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Balto-the-WOlf-Dog
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Post subject: Re: Balto Half Life 2 mod Posted: Sun Mar 14, 2010 5:02 am |
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Joined: Fri Jun 13, 2008 2:14 am Posts: 252 Location: In the pilot's seat of a Cessna 172, 4,500 feet in the air.
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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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Kalgorn
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Post subject: Re: Balto Half Life 2 mod Posted: Thu May 20, 2010 3:37 am |
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| Animation Source is my home! |
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Joined: Sat Aug 13, 2005 10:18 am Posts: 2427 Location: Fountain inn S.C.
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xD 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 
_________________ Check out what I'm working on! https://m.fanfiction.net/u/9391012/kalgornthehunter
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Balto-the-WOlf-Dog
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Post subject: Re: Balto Half Life 2 mod Posted: Sat May 29, 2010 3:12 am |
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Joined: Fri Jun 13, 2008 2:14 am Posts: 252 Location: In the pilot's seat of a Cessna 172, 4,500 feet in the air.
Gender: Male
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balto678 wrote: xD 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  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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Balto-the-WOlf-Dog
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Post subject: Re: Balto Half Life 2 mod Posted: Sun Aug 29, 2010 3:43 am |
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Joined: Fri Jun 13, 2008 2:14 am Posts: 252 Location: In the pilot's seat of a Cessna 172, 4,500 feet in the air.
Gender: Male
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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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Balto-the-WOlf-Dog
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Post subject: Re: Balto Half Life 2 mod Posted: Tue Sep 14, 2010 11:57 pm |
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Joined: Fri Jun 13, 2008 2:14 am Posts: 252 Location: In the pilot's seat of a Cessna 172, 4,500 feet in the air.
Gender: Male
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Bump, more models  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.  potential use colt 1911, unskinned.  Generic oil barrel. Unskinned.
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baltoluv
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Post subject: Re: Balto Half Life 2 mod Posted: Sun Nov 07, 2010 12:42 pm |
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Joined: Tue Jul 27, 2010 6:33 am Posts: 251 Location: San Francisco, CA
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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.
_________________ DODGE: Grab Good Life By The Horns
Also Animation Sources biggest SOAD and Marliyn Manson fan!
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Balto-the-WOlf-Dog
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Post subject: Re: Balto Half Life 2 mod Posted: Tue Nov 09, 2010 10:44 pm |
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Joined: Fri Jun 13, 2008 2:14 am Posts: 252 Location: In the pilot's seat of a Cessna 172, 4,500 feet in the air.
Gender: Male
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Togo wrote: Kodi's Glock?  Yep, and more coming once i can get them to render correctly in-game
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balto legend 1925
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Post subject: Re: Balto Half Life 2 mod Posted: Tue Apr 19, 2011 3:42 pm |
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Joined: Tue Aug 24, 2010 8:12 pm Posts: 33
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when do you thank it will be dune.
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