total annihilation hl2 modification

total annihilation hl2 modification

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kookos
Posts: 19
Joined: 21 May 2005, 20:46

total annihilation hl2 modification

Post by kookos »

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BvDorp
Posts: 439
Joined: 14 Oct 2005, 12:09

Post by BvDorp »

looks fun to me :)

They'll have to do a lot of creating.. but we'll see what comes up
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Maybe they could use the high poli units from Spring.
Would be quite silly wo walk as a peewee next to a zipper.
Wait, we already can do that ^.^'
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SwiftSpear
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Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

I doubt that many of the high poly spring units would be much use because the 3do model system is absolutly and totally incompatable with HL2 models... That being said if they produce alot of good content I'd love if they'd share some of the basic models so we can rip them to s3o.

It'd be great for the two communties to try to help eachother out as much as possible... they're looking at a huge boarderline impossible project if they don't get any help at all.
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Michilus_nimbus
Posts: 634
Joined: 19 Nov 2004, 20:38

Post by Michilus_nimbus »

Well, perhaps they could use the Unreal Annihilation models. I don't know if those are any more compatible with Source models, but some of them are at least a little prettier. The textures mostly suck, though.
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SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Michilus_nimbus wrote:Well, perhaps they could use the Unreal Annihilation models. I don't know if those are any more compatible with Source models, but some of them are at least a little prettier. The textures mostly suck, though.
If they can get the raw files they should be compatable. Unreal uses compiled models... Maby we should try to rip some of the unreal ani models to see if they can be ported to s3o...
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