Official Shift Discussion Thread (Half-Life 2)

Re: Afterhours Racing (SHIFT)

Postby KammyworldRacerGT4 » 13 Dec 2008, 01:16

- Rx7 - wrote:Sign up doods :)


Yeah, doods. Twill be the best thing to happen since Most Wanted.
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Re: SHIFT Racing (Afterhours) [pics posted]

Postby xHaZxMaTx » 18 Dec 2008, 03:32

Damn, these are looking very nice. =D>
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Re: SHIFT Racing (Afterhours) [pics posted]

Postby Stereo » 18 Dec 2008, 04:10

The only bad thing is that it's in Source, which isn't meant for flashy cars. Source is meant for dull and scary things, and it's uber optimized. I dunno, maybe you can work something out.

But the building is looking slick.
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Re: SHIFT Racing (Afterhours) [pics posted]

Postby Nitrodemon McLaren » 18 Dec 2008, 16:13

Those are some sleek graphics you got there...
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Re: SHIFT: After Hours Racing

Postby Stereo » 29 Jan 2009, 02:56

OMG I would keep the textures the same! It would be like a Mirror's Edge racing game. That would be sweet.

I'm trying mapping myself, but I'm not too far. It's a scary house thing and I can't even get the soundscape to work. No idea how to link the wav file to the env_soundscape.

Are these done in Hammer or 3dsmax? And I love that last building shot. It looks epic. Amazing job. Keep it up, and don't let it die like last time.
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Re: SHIFT: After Hours Racing

Postby peterfaj » 30 Jan 2009, 07:16

Stereo wrote:OMG I would keep the textures the same! It would be like a Mirror's Edge racing game. That would be sweet.

So I'm not the only one who thinks it looks like Mirror's Edge?
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Re: SHIFT: After Hours Racing

Postby korge » 30 Jan 2009, 22:36

No, You have it backwards.

Mirrors Edge looks like Half-Life2: EP 2. They use the same quadratic algorithm for calculating environmental light and the photorealistic style was started by hl2 back in 2004? Dayum, and to think 5 years later Mirrors Edge still looks the same.

My mod atm is using the Ep1 engine and therefore is not as pretty as it could be. We will be changing to Ep2 shortly.

When everything gets textured and changed to night time it will not resemble Mirrors Edge.
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Re: SHIFT: After Hours Racing

Postby peterfaj » 30 Jan 2009, 23:27

korge wrote:No, You have it backwards.

Mirrors Edge looks like Half-Life2: EP 2. They use the same quadratic algorithm for calculating environmental light and the photorealistic style was started by hl2 back in 2004? Dayum, and to think 5 years later Mirrors Edge still looks the same.

My mod atm is using the Ep1 engine and therefore is not as pretty as it could be. We will be changing to Ep2 shortly.

When everything gets textured and changed to night time it will not resemble Mirrors Edge.

Sad. I like the current style. Well, we'll see how it looks then. HL2 does not look like Mirror's Edge (the style I mean, that's the most noticeable). But these screenshots reminded me of Mirror's Edge. But, whatever I guess.
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Re: SHIFT: After Hours Racing

Postby korge » 30 Jan 2009, 23:39

I look at the news. NFS Shift? What the f? Seriously.
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Re: SHIFT: After Hours Racing

Postby xHaZxMaTx » 30 Jan 2009, 23:57

roflcopter

Speaking of which... *Heads on over to the Offtopic thread.*
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Re: SHIFT: After Hours Racing

Postby Stereo » 31 Jan 2009, 01:36

I bet one of their rep's came here secretly and decided to fuak with you. D:

EDIT: I don't know if the night sky WILL look like the one you posted, but for now the night skybox looks pretty lame. :(
Just a gradient. Get some stars, clouds, planes, roflcopters, I dunno.
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Re: SHIFT: After Hours Racing

Postby xHaZxMaTx » 31 Jan 2009, 03:49

Y'know, in a fairly well-lit city, you'd only be able to see a few, if any, stars at all.
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Re: SHIFT: After Hours Racing

Postby korge » 31 Jan 2009, 05:03

Thats why I (temporarily) used that all black sky texture. That gradient is distance fog. I set it so it wont be visible horizontally since you are in a city, but vertically it looks nice (when you look up at the skyscrapers)

I actually thought the all black sky looked kind of realistic. Not perfect, but somewhat bearable.
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Re: SHIFT: After Hours Racing

Postby Stereo » 31 Jan 2009, 15:18

you should add at least SOME variety. get a cloud or two in there.
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Re: SHIFT: After Hours Racing

Postby donaldgladden » 31 Jan 2009, 18:20

you should add at least SOME variety. get a cloud or two in there.


The only bad thing is that it's in Source, which isn't meant for flashy cars. Source is meant for dull and scary things, and it's uber optimized. I dunno, maybe you can work something out.

But the building is looking slick.


Clouds at night where i live look gloomy and ominous. Kinda contradict what you said earlier.
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Re: SHIFT: After Hours Racing

Postby Carcrazy » 14 Feb 2009, 08:55

All I can say is: Oh yes... :D
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Postby korge » 16 Mar 2009, 23:41

Here are a few untextures vehicles.
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Re: Untextured Vehicles

Postby Zero260 » 17 Mar 2009, 09:25

Prelude action! Nice!

Now do the BB4. :D
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Re: Untextured Vehicles

Postby RedCarDriver » 18 Mar 2009, 02:18

R33 Skyline is a good car choice, but - as I've mentioned before - there are some technical inaccuracies in the model, mostly with the hood and tail-lights, but otherwise it looks pretty good so far. :D

I might be able to help somewhat with texturing, but you're still not able to contact the modeler, are you?
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Re: Untextured Vehicles

Postby korge » 18 Mar 2009, 04:57

Actually, the modeler was Bunguer, but he retired as a modeler and now just occasionally visits the site and monitors the mods progress.

I still have the original models though.

The tails are definitely inaccurate lol
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Re: Untextured Vehicles

Postby RedCarDriver » 19 Mar 2009, 07:06

All that really needs reworking, on second examination (I originally thought the whole car was out of proportion), are the roof, tail-lights, and headlights. There are some other inaccuracies (the GT-R spoiler is actually intended to fit into where the GTS-T hoop wing went), and if we're going for Crysis we may as well strive for super-high-detail models anyway, but the model looks really good.
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Re: Official Shift Discussion Thread (Half-Life 2)

Postby korge » 04 Apr 2009, 21:47

A little update, my coder has been working on implementing this tachometer in game. He is running into some trouble but hopefully soon, we can have it working smoothly.

It incorporates a tachometer, nos gauge, and a gear readout.
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Re: Official Shift Discussion Thread (Half-Life 2)

Postby korge » 05 Jun 2009, 16:46

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Re: Official Shift Discussion Thread (Half-Life 2)

Postby XCROSSX » 05 Jun 2009, 18:23

wow, the main character has my name :) that's cool.
GT3x24x7 wrote:I don't get why the word 'irony' has nothing to do with metallurgy.
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Re: Official Shift Discussion Thread (Half-Life 2)

Postby Zero260 » 06 Jun 2009, 00:14

There's a typo in the first sentence under "The Mod" on the home page. "Shift is a is a..."

And where's the surprise? A photoshopped picture of a Skyline? A story we've pretty much already heard? Looks like some major progress. :P
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