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Author Topic: TimeSplitters Community Project: Roles + Confirmations  (Read 3282 times)

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Offline SHARKGUN

  • Member
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #60 on: August 20, 2012, 12:49:02 PM »
I just thought I'd post here, I am attempting to do a Sgt Cortez model right now.  So far I am happy with it but I haven't modeled for a mod/game before.  I am wondering if there are any best practices or things of that nature.  I am not sure what type of poly count I should have as games seem to at least for this generation models I believe are between 5,000-10,000 polygons or more at times.  Also I have been thinking about how I wanted to do the armour, I could model it as separate objects or a keep it as a single object like I believe how it was in TS2/TSFP. 

I think my poly count is around 3,600 or so currently, I can bring that down in a couple more dense areas but haven't done the armour yet and its still very much a WIP (I am thinking of getting it around 5,000 polys to keep it some what lower and not go to high when its done).  If any users have experience or any pointers of how many polygons I should limit a model to or anything else I'd like to take everything into consideration.  I don't want to have a model that is going to be to dense or difficult to rig etc as I am unfamilure with the editor tools or limitations (I believe they are professional tools that probably wouldn't be to limited other than by hardware, I'd just like to know best practices to be on the safe side :)).   

Tho I'd assume multiple objects wouldn't be a problem and that 5,000 polys should be fine I think thats what Perfect Dark Zero had which was a launch game for 360 in 2005.

The usual way is to create a low res and a high res mesh. You then create the normal map from the difference between the two models. Dunno which maps the source engine models use though. Diffuse, normal, specular and bump probably.

Offline Capt. Snow

  • Member
    • My TS Wikia profile
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #61 on: August 20, 2012, 01:08:36 PM »
You guys should try Collaborating with the guys that made the Golden Eye: Source mod. It's very polished and nice so I'd think they could help you out.

Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #62 on: August 20, 2012, 01:49:56 PM »
You guys should try Collaborating with the guys that made the Golden Eye: Source mod. It's very polished and nice so I'd think they could help you out.

I don't know if I'm mistaken or not, but weren't they the guys who were rude to members of TSP when some of us went to ask for some models or something?

Offline Tom Kane

  • Member
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #63 on: August 20, 2012, 01:58:14 PM »
You guys should try Collaborating with the guys that made the Golden Eye: Source mod. It's very polished and nice so I'd think they could help you out.
Tuppence went asking, he was shot down. They aren't done with GE:S, and don't have time to help with another mod that will nearly play the same anyways. No need to bother the GE:S team.
Previously known as Mr. House.

Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #64 on: August 20, 2012, 04:37:17 PM »
The usual way is to create a low res and a high res mesh. You then create the normal map from the difference between the two models. Dunno which maps the source engine models use though. Diffuse, normal, specular and bump probably.

Yeah I was thinking of using Zbrush anyway so once I have my base I'd bring it in and make the detailed version/textures etc.  I am sure it uses all the maps you mentioned, Diffuse, normal and specular should be fine and what I was thinking in that regard.  I don't know if it uses displacement maps tho.

Offline Gandler

  • Member
Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #65 on: August 20, 2012, 05:28:02 PM »
Tuppence went asking, he was shot down. They aren't done with GE:S, and don't have time to help with another mod that will nearly play the same anyways. No need to bother the GE:S team.
I remember seeing that on GE: Source forum back before I was a member on this forum. I was disappointed that they shot him down because they have great experience and do great work, but its understandable as well since GE: Source is a big time commitment and they want to keep working on quality content for their mod which I am sure consumes a lot of their time.

But there is another Source Mod, Perfect Dark Source,  PD game out before TS and just slightly before the members left rare to form Free Radical, so the people who made that mod (I don't know any of them), if you can find them may be able to offer some suggestions, since PD has a very much TS feel (even  more so than Goldeneye) and in my opinion was basically the precursor to TS since they carried a lot of ideas over.

Then again there are plenty of Source modding forums around and just general modding forums that if you need to recruit more modders, you guys could start posting some help wanted type things on there you may be able to draw in some Source modders who are TS fans to help you (or maybe even some that never heard of TS but just like to help with mods). Or maybe some people there even have character models or weapons models already on their PC from a project that they were considering but then never did.


I would offer to help and wish I could since I really hope this project follows through and results in an awesome mod. But I am literally working 80 hours a week right now and am also working on getting into the military and into some college courses I want, so yea I have basically like no free time right now, and when I do I don't feel like trying to figure out how to piece together code (I am no expert, and I have 0 experience on Source engine, but if I had time I could probably figure out how to at least do basic functions, but I don't have the time right now). But you guys seem to be making awesome progress so far based on the videos of the completed maps I have seen!
"Perhaps it is better to be irresponsible and right, than to be responsible and wrong. " -Winston Churchill

Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #66 on: September 10, 2012, 10:05:06 AM »
So has anyone here tried to get someone to help with our TSCP?

Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #67 on: September 17, 2012, 10:13:40 PM »
Make a Survival Mode, that'd be pretty freaking sick
I am a Koozor Mox. I am a Koozor. I am a. I am. I.

Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #68 on: September 17, 2012, 11:08:38 PM »
Make a Survival Mode, that'd be pretty freaking sick


Ah, I thought you were gonna tell us that you were helping in one of the categories.

Your suggestions and death wishes should go here: http://timesplittersportal.com/index.php/topic,5005.0.html

Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #69 on: September 17, 2012, 11:40:55 PM »
Ah, I thought you were gonna tell us that you were helping in one of the categories.

Your suggestions and death wishes should go here: http://timesplittersportal.com/index.php/topic,5005.0.html


Oops, sorry about that Infected. :/
I am a Koozor Mox. I am a Koozor. I am a. I am. I.

Re: TimeSplitters Community Project: Roles + Confirmations
« Reply #70 on: September 23, 2012, 12:54:10 PM »
So...anyone else wanna step in?

 

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