TheUplinkExperiment

TheUplinkExperiment

@uplink

Just a furry with internet access, and I really enjoy making things. Curretnly working as a mapper for the mod Stolen Mind

neocities.org
TheUplinkExperiment#7701
Joined 21 Jan 2022
Badges
Made it
Made it
Completed the LambdaGeneration Half-Life 25th Anniversary Adventure
Two Years
Two Years
Be a member of the site for two years!
Follow
So there's this one lost map from way back in Valve's involvement with the Team Fortress series, Lobotomy. It was meant to release with Valve's Team Fortress but neither it or the map ever came out, it had some Control Point-esque gamemode where both teams tried to destroy the other base's reactor, first by destroying the two security terminals locking them away from it. But also the team that held the base could repair those terminals to buy more time for their side to destroy the other sides reactor.

(Its kind of hard for me to describe but I gave it a shot.)

Using this one image I tried to recreate whats seen, for it I made a couple custom textures out of HL1 and HL2 textures and stared at the one screenshot for a while trying to get the textures to line up right, pretty proud of what I achieved.

Also there isn't anything outside of what you see in the recreation currently, as we don't know what that looked like. But I will be going through and attempting to create areas that would fit with gamemode and map. I don't really know how successful I'll be.

(Last two images are some of the custom textures made for this, just because I had more room to add images and felt like showing them)
So there's this one lost map from way back in Valve's involvement with the Team Fortress series, Lobotomy. It was meant to release with Valve's Team Fortress but neither it or the map ever came out, it had some Control Point-esque gamemode where both teams tried to destroy the other base's reactor, first by destroying the two security terminals locking them away from it. But also the team that held the base could repair those terminals to buy more time for their side to destroy the other sides reactor.

(Its kind of hard for me to describe but I gave it a shot.)

Using this one image I tried to recreate whats seen, for it I made a couple custom textures out of HL1 and HL2 textures and stared at the one screenshot for a while trying to get the textures to line up right, pretty proud of what I achieved.

Also there isn't anything outside of what you see in the recreation currently, as we don't know what that looked like. But I will be going through and attempting to create areas that would fit with gamemode and map. I don't really know how successful I'll be.

(Last two images are some of the custom textures made for this, just because I had more room to add images and felt like showing them)
So there's this one lost map from way back in Valve's involvement with the Team Fortress series, Lobotomy. It was meant to release with Valve's Team Fortress but neither it or the map ever came out, it had some Control Point-esque gamemode where both teams tried to destroy the other base's reactor, first by destroying the two security terminals locking them away from it. But also the team that held the base could repair those terminals to buy more time for their side to destroy the other sides reactor.

(Its kind of hard for me to describe but I gave it a shot.)

Using this one image I tried to recreate whats seen, for it I made a couple custom textures out of HL1 and HL2 textures and stared at the one screenshot for a while trying to get the textures to line up right, pretty proud of what I achieved.

Also there isn't anything outside of what you see in the recreation currently, as we don't know what that looked like. But I will be going through and attempting to create areas that would fit with gamemode and map. I don't really know how successful I'll be.

(Last two images are some of the custom textures made for this, just because I had more room to add images and felt like showing them)
So there's this one lost map from way back in Valve's involvement with the Team Fortress series, Lobotomy. It was meant to release with Valve's Team Fortress but neither it or the map ever came out, it had some Control Point-esque gamemode where both teams tried to destroy the other base's reactor, first by destroying the two security terminals locking them away from it. But also the team that held the base could repair those terminals to buy more time for their side to destroy the other sides reactor.

(Its kind of hard for me to describe but I gave it a shot.)

Using this one image I tried to recreate whats seen, for it I made a couple custom textures out of HL1 and HL2 textures and stared at the one screenshot for a while trying to get the textures to line up right, pretty proud of what I achieved.

Also there isn't anything outside of what you see in the recreation currently, as we don't know what that looked like. But I will be going through and attempting to create areas that would fit with gamemode and map. I don't really know how successful I'll be.

