Official Shift Discussion Thread (Half-Life 2)

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blah2
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Post by blah2 »

t3ice , download something like a low poly modeler (where you place vertex by vertex). It's a lot easier than 3ds max or other similar software.
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Post by korge »

blah2 wrote:t3ice , download something like a low poly modeler (where you place vertex by vertex). It's a lot easier than 3ds max or other similar software.
If you are talking about tracing the outline of the car, Ive tried it and prefer starting with a box and making the neccesary shaping from there.. plus it helps me know the polys are low (hopefully).
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Post by t3ice »

No..u got it all wrong..i was planning on making a high poly car..its just that i didnt expect it to be THIS high! :D
Ill post a pic soon :P
@blah : I dunno, i havent heard of many low poly modelers though..ill give it a try ;)
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Post by korge »

AfterHours, A week in the making. Its been only one week since I started this thread and it seems Many people are interested in this game.. Not just on this forum, but on others aswell. I had started with just myself last week with an idea and since then, the team has grown to 11 people and some actual progress.

It will be a long road to getting this game done, but I can assure you , It will get finished. To end this post I have some news to wrap up the first week.

A very experienced (9 years) modeler has decided to join and will be making any model (but cars) for the game as well as help skin the cars that our team makes, making the process of getting textures on these cars go by quickly.
Also, the team over at HyperSourceRaceway has decided to merge when their mod completes next year. This will double the size of our current team and will have us another coder which is a big plus.

Stay tuned as we will have a new up and running website some time this or next week. When it goes up, expect WIP pics aswell as a forum for you to go on and meet the Dev team or speak you mind on the mod aswell as suggestions.

Thank you all for helping this mod by having an honest interest in this game. It really means alot to me.

Anyways, here is the new development team list after only a week of the mods premiere debut..

- Korge (Leader, Texture Artist, Sound Technician, Modeler)
- TheStig (Research & Information Advisor)
- Digi (Coder)
- t3ice (Modeler)
- xHaZxMaTx (Modeler)
- blah2 (Mapper)
- RickT (Modeler & Skinner)
- Kinetic (Webmaster)
- Jacoja06 (Concept Artist)
- QuickSilver (Public Relations)
- GriffInTheHouse (Original Soundtrack - IntellectMusic)
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Post by Countach »

I'd recommend if you want quite a bit of help in the ways of modding HL2, then proceed to this website, http://www.hl-improvement.com/
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Post by blah2 »

UPDATE TIME! (I know you're all happy)



I completely deleted the previous work and I have started another one.
Here is(are) the WIP screenshot(screenshots):

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There's the little drift track in the first picture;
Tuner's meeting place under the highway, in picture 2;
Picture 3 shows the 'satellite view';
And finally a nice view over the highway; (NO I am not gonna remove the highway)

P.S: The highway will and can be used for drag racing.
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Post by blah2 »

I have just said .... UPDATE!
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Post by krazyammo »

yes yes we know......the building and highway looks so awesome =P~
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Post by korge »

Over all, its perfect. It represents a urban area perfectly. I guess the highway will be used more as an Interstate, not local Highway...

Drift track however can stay for now, however Im not sure the boundries you used will be nesscesary, but for now, every thing looks great...

When can we see it with a night time skybox?
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Post by blah2 »

Don't know yet. I'm focusing on roads and world detail for now
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Post by Digi »

@Blah2: I donno if Korge told you about the forums.

http://www.digisworld.net/AHR/forum/


But, if you register i'll upgrade you account so you can access all our files.

And even upload a test. I'm still working on getting the mod to compile properly. But when it does, i'll make sure to put up a test build.


Right now i'm off to go custom fabricate a body kit for my car. I probably wont sleep tonight.
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Post by TheStig »

Jacoja gave me a nice list of cool Aussie Fords and Holdens so I will add them to the list later on.
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Post by t3ice »

w00t!!.this means i get to model even more cars XD!!

oh btw..here is one of the screenshots of the Ford escort zx2.Its about 45-50% completed
Still have to model the lights for the older version (99-02)..and the doors stuff ;)

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BTW its all under 2000 polys..
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Post by TheStig »

more cars... YEP.

I got the feeling you have no clue what Korge has in store for the game do you :lol:

I would love to help but I forgot all my modeling skills and he I it was back in the old NFS days that I worked on cars back in the days where you had to model stuff with twigs and clay :lol:

I would like to learn it again but sadly I don't have much time, but he.... we got plenty of time before the game is done :lol:
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Post by jacoja06 »

TheStig wrote:Jacoja gave me a nice list of cool Aussie Fords and Holdens so I will add them to the list later on.
I hope everyone will be happy with the cars I have selected. I stuck mostly to newer models for both manufacturers, but overall I think it’s the list we all deserve after those annoying rebadged Aus cars in recent nfs games. :P

Edit: Good progress t3ice. I'm gonna have to learn how to use that program myself. I had to learn two modelling programs at school over the past 4 years, so a third wont hurt. :)
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Post by korge »

Good becuase I started modeling a Silvia S13 for the game aswell, under 1k polys..
Last edited by korge on 22 Dec 2006, 19:48, edited 1 time in total.
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Post by t3ice »

Some more progress :P

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Different colour for different parts :D
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Post by korge »

That front fender is too stiff and straight. should be more smoother.. I catn blame you though. I dont know where to get a top view via photograph.. lol
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Post by TheStig »

What program do you use?

Is't there a way to convert custom cars from other games/builders like NFS 4 into the modeleing program?
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Post by korge »

I think so, but I dont really want to get in any trouble with EA. They have expensive lawyers.. :P

Btw, all Dev guys, I updated the AHR forums. Check it out.


EDIT, here we go

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Post by prince1142003 »

Well, if you don't use the cars made by EA but rather the custom cars made by other people (with their permission of course), I don't see any grounds for a lawsuit.
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Post by Sir Ibi »

If you haven't done so already I suggest you have a look at HL2's buggy. Import it into 3DS Max - that should give you a good understanding of the kind of rigging you might need to do - unless of course your modellers know the process already then I guess you should just ignore me.. :lol:
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Post by Toshiro »

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Post by TheStig »

Like Prince said, use models from people who made models for NFS games. not the EA modesl wich are very low detail cause they are pretty old like 8 years for nfs 3 + 4.
And ask permission from the people who build them. and work from there on. it could save alot of time.
Like I said I don't know if it can be done. It was just a suggestion. :wink:
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Post by korge »

We would need to first get permission, then edit them and bump up the poly count, then cut parts and create new ones.

Still some work to be done, but it could save us some time. Only problem is I dont know anyone who does this stuff (except for those busy Faction guys over at NFSCars).
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