Modeling of atmospheric realistic sci-fi scenes in Valve's original version of the GoldSrc engine where each scene is pushing the engine to its limits. The goal is to create a longer set of connected very high quality scenes which have nothing in common other than being sci-fi. From this scene (not fully finished) you for example transition to some cyberpunk apartment, from there you appear in a set from the movie Event Horizon etc.
It is interesting to see a user from another country on the forum. The map in the video looks quite detailed and well-styled considering it's a gold source. I think it would be more interesting if you add a voiceover with explanations or at least sub-titles. Ever wondered how foreign users would know about this forum because of J.A.C.K.?
Crystallize писал: Are you aware of Uncle Mike's P2ST compilers?
No. Used ZHLT to compile the map. Don't really want to use advanced features rather stick to the original look. Used it just for easier compiling.
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Cybermax писал: It is interesting to see a user from another country on the forum. The map in the video looks quite detailed and well-styled considering it's a gold source. I think it would be more interesting if you add a voiceover with explanations or at least sub-titles. Ever wondered how foreign users would know about this forum because of J.A.C.K.?
Accidentally came across this forum and decided to share the project. Glad you like the first scene. Once the project is done sometime in the future, few tutorial videos are planned showing the process in detail, from texture creation to design.
JPEG писал: Well, in fact, it's just the use of photo textures and a small scale, it was in Paranoia a hundred years ago, so it was in other Boozer maps
Well, not really the same thing. Paranoia mod is set in modern time and uses textures created by cropping walls and what not from photos and with little to no modifying as it isn't needed. Here, it's different, we have sci-fi. Each wall/panel surface is fully custom made, every cropped detail fully (or partially at least) modified so the result is textures that are unique.
Добавлено 22-10-2020 в 19:08:
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Crystallize писал: Uncle Mike built P2ST on top of bare qrad, it's not even ZHLT-VHLT branch.
I see. I checked it, saw it's features and my point was just that the ZHLT does a good enough job and nothing more is necessary.
Отредактировано GoldSrc M.A.R.S. 22-10-2020 в 16:11
GoldSrc M.A.R.S. there are still bugfixes and plain old speedup. iirc ZHLT's brightness is inconsistent with qrad and lightmaps have a lot of freckles/dirt.
Crystallize Гугл переводчик наше все. Если P2 компиляторы, то и под саму P2 карту сделать.
Offtop: интересно, на сколько человеку из Берглада будет понятно о чем говорят в этом видео. Это панславянский язык, искусственный язык, но судя по комментариям под видео, понятен людям из разных стран.
Cybermax писал: Если P2 компиляторы, то и под саму P2 карту сделать.
Ты же видишь что человек упёртый, тем более что ты предлагаешь перейти от хайтека к "ссаным подъездам".
Ну а компилятор по дефолту пишет карты, совместимые с халфой, если что.