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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Mon Jan 04, 2010 1:54 am 
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Doesn't really matter now. We just got a mapper and modeler by some maricle. The mapper's maps > my maps

So i imagine it will be completely redone anyway.

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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Sat Jan 16, 2010 2:16 am 
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Now that we have a modeler and exceptionally good mapper we can get to real work

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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Wed Feb 03, 2010 1:28 pm 
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Sounds awesome! Man... I'd probably get Half-Life 2 just to play this mod, if I had the money. ^^

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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Sun Mar 14, 2010 5:02 am 
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Swords of the Wolves wrote:
Sounds awesome! Man... I'd probably get Half-Life 2 just to play this mod, if I had the money. ^^



With the way the mapping is going, you may end up needing hl2ep2 as well. Those are some NICE trees...

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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Thu May 20, 2010 3:37 am 
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I find the idea that you can make a video game out of an already existing video game. Ive never understood how millions of lines of code translates into highly intensive graphics and such. But that's awesome we got someone who does working on a game. On the plust side for me, I already own Half Life 2, episode one, and episode two :D

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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Sat May 29, 2010 3:12 am 
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balto678 wrote:
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I find the idea that you can make a video game out of an already existing video game. Ive never understood how millions of lines of code translates into highly intensive graphics and such. But that's awesome we got someone who does working on a game. On the plust side for me, I already own Half Life 2, episode one, and episode two :D


well I suppose you are all set then.

In later versions we'll probably make our own trees because ep2 trees are massive poorly optomized lag bombs, but expect them in early versions.

also... millions of lines of code FTW!
Don't ask me why I enjoy programming, I just do. :p. I hate math. Yet, I love it in code, where for some reason it makes sense to me. I have the strange ability to stare at a text document writting code all day...

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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Sun Aug 29, 2010 3:43 am 
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I dont make a habit out of bumping topics, but good things have been occuring, finally.

We have good, proffesional maps in the works
We finally found a modeler, a good one. The one I was celebrating before never did anything, then promtly vanished


Here is the skinned world model of Kodi's glock as it stands:


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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Tue Sep 14, 2010 11:57 pm 
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Bump, more models

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Fictionous (as with all my aircraft) Orca A-35. Ugly cockpit texture, think im going to make the cockpit texture dark black with a slight shine.

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potential use colt 1911, unskinned.

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Generic oil barrel. Unskinned.

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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Sun Nov 07, 2010 12:42 pm 
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Sounds like a good game.

I hope to make a Balto Video Game someday with my own animation studio, or an All Dogs Go To Heaven, idk. Sorry to go off topic for a second there.

Id be very interested if this game ever DID come out for Wii.

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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Tue Nov 09, 2010 10:44 pm 
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Togo wrote:
Kodi's Glock? :lol:


Yep, and more coming once i can get them to render correctly in-game

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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Wed Nov 17, 2010 8:20 pm 
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This is definitely a project for the win I have to say, and I'll be sure to look for it when it's done. Even though I don't really play comp games.

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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Thu Jan 20, 2011 7:38 pm 
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Well, I ought to post progress, and there has been plenty thereof. I finally got myself 3d modeling, and well, the models are rolling in now.

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Yep, many, and more coming. I'm also getting them properly in game. Heres one of my tests:
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 Post subject: Re: Balto Half Life 2 mod
PostPosted: Tue Apr 19, 2011 3:42 pm 
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