(Last two images are some of the custom textures made for this, just because I had more room to add images and felt like showing them)

So there's this one lost map from way back in Valve's involvement with the Team Fortress series, Lobotomy. It was meant to release with Valve's Team Fortress but neither it or the map ever came out, it had some Control Point-esque gamemode where both teams tried to destroy the other base's reactor, first by destroying the two security terminals locking them away from it. But also the team that held the base could repair those terminals to buy more time for their side to destroy the other sides r…

heavypog3
I was holding off on posting the last three of Group 01 for no real reason so I'm posting them now.

Male 09 and Male 06 have had me do the most work out of this whole thing so far.

Male 06 the absolute most as his retail version actually has his eyes misaligned so they go a bit above where they should be, so I had to correct that but weird modelling for his head causes this spiked eyelash looking thing to show up on his left eye.

Male 09 was the second hardest to work on, the upscaling didnt do well with hair at all so there was a great deal of manual work put in to make that look good, but I also think he shows what this mod does so well.

Did you know that he could possibly have one of the most compressed faces out of all the citizens? Thats because out of the 512x256 texture used, half is just his neck which is way more than any other facemap so a lot less space is left for actual features and it leads to him having some obvious quality loss, but this upscaled version reverses it very well as seen in the preview images provided.

As for Male 08, theres not alot to say, he was fairly easy to work on (maybe because at one point his face was used for a main character so they gave him more of the facemap to fit details in.
I was holding off on posting the last three of Group 01 for no real reason so I'm posting them now.

Male 09 and Male 06 have had me do the most work out of this whole thing so far.

Male 06 the absolute most as his retail version actually has his eyes misaligned so they go a bit above where they should be, so I had to correct that but weird modelling for his head causes this spiked eyelash looking thing to show up on his left eye.

Male 09 was the second hardest to work on, the upscaling didnt do well with hair at all so there was a great deal of manual work put in to make that look good, but I also think he shows what this mod does so well.

Did you know that he could possibly have one of the most compressed faces out of all the citizens? Thats because out of the 512x256 texture used, half is just his neck which is way more than any other facemap so a lot less space is left for actual features and it leads to him having some obvious quality loss, but this upscaled version reverses it very well as seen in the preview images provided.

As for Male 08, theres not alot to say, he was fairly easy to work on (maybe because at one point his face was used for a main character so they gave him more of the facemap to fit details in.
I was holding off on posting the last three of Group 01 for no real reason so I'm posting them now.

Male 09 and Male 06 have had me do the most work out of this whole thing so far.

Male 06 the absolute most as his retail version actually has his eyes misaligned so they go a bit above where they should be, so I had to correct that but weird modelling for his head causes this spiked eyelash looking thing to show up on his left eye.

Male 09 was the second hardest to work on, the upscaling didnt do well with hair at all so there was a great deal of manual work put in to make that look good, but I also think he shows what this mod does so well.

Did you know that he could possibly have one of the most compressed faces out of all the citizens? Thats because out of the 512x256 texture used, half is just his neck which is way more than any other facemap so a lot less space is left for actual features and it leads to him having some obvious quality loss, but this upscaled version reverses it very well as seen in the preview images provided.

As for Male 08, theres not alot to say, he was fairly easy to work on (maybe because at one point his face was used for a main character so they gave him more of the facemap to fit details in.

I was holding off on posting the last three of Group 01 for no real reason so I'm posting them now. Male 09 and Male 06 have had me do the most work out of this whole thing so far. Male 06 the absolute most as his retail version actually has his eyes misaligned so they go a bit above where they should be, so I had to correct that but weird modelling for his head causes this spiked eyelash looking thing to show up on his left eye. Male 09 was the second hardest to work on, the upscaling didnt …

