Hunter's camp & Lab complex in Source engine
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Re: Hunter's camp & Lab complex in Source engine
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.
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.
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
I think the screenshots look sweet. Keep it up, you're doing a helluva job.
Castaway Final Release Link: https://www.mediafire.com/file/ro5qzl88 ... l.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
Final Walkthru (Updated): https://www.mediafire.com/file/skkxy7b0 ... u.zip/file
Castaway Final (optional update): https://www.mediafire.com/file/2bh23l30 ... e.zip/file
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Re: Hunter's camp & Lab complex in Source engine
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.
Re: Hunter's camp & Lab complex in Source engine
Hunter's camp
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...
Also found some use for TheIdiot's HD mural.
Oh, and late happy halloween
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...
Also found some use for TheIdiot's HD mural.
Oh, and late happy halloween
Re: Hunter's camp & Lab complex in Source engine
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?
Are you using my textures or up-scaling your own?
Re: Hunter's camp & Lab complex in Source engine
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).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?
Camp has very little of story, mostly environmental (collapsed tents, open cages, burn equipment, maybe some notes etc.)
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.Isolt wrote: Are you using my textures or up-scaling your own?
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
This is looking soooo good.
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."
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."
Re: Hunter's camp & Lab complex in Source engine
Neat I haven't tried bigjpg, how did you find it?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.
Re: Hunter's camp & Lab complex in Source engine
Isolt wrote:Neat I haven't tried bigjpg, how did you find it?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.
Heard about neural network upscaling, and searched it.
Bigjpg popped up on the top results.
Re: Hunter's camp & Lab complex in Source engine
Ha ha I mean result wise. Looks like it uses Waifu2x as the back-end so probably pretty similar to my V1 results.killer89 wrote:Heard about neural network upscaling, and searched it.
Bigjpg popped up on the top results.
Looking forward to trying this when you're done!
Re: Hunter's camp & Lab complex in Source engine
It's decent, especially if you use the art - style.Isolt wrote:Ha ha I mean result wise. Looks like it uses Waifu2x as the back-end so probably pretty similar to my V1 results.killer89 wrote:Heard about neural network upscaling, and searched it.
Bigjpg popped up on the top results.
Looking forward to trying this when you're done!
As a side note, the operations building was... expanded a little.
Re: Hunter's camp & Lab complex in Source engine
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.
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
Look good! :O
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."
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."