S
-Stratesiz-
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I'm talking about years, not months.
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So am I..-Stratesiz- said:I'm talking about years, not months.
I've 3plenty of commercial games under my belt since the early 90's, you tell me?-Stratesiz- said:I'm not talking about rushing. If you want to do something with great quality, you will need a dozen mappers because each map part will require an immense amount of time to plan and create. And given that in source, you need a mapper, a texture artist, a modeler to create someting one person could have done well previously. So having like two or three working on something that is as long as HL will take forever if you do it well. It would turn into a full time job and you would still require more mappers like Valve has.
Bottomline is that do they know how much commitment is requires? Singleplayer projects are a completely different ballgame than multiplayer mods.
Guess how long Nightwatch has been worked on.
The Dark Elf said:This one, by all accounts is staying true to the original.
Yes Xen does look different [...]
Besides, the Garg and that headcrab laying thingy were very Biomechanical in nature.. As was the tentacles, barnacles etc. Heck the Headcrabs are a direct rip from Face Huggers.
But that's assuming the combine actually have any relation to the xen and the xen aliens, which we don't actually know. I really don't like the idea that these sorts of liberties are being taken, mainly because I want more than anything for this project to be perfect. I want an updated HL as much as anyone... but to make design changes that rely on assumptions about the story, risks directly contradicting parts of the story that Valve are yet to tell with HL3 (and of course HL2, which we haven't played yet). The only way to garantee that this game will be compatable with the HL universe is to recreate things in such a way that the basic design remains exactly the same.The Dark Elf said:Yes Xen does look different, doesn't mean it wont be any more enjoyable, it just fits in better now with the way the combine look. A "dirtier" biomechanical world than the cleaner combine style, but still recognisable.
I'm not saying this project should be done "without creativity". I'm not saying you should copy "every useless detail", and I'm certainly not saying you should limit yourself to "limitations of the HL engine". You're not really listening to what I'm saying, and putting words in my mouth.NetWarriorDan said:If you want something that is exactly the same you should play HL:S. What we are doing is a remake HL to retell the story. I don't know how many remakes you have seen but the ones I have seen are always different. Some of you think this should be done without creativity. If we did that we would copy every useless detail and add nothing to it. We don't think this makes for a good remake. Some of you will disagree but I am confident they will change their mind once we release something playable. We intend to make use of the important things from HL. Such as the story, story telling, mood, etc. But what we will avoid is limitations of the HL engine.
Logic said:But that's assuming the combine actually have any relation to the xen and the xen aliens, which we don't actually know.
jheaddon said:Biozeminade said:Check out the "Remake Half-Life Textures" thread (over 40 pages of HL1 textures remade for source)
http://mapcore.net/forums/viewforum.php?f=32
some very talented people in that thread, so impressive!
Well, music was CD quality, but a lot of the sounds are lower quality than they could be. Voice acting will be the majority of sound work needed though.jheaddon said:Textures are going to be made through modelling the object itself, rendering it and using that as textures (much better quality).
The sound from the original HL was CD Quality, was also very nicely incorporated so will most likely use the same sounds effects and music, will take a look at HL2 sounds too.
Voice actors are the only sound files needed really, but that won't be till much later
TriggerHappy said:I think this mod could certainly be interesting... but it strays far enough from the original Half-Life that I would still be interested in a separate, more literal translation of Half-Life to the new engine. It seems like it would be less work anyway?
However, I think any fanmade work will annoy some people by straying too far and being "unpure." I'd love to see a very accurate remake, but some problems I foresee:
1) More advanced level geometry, props etc would have to be invented to maintain a consistent graphical quality.
2) High quality versions of all of Half-Life's sounds might not be available.
3) Textures would have to be redone... probably with people taking more liberties.
4) Physics could mess up the game (maybe a shortcut would open up or the path forward might be blocked)
5) Better AI could mess up situations (maybe AI characters would roam too far or certain sections might be too difficult)
Maybe Valve will update Half-Life: Source over time? We can always hope...
UndeadScottsman said:Also, Xen never looked biomechanical (Especially the level geomotry; which looks like a bunch of floating ROCKS for crying out loud.. not even the least bit organic); also the various flora and fauna looked organic, even though Valve could have easily have made them look more machine like.
Darkside55 said:I have to say, and I know that you're probably tired of hearing this comment TDE, but those concepts really do look like something out of aliens. Before you dismiss this post as another "ZOMG WTF ALIENS WHAT IS THIS SHIT?!" rant, let me say first off that I think you're an excellent artist and your style really imitates that of Giger's (which I gather is what you're going for since you follow that biomechanical look). However, I think you follow it too faithfully. That gargantua really, really looks like an overgrown alien, right down to the fact that it has no eyes and a shiny headplate to all the bumps and wire-like tendons in its head, to the drool copiously spilling out of its mouth. The landscape has this nightmarish quality to it, and the tentacle...well, I'm not so sure what to think of the tentacle's new mechanical enhancements.
No software can do that properly.. just basic stuff (and then you still need to tell it how it can move, the app doesn't automatically know how to do it).. gonna need animators regardless.Mess said:I'd love to do some concept art for this! Someone PM me.
Also, I'm pretty sure the facial models for characters are programmed to automatically lip-synch any .wav file, so there's no need for animators in that department.
You still need to do it yourself.. The software simply cannot know what points to move, how much or what direction. There's no preset "old person talking, young person takling" everyone/thing is different. There's _no_ easy way around it. You need to still work at it and set things up.Mess said:Oh right, I thought I once saw the G-man speak japanese or something on an E4 demo. My bad.
I'm totally new to all this. Are there any tutorials that exaplain the whole process? I'd like to get into this stuff myself but I'm not really sure of where to start. What software is used?jheaddon said:Textures are going to be made through modelling the object itself, rendering it and using that as textures (much better quality).
How about using some new music? I was thinking HL would be good with some nice dark & minimal Soundscape type stuff. Also lots more atmospheric noises like Doom3 (Which I happen to think has the best sound of any game ever).The sound from the original HL was CD Quality, was also very nicely incorporated so will most likely use the same sounds effects and music, will take a look at HL2 sounds too.
The Dark Elf said:You still need to do it yourself.. The software simply cannot know what points to move, how much or what direction. There's no preset "old person talking, young person takling" everyone/thing is different. There's _no_ easy way around it. You need to still work at it and set things up.
If it could do that properly, they wouldn't be giving it away they'd be selling it to the studios for many many thousands of dollars.Neutrino said:I thought it was suppose to be pretty automatic? Certainly facial expressions require an animator, but from what Valve said it sounded like lip synching would be handled almost entirely be their program.
The Dark Elf said:If it could do that properly, they wouldn't be giving it away they'd be selling it to the studios for many many thousands of dollars.
You make a face, there is NO way software knows whats supposed to move without you putting in the information first, and even then, lip-synch apps just approximate the movement.. No way on earth can software recognise emotion in a voice to animate the face correctly. Just ain't gonna happen. You need a human eye to get it right, best you'll get for automatic lip-synching, after inputting all the required data, is the mouth wobbling about a bit to how loud the audio is, to do it right, do it by hand or it'll look like HL1 mouth movements and even on the best model, its gonna ruin the effect.
Some things there aren't any shortcuts for.. well apart from motion capture of facial movements.. but I doubt many will be able to afford the equipment to do that properly, can be done on the cheap, but not too well.