A couple more of Group 01 have been HD-ified (actually these guys except for Male05 were done by the first post but I couldn't fit them in) Not alot to say other than Male 05 took alot more manual work than the rest (except for Male 06 but we'll get to him when the Group 01 is complete)
A couple more of Group 01 have been HD-ified (actually these guys except for Male05 were done by the first post but I couldn't fit them in) Not alot to say other than Male 05 took alot more manual work than the rest (except for Male 06 but we'll get to him when the Group 01 is complete)
A couple more of Group 01 have been HD-ified (actually these guys except for Male05 were done by the first post but I couldn't fit them in) Not alot to say other than Male 05 took alot more manual work than the rest (except for Male 06 but we'll get to him when the Group 01 is complete)

A couple more of Group 01 have been HD-ified (actually these guys except for Male05 were done by the first post but I couldn't fit them in) Not alot to say other than Male 05 took alot more manual work than the rest (except for Male 06 but we'll get to him when the Group 01 is complete)

lambdaspray1
So I'm working on a character enhancement mod for HL2, I know a couple of these exist already but they've all got little things that just put me off of them.

I made these by mixing multiple upscales at different settings and also bringing parts of the Leak facemap back in (Like ears and lips). Theres also more manual adjustments (seen most on Male 01 and Male 04) where an upscale just doesn't work.

Alongside just enhancing the faces that exist I'm also adding more.

The bloody versions of the Rebel models will now also get their own facemaps (seen there on Male 07), and also the Medic version of Male 05 will get a new facemap (In retail he just reuses the Rebel facemap)

If I can genuinely wrap my head around how modelling works I may attempt to add properly modeled hands to characters that lack them.
So I'm working on a character enhancement mod for HL2, I know a couple of these exist already but they've all got little things that just put me off of them.

I made these by mixing multiple upscales at different settings and also bringing parts of the Leak facemap back in (Like ears and lips). Theres also more manual adjustments (seen most on Male 01 and Male 04) where an upscale just doesn't work.

Alongside just enhancing the faces that exist I'm also adding more.

The bloody versions of the Rebel models will now also get their own facemaps (seen there on Male 07), and also the Medic version of Male 05 will get a new facemap (In retail he just reuses the Rebel facemap)

If I can genuinely wrap my head around how modelling works I may attempt to add properly modeled hands to characters that lack them.
So I'm working on a character enhancement mod for HL2, I know a couple of these exist already but they've all got little things that just put me off of them.

I made these by mixing multiple upscales at different settings and also bringing parts of the Leak facemap back in (Like ears and lips). Theres also more manual adjustments (seen most on Male 01 and Male 04) where an upscale just doesn't work.

Alongside just enhancing the faces that exist I'm also adding more.

The bloody versions of the Rebel models will now also get their own facemaps (seen there on Male 07), and also the Medic version of Male 05 will get a new facemap (In retail he just reuses the Rebel facemap)

If I can genuinely wrap my head around how modelling works I may attempt to add properly modeled hands to characters that lack them.
So I'm working on a character enhancement mod for HL2, I know a couple of these exist already but they've all got little things that just put me off of them.

I made these by mixing multiple upscales at different settings and also bringing parts of the Leak facemap back in (Like ears and lips). Theres also more manual adjustments (seen most on Male 01 and Male 04) where an upscale just doesn't work.

Alongside just enhancing the faces that exist I'm also adding more.

The bloody versions of the Rebel models will now also get their own facemaps (seen there on Male 07), and also the Medic version of Male 05 will get a new facemap (In retail he just reuses the Rebel facemap)

If I can genuinely wrap my head around how modelling works I may attempt to add properly modeled hands to characters that lack them.

So I'm working on a character enhancement mod for HL2, I know a couple of these exist already but they've all got little things that just put me off of them. I made these by mixing multiple upscales at different settings and also bringing parts of the Leak facemap back in (Like ears and lips). Theres also more manual adjustments (seen most on Male 01 and Male 04) where an upscale just doesn't work. Alongside just enhancing the faces that exist I'm also adding more. The bloody versions of the …

male075
So, I was looking through the HL2 textures for no real reason and I was looking at this decal and I saw the poster of this character at the bottom right.

Anyone know if thats an actual character from some piece of media or is it just a random thing made for the decal?

