You wake up in a dark alley, not knowing anything. What has happened anyway? You struggle after the truth and answers. Answers you want to know in the darkness and fear, which makes your heartbeat race like violent blows against your head. Where do "they" come from? What has happened? Are you just turning insane? The time is up; you can't stay there reading your smses forever. It's time to head out and find the answers. Cry of Fear is a singleplayer modification of Half-Life 1 which brings you the horror you've always been afraid of. It's a total conversion of Half-Life 1, which means it uses NO Half-Life 1 content or other peoples' files. It's all made exclusively by the developers. It also uses new gaming styles that you will rarely find in Half-Life mods, such as advanced cutscenes and other stuff that will be revealed at a later date.
Hey guys. I'm back on track with modding now, as my computer broke 2 weeks ago and I've now got it repaired, which means I can start modding again. And what I've managed to do so far is playing around with proper made normal maps. Basically 3D models converted into textures, created with Maya. /Andreas
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First!
*khem* it seems your'e being downvoted *khem*
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I knew it. It's worth it to be first. U first = U cool guy 8)
First = No life ...
having an avatar like yours = Pure WIN! xD
"Okay Bob! Back the karma dump truck up!" *beep* *beep* *beep*
Hahaha, classic!
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****
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ur mother
I lol'd so badly when I saw the minus karma :D
Irony?
Moddb.com
Elementary school's hard, eh?
I have never seen negative votes go past -100 before. XD
nice work :D
cool! :D
Nice!
Why did you remove the 3d model?
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probably too much polys for HL engine
Not too much polygons, but it would run better as a texture, also models cant have bumpmap
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model can have normalmap
maybe not in hl...
thats what I mean
The model was used in the making of the normal map. This is referred to as 'baking', usually.
Upping the polycount of the scene and map as a whole would use many more resources for a slightly negligible effect, especially for something as common as a wall. Baking a higher quality normal map from a hi-polygon model and applying the textures to a single quad uses significantly less, and still looks good. This is still GldSrc as well, remember. Code editing or not, Rumpel is pushing the engine to it's limits.
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looks little flat
agreed.
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I HATE STUPID ************* WHOS EATING MY CARMA !!!!!!!EAT YOUR **** ******* !!!!!!1 I HATE YOU SO MUCH AND I WANT TO BEAT YOUR STUPID UGLY FASES WITH MY FISTS BITCHES !
yes,I can control my anger.
only suggestion is make a model more hipoly and deep,then capture normal map from it.or put this model instead of brush if you are not hitting limits
Rage on with your bad self !!
Yeah, I'm getting tired of those kind of people.
Comments are here so we can give some kind of criticism, not so we can *** kiss the developers.
I think the texture looks a bit boring, might just be me.
But keep up the good work, I look forward to it.
ALL CAPS RAAAGE
control you`re anger before it controls you -yoda
The ground to wall transition seems very abrupt. I'm sure it'll look great in the end since you've said you're just playing around with the Normal Maps at this point, but just a heads up.
Keep up the good work!
this. +1
good work so far - i think the problem here is the top, it looks so stretched like it's forming a peak there, i think small stone props there in the size of the one on the texture would fix that or just make a "slab" on top of the small stonewall, to hide that.
and i don't get the blind spreading of bad karma on moddb. all shadowdude1 sayed was true - it looks a little flat - not the texture itself but the shape of the wall and the stretched top. i gave you +1 btw., shadowdude1 ;)
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thanks man
To be honest, I don't think it's that much of an issue. The player's eye will be drawn to the bump mapping rather than the edge and since there's so much else to look at while moving through the area, it isn't such a big deal.
In other words, the only reason we notice so much is because this is a screenshot rather than a video/playing the mod.
That looks great. Keep it up! :D
Oh BTW, you've done some awesome job with that phone, it looks so real!
Awesome job! Another small detail that will make the game look better and better!
I couldn't agree more!
Can't wait to play this mod.
Great job.
Pro stuff, keep it up!
i like it. but it looks flash without the shadow casting.
Convincing stones. I like them!
This is a quite popular technique..The faomous game Amnesia and ofcourse the penumbra series used an engine which did that..I presonally think 3D textures look best!
I don't notice the 3d textures.
Pretty much every modern game uses normal maps. What's your point?
What's up with almost everyone's karma being taken away?
Its because most the people commenting are acting immature :)
Good to hear you have your computer back, I like normal maps
No you feh head it be a troll.
Great stuff, one way to combat the abrupt wall transition would be to have part of that wall texture on the stones and just make the actual stones 3D and leave the wall part flat. To be honest though, I don't really think it's worth it, you've already beaten the engine limitations several times, most will just be happy with that factor alone, like me =)
theres something that i dont understand, the cellphone's front part has light so why in the camera (you) you see some light like if you were using a lantern
sorry for bad english if you didnt understand
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HOLY **** SICK WALL BRAH
Hey what the hell is it with this website and burying comments like crazy, it seems like this websites ******** limit is extremely low.
Chances are that this comment is going to get buried soon.