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The world of organized crime is extremely dangerous, but can often be quite rewarding. You will join a crime syndicate and face off against members of rival crime organizations. You will find yourself in various highly detailed urban environments engaging in many underhanded tasks to satisfy the needs of your boss. The initial release of HiT-SQUAD will feature the Italian and Russian crime syndicates. Future releases may add the Yakuza, Irish Mob, and other crime organizations.
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0 comments by Mailman on Dec 14th, 2004 digg this super bookmark
We have just finished redesgining our website. The new site has much more detailed information on our mod as well as brand new phpBB forums. We've added four new renders of our currently skinned models and will be adding more in the coming weeks.
Check out all the changes at Hit-squad.net.
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dead...
this mod is hella pimp, dont kill it with teh shank!!
Its dead sux0r
You make a good point, but if you can get most of the pre-planning done before the game ships, then that gives you more time to focus on content creation and implementing said content. Make sense?
Although its been pissing me off that people keep start mods without even playing HL2, I think this mod is going to do well.
Like your custom title :)
Heh, I guess I should check these more often...
gozinta82:
The garbage that you are refering to is the result of freezing a sub-patched model in Lightwave. As Mailman already stated the hi poly model is used for creating the normal maps. You could use fewer polys in the hi-poly model, but why? It's easy to model organic objects using sub-patches, and a frozen subpatch model works great for making normal maps. I see no reason to change the technique.
gozinta82:
That 30k model will not be used in game under any circumstances. It was created in order to generate a normal map for the 1398 poly head. Here's the model creation pipeline:
1. Create a high-poly model with UV map. Polygon count is irrelevant.
2. Create a polygon reduced version that meets HL2's polygon budget.
3. Use a plugin to create a normal map from the high-poly version that is applied to the low-poly version. This makes the low-poly version appear as detailed as the high-poly one.
did you know you can only convert maps from HL1 to HL2? not code and models.
You should be able to 'convert' Half-Life 1 models over to Half-Life2, but it's not likely that Hammer will do it for you... (Hammer is just for Mapping, mind you) For the most part, you can take models, rip them apart in Milkshape, (decompile) and export them as a 3DS file, then import them into 3D Studio MAX, re-rig, re-animate, and re-compile them into a model compatible with Source. Though, I can't see why anyone would want to... since most of HL's models are around or under 2000 polygons, which means they are utter crap compared to what you would want to use in HL2. Not only that, but the 8-bit textures used on the models in HL1 would look like crapola in HL2 (not that they already look like crap or anything... pfft) since HL2 supports materials, such as bump maps, diffuse maps, etc....
your mod idea sounds like a good idea for halflife 2, but i just looked at your head model that is in your screenshots section of your site and i have a few things to say about it. Not bad texture work, but the modeling on the face is a little EXTREME!! there is no reason for you to make that many polys to a face for that kind of detail. i.e. you could make the high poly face out of ~8k worth of polys and get the same kind of detail u would w/ 38k polys. anyone can make a head model, add meshsmooth and add like 3 iterations to it to make it look "profession grade" but there is NO absolute reason to do that. it seems like that you are thinkin, "the more the polys, the better" but that is WAY TOO OVER BOARD. talk to proffesional mod team modellers, or anyone else that has been modelling, and they will tell u the same thing. i hope that in the future, u dont fill your media w/ this sort of garbage.
later