(Is this the right community to post this in? I mean its a texture from Half-Life 2 but is it related enough? If its like not meant to be here I'll repost it as not part of any community cause outside of this it doesn't fit anywhere)
So, I was looking through the HL2 textures for no real reason and I was looking at this decal and I saw the poster of this character at the bottom right.

Anyone know if thats an actual character from some piece of media or is it just a random thing made for the decal?

(Is this the right community to post this in? I mean its a texture from Half-Life 2 but is it related enough? If its like not meant to be here I'll repost it as not part of any community cause outside of this it doesn't fit anywhere)

So, I was looking through the HL2 textures for no real reason and I was looking at this decal and I saw the poster of this character at the bottom right. Anyone know if thats an actual character from some piece of media or is it just a random thing made for the decal? (Is this the right community to post this in? I mean its a texture from Half-Life 2 but is it related enough? If its like not meant to be here I'll repost it as not part of any community cause outside of this it doesn't fit anywh…

guess_ill_die1
Saw other people making these snapchat Half-Life things so I decided to make one I guess, haven't done posing stuff all that recently

Pretty sure I put this in the right category.

Saw other people making these snapchat Half-Life things so I decided to make one I guess, haven't done posing stuff all that recently Pretty sure I put this in the right category.

barnpog10
So did anyone play around with that Terror-Strike leak from yesterday? Was pretty fun ngl but it just crashes a whole lot (either with semi-high bot counts or playing with other people). Managed to get a couple rounds with bots.

Credit to Mike Booth and Turtle Rock Studios (Who originally made the mod, this version is patched a bit) and epicplayer40 (Who added the map you see in the screenshot and some new sounds)

So did anyone play around with that Terror-Strike leak from yesterday? Was pretty fun ngl but it just crashes a whole lot (either with semi-high bot counts or playing with other people). Managed to get a couple rounds with bots. Credit to Mike Booth and Turtle Rock Studios (Who originally made the mod, this version is patched a bit) and epicplayer40 (Who added the map you see in the screenshot and some new sounds)

This is just a little thing I did because I thought it'd help modders somehow, basic cutouts of the cliffs in the outside skyboxes from Half-Life (Excluding cliff, because it does a lot of distance things so its probably not as good as a something to slip other skies into)

The first two images above are skies I made by combining ones from other games and ones from Half-Life, they arent the best but they work well enough imo.

The third is the sky 2desert, but with the sky removed to show what the cut-outs look like.

the cut-out template things can be downloaded here:
https://drive.google.com/file/d/15UHcm1Lu2BJsxICJfdhnentoflbeRk5k/view?usp=sharing
This is just a little thing I did because I thought it'd help modders somehow, basic cutouts of the cliffs in the outside skyboxes from Half-Life (Excluding cliff, because it does a lot of distance things so its probably not as good as a something to slip other skies into)

The first two images above are skies I made by combining ones from other games and ones from Half-Life, they arent the best but they work well enough imo.

The third is the sky 2desert, but with the sky removed to show what the cut-outs look like.

the cut-out template things can be downloaded here:
https://drive.google.com/file/d/15UHcm1Lu2BJsxICJfdhnentoflbeRk5k/view?usp=sharing
This is just a little thing I did because I thought it'd help modders somehow, basic cutouts of the cliffs in the outside skyboxes from Half-Life (Excluding cliff, because it does a lot of distance things so its probably not as good as a something to slip other skies into)

The first two images above are skies I made by combining ones from other games and ones from Half-Life, they arent the best but they work well enough imo.

The third is the sky 2desert, but with the sky removed to show what the cut-outs look like.

the cut-out template things can be downloaded here:
https://drive.google.com/file/d/15UHcm1Lu2BJsxICJfdhnentoflbeRk5k/view?usp=sharing

This is just a little thing I did because I thought it'd help modders somehow, basic cutouts of the cliffs in the outside skyboxes from Half-Life (Excluding cliff, because it does a lot of distance things so its probably not as good as a something to slip other skies into) The first two images above are skies I made by combining ones from other games and ones from Half-Life, they arent the best but they work well enough imo. The third is the sky 2desert, but with the sky removed to show what t…

smart8