Hunter's camp & Lab complex in Source engine

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killer89
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Re: Hunter's camp & Lab complex in Source engine

Post by killer89 »

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Been tinkering with the fog, and made a new variant of the csgo's jungle skybox texture, which allows fog to overdraw the texture. As a result it doesn't look like the texture would "eat" the fog.


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Apparently Half-Life 2: Episode Two's prop detail list doesn't cover Half-Life 2's and Half-Life 2: Episode One's prop details.
Added some to the list, and made a modified version of one of them, more grassy and stuff.


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Custom compiler i've been using, CompilePal, broke up shortly after i had added placeholder motorcycles. Turned out the compiler
didn't exactly like to pack custom texture of a model with multiple body parts. Took a while before the issue was isolated and fixed, but it works now.
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Re: Hunter's camp & Lab complex in Source engine

Post by Rebel »

I think the screenshots look sweet. Keep it up, you're doing a helluva job. ;)
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Re: Hunter's camp & Lab complex in Source engine

Post by Draconisaurus »

This looks pretty neat.. Probably the most accurate reconstruction of the LAB area that's been made. There was a pretty nice Far Cry (3?) multiplayer map, though it sacrificed some accuracy for some spiced up locations and a sewer system.
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Re: Hunter's camp & Lab complex in Source engine

Post by killer89 »

Hunter's camp

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Nothing major. Made an another variant of the each cage, new variant having cage and door as separate models, making posing possible.
Some tweaks here and there, and deleted the leftover tent frame from the behind of the presentation tent. (Remain from v1)


Lab complex

Been doing some more optimization. Gained a whopping 3-4 fps so far.
Also the triggers for cray vault's cooling effects keep breaking up, so i likely need to remake them.


I also started to tinker with something on monday last week. Suddenly lab complex's buildings feel easy...


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Also found some use for TheIdiot's HD mural.

Oh, and late happy halloween :)
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Re: Hunter's camp & Lab complex in Source engine

Post by Isolt »

Wow looking interesting. What's the eventual plan, you say it's a walking simulator? Will it have a story?
Are you using my textures or up-scaling your own?
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Re: Hunter's camp & Lab complex in Source engine

Post by killer89 »

Isolt wrote:Wow looking interesting. What's the eventual plan, you say it's a walking simulator? Will it have a story?
Are you using my textures or up-scaling your own?
Correct, they are basically walking simulators. Complex has most of Hammond's memoirs included (some have been relocated to the complex to give more insight about the complex).
Camp has very little of story, mostly environmental (collapsed tents, open cages, burn equipment, maybe some notes etc.)

Isolt wrote: Are you using my textures or up-scaling your own?
No. Majority of the textures are Valve's stock textures, few are from TheIdiot's HD beach (he was fine with this <3) and some are original textures which have been ran through bigjpg's neural networks upscaling.
Last edited by killer89 on Thu Nov 14, 2019 1:20 pm, edited 1 time in total.
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Re: Hunter's camp & Lab complex in Source engine

Post by tatu »

This is looking soooo good. :D
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Re: Hunter's camp & Lab complex in Source engine

Post by Isolt »

killer89 wrote:No. Majority of the textures are Valve's stock textures, few are from TheIdiot's HD beach (he was fine with this <3) and some are original textures which have been ran through bigjpg's neural networks upscaling.
Neat I haven't tried bigjpg, how did you find it?
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Re: Hunter's camp & Lab complex in Source engine

Post by killer89 »

Isolt wrote:
killer89 wrote:No. Majority of the textures are Valve's stock textures, few are from TheIdiot's HD beach (he was fine with this <3) and some are original textures which have been ran through bigjpg's neural networks upscaling.
Neat I haven't tried bigjpg, how did you find it?

Heard about neural network upscaling, and searched it.

Bigjpg popped up on the top results.
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Re: Hunter's camp & Lab complex in Source engine

Post by Isolt »

killer89 wrote:Heard about neural network upscaling, and searched it.
Bigjpg popped up on the top results.
Ha ha I mean result wise. Looks like it uses Waifu2x as the back-end so probably pretty similar to my V1 results.
Looking forward to trying this when you're done!
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Re: Hunter's camp & Lab complex in Source engine

Post by killer89 »

Isolt wrote:
killer89 wrote:Heard about neural network upscaling, and searched it.
Bigjpg popped up on the top results.
Ha ha I mean result wise. Looks like it uses Waifu2x as the back-end so probably pretty similar to my V1 results.
Looking forward to trying this when you're done!
It's decent, especially if you use the art - style. :)


As a side note, the operations building was... expanded a little.

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Re: Hunter's camp & Lab complex in Source engine

Post by TheIdiot »

Just want to pop in and say this looks really good! I particularily like the Ops Center area.

The one little detail I'm not too fond of is the geothermal plant with all the pipes - it looks a little bit too simplified. You should check out hppav's Town level as it contains the most accurate recreation of the geothermal plant I've seen.
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Re: Hunter's camp & Lab complex in Source engine

Post by killer89 »

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Slowly getting there.
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Re: Hunter's camp & Lab complex in Source engine

Post by killer89 »

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Re: Hunter's camp & Lab complex in Source engine

Post by tatu »

Look good! :O :D
Active project: Trespasser: Isla Sorna
Status:
BE-PH1: Released
PH2-IT: Pre-released
PL-SUM: In production

"...there used to be more benches, but InGen's workers removed them during the evacuation in the name of framerate."
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