 wrote:
Yeah I know, it was just to show the style, I wanted to ask, Are you planning on making the buildings life like size ? if so it would be huge, one building could cover the whole player screen and it's uncomfortable.
What are you planning?

-Edit-

Ok I've scaled the building a bit to see how it will look life sized:
Image
Image
It's pretty good except of some messed textures and the unrealistic size of the crane and the crates, but things like that can be easily fixed.
Anyway, You got the idea.


-----------------------------------------------------
maybe you should make the basebuilding for the apc like underground?
it doesnt have to be topside all the times..
why not make it spawn from the underground like antlions.. just not like them but like blastdoors opening and up pops an apc kind of way...
or why not make it like incalled reinforcemens? im not so sure that bringing a stalker to the battlefield were the first thing a combine thought of... like the more controlpoints you have the shorter the time to spawn..
of course it must cost... havnt you seen the "latest" starwars game?
i think it called empire at war.. not sure...
but in the game you can do pretty exactly as the words ive spoken of before...
u take over a control point and call for reinforcemens and then a dropship comes and drops them of..
-----
sure basbuilding is so fun :D i agree
but in the other hand... like i heared before...
([quote="Hen7"]Yeah I know, it was just to show the style, I wanted to ask, Are you planning on making the buildings life like size ? if so it would be huge, one building could cover the whole player screen and it's uncomfortable.
What are you planning?)
thats gonna be a problem...
why not just call in dropsships like in the trainingmap thats in the mod.. dropping of striders and apc and troops with dropships whould be a great idea??
-

yours/Roveler


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