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Battleship


Danial

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As was posted in my 'Large Scout' thread, I've been creating some X-COM-based Half-Life 2 maps. Here's the start of my latest installment: A Battleship!

 

This is the 1st Floor, looking up the eastern hallway:

 

https://ufopaedia.xcomufo.com/pics/Battleship1.jpg

 

This is the "Disco Room" w/o the funky wall textures:

 

https://ufopaedia.xcomufo.com/pics/Battleship2.jpg

 

And last one, the SE corridor that links to that large empty room:

 

https://ufopaedia.xcomufo.com/pics/Battleship3.jpg

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Here are the level overviews:

 

Level 2:

https://ufopaedia.xcomufo.com/pics/HL2_Battleship_2.jpg

 

Level 1:

https://ufopaedia.xcomufo.com/pics/HL2_Battleship_1.jpg

 

Level 0:

https://ufopaedia.xcomufo.com/pics/HL2_Battleship_0.jpg

 

As you can see, it's a lot darker than the original game... which is intentional :(

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Looking good - hope you can complete the set!

 

Maybe if you do you might be able to rustel up some support from one of the plethora of HL2 modding sites and see if anyone wants to create the units and weapons? FPS gamers take their modding VERY seriously, so you could be onto more than just a little hobby here :(

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I think the board lining the lower section of the walls needs to be about or perhaps half your knee height.

 

That lighting however gives atmosphere to the rather dull looking blocky interiors. I'm quite fond of low lighting settings with the occasional brightly lit area - not sure why.

 

- NKF

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I think the board lining the lower section of the walls needs to be about or perhaps half your knee height.

To keep it like the game, it would, but I found in my tests that having such a large skirting was more annoying than anything, and I would have had to put Player Clipping around the WHOLE thing so that people didn't accidentally run up them.

 

As it stands, they're currently 5 in high. "Knee height" is about 20 in. I might run a few more tests having them at 10 in and see how it goes. Though re-doing the whole map's skirting again will take a bit of time...

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Here's my first attempt at making a model. As you can see, it's a fuel pod. It's currently only flat-textured, so it looks a little cartoony, but once I get the model exactly how I want it, then I'll make a better texture.

 

https://ufopaedia.xcomufo.com/pics/HL2_Pod_1.jpg

 

https://ufopaedia.xcomufo.com/pics/HL2_Pod_2.jpg

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You don't have this in a generic 3D format like .wrl, do you?

They're in .EXP (SoftImage) format, as well as exported .SMD for Valve. What program uses .WRL ??

 

Metalic? I was thinking more kinda glassy, like unpolished glass or something... :phew:

Haven't learnt how to do that in HL2 yet :D

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So Google says .EXP is the file format generated by the free SoftImage|XSI modder from https://www.softimage.com/, although I suppose Danial knows this already. The documentation says all non-game export from this free modder is completely and utterly blocked. So there goes that idea :phew:

 

.WRL is a VRML (Virtual Reality Modelling Language?) 3D format that can be interpreted by many free viewers such as Octaga (www.octaga.com).

 

JFG

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  • 4 weeks later...

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