[THE COLLAB] Blood Gulch Reality

Everything about HD, MD, and their mods.

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Fonzeh
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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by Fonzeh » Fri Apr 30, 2010 1:49 pm

jpt! modder is more than fine. And no weapon will be safe from my Damage and Force Modding.

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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by 2310 » Fri Apr 30, 2010 9:54 pm

VimesV wrote:Sound, ROF, kickback, whatnot, etc. Stuff like that.
No, I mean just the firing effect tag stuff, not what happens when you fire. The muzzle flash for guns, flames of the flamethrower, smoke from rocket launcher, plasma flashes for plasma weaps, etc. (I believe you need to enable all the graphics effects to see all effects in gameplay.)

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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by Sparky » Fri May 07, 2010 6:33 pm

I can add some realistic sounds. I have a resource mod in progress for that, anyway.
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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by 2310 » Sun May 09, 2010 5:54 am

Sparky wrote:I can add some realistic sounds. I have a resource mod in progress for that, anyway.
Thanks! :D Do you have them ready, or when would be an estimated date of completion?

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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by Sparky » Mon May 10, 2010 2:49 pm

This is a week from Hell for me, so let's talk again ... in about 2 weeks.
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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by 2310 » Tue May 11, 2010 10:26 am

Sparky wrote:This is a week from Hell for me, so let's talk again ... in about 2 weeks.
Not to worry, it's ok! :D As long as something is going to be done in the not-too-distant future. :D

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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by Turtle » Tue May 11, 2010 12:35 pm

Hello again everyone. As you may or may not know, I have been pretty ill recently and haven't made much progress in a while; I'm still not 100% but will try my very best to get a solid amount of modding done.
I will hopefully have some more pictures in a few days and will PM VimesV ASAP.
Glad to be back! From, Turtle.
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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by 2310 » Fri May 21, 2010 1:14 pm

Hi! If you haven't noticed, I've been away for a few days due to moving house.

@ Turtle: Hope you get better ASAP! :D Any progress yet? I have a shrapnel effect (it's in my personal WIP thread) and I'd like to know if you have something similar or if it's possible to integrate your current frag nade effect with my shrapnel effect. Thanks! :D

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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by Turtle » Fri May 21, 2010 11:28 pm

2310 wrote:Hi! If you haven't noticed, I've been away for a few days due to moving house.

@ Turtle: Hope you get better ASAP! :D Any progress yet? I have a shrapnel effect (it's in my personal WIP thread) and I'd like to know if you have something similar or if it's possible to integrate your current frag nade effect with my shrapnel effect. Thanks! :D
I have been pretty slow but will soon get back on form :)
Im sure I can integrate it in, but VimesV is taking The Frag effect now so I'll talk to him about his progress soon.
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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by 2310 » Sun May 23, 2010 12:35 pm

Turtle wrote: I have been pretty slow but will soon get back on form :)
Im sure I can integrate it in, but VimesV is taking The Frag effect now so I'll talk to him about his progress soon.
Ok! Thanks! :D

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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by Sparky » Tue May 25, 2010 11:32 pm

Are we going to use photorealistic bitmaps? Like pictures of real grass, rocks, metal, clouds, and so on?
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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by 2310 » Wed May 26, 2010 10:58 am

Sparky wrote:Are we going to use photorealistic bitmaps? Like pictures of real grass, rocks, metal, clouds, and so on?
Well ... the problem with those is that they create a tiling effect; it appears that the ground/sky/etc. has been neatly tiled into identical squares. Unless you have photorealistic bitmaps that don't create such an effect ... we probably won't.

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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by kiddten » Wed May 26, 2010 11:49 am

that can be fixed with mipmaps. but the best way to edit those is with the dds format. which, can only be edited on windows. kinda releated, i was going to ask the people on the hce forums if they could edit bloodgulch to add bumpmaps to the sand and grass and strech the sand and grass textures to tile only half as often, so you could put images with more variance in there.
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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by Turtle » Wed May 26, 2010 11:54 am

That would be very cool, but wouldn't it involve CE?
(I don't know if we can use CE content for this)
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Re: [COLLAB RECRUITMENT] Blood Gulch Reality

Post by kiddten » Wed May 26, 2010 11:57 am

i think we can, if its not just import shite.
i think what i just said should be just fine though, sparky, do you think you could do that? or should i go ask the hce forums?
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