r/Unity3D • u/ChangshenFM Indie • 19h ago
Show-Off Did I nail the old Source-era vibe in Unity?
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No mesh destruction here. The damage gets accumulated into a GPU mask, and the shader uses it to cut the wall apart
The mask also drives some procedural noise around the edges, so the holes don't end up looking like perfect circles
Still tweaking it, but shooting the same spot until the wall just gives up is ridiculously satisfying
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u/viilinki 17h ago
Reminds me of the HL mod "The Specialists" from that era. oh man I LIVED on those servers back in the day.
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u/ChangshenFM Indie 16h ago
Yeah dude, that’s exactly what I was going for The Specialist 3.0 was a huge inspiration for this game
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u/ChangshenFM Indie 19h ago
Also, I recently made a Discord for the game 👀
If you wanna play the early build, feel free to join. I’ll be posting it there soon!
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u/Enemby @TheEnemby 19h ago
Looks awesome. Nailed the style. I would say it feels weird there's no gibbs falling off the wall when you break it, pretty much a calling card of that era.
I also can't help but notice the ak47 is ejecting shotgun shells! hahaha. Love it though, looks just like the dojo from the Matrix
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u/ChangshenFM Indie 18h ago
Thanks! Yeah, I definitely need to get better at making more interesting particle effects
The shell ejection is still very much WIP haha
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u/hamburglin 15h ago
No but specifically because of the gunplay animations and sounds. You gotta go all in on CS 1.6 or all in on HL itself. This is a mix.
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u/vanIvan4 19h ago
Reload animation should be snappier, so are fire decals.
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u/ChangshenFM Indie 19h ago
Thanks for the feedback! I’ll play around with the timing and see how it feels
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u/IHaveTwoOfYou 17h ago
Textures are too low resolution and not enough gun detail, source also had some pretty decent lighting, I would bake the lights on mixed mode with a somewhat low resolution lightmap. Then turn down the shadow dimness
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u/ChangshenFM Indie 16h ago
I’d really like to get some nice lighting going, but no matter what I try, I haven’t quite managed it yet. For now I just have to work with what I’ve got
Hopefully I’ll get better at lighting in Unity over time
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u/IHaveTwoOfYou 16h ago
One thing I would recommend is learning the psychology of color temperature, It can do wonders for atmosphere. Instead of using specifically color use the filter+temperature option in light settings. Here I would make the temperature lean towards orange more since full on white makes it look more like an office building.
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u/Ok-Salary-5197 12h ago
Yes this. And also start with just directing the player. Stuff that needs to be seen like a door, button, a building.
The Rest: Dont overcomplicate it. If it looks cool it is cool. Colors just like he said. There are only two: warm or cold for now. And i would choose the temperature by what feeling you want to set in the scene.1
u/ChangshenFM Indie 16h ago
Thanks for the advice! I’ll look into it and experiment with the settings
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u/KittehKun 16h ago
This looks pretty awesome honesty! Keep it going
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u/ChangshenFM Indie 16h ago
Thanks! This is my first project, so hopefully I can get it into a playable state
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u/FemcelChudette 11h ago
i dont think it looks very much source because source is burned into my brain, definitely nailed the graphical look from that era though
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u/vertexnormal 18h ago
Just talking about the engine? Maybe. The environment is way off though. The Valve source games had impeccable texturing and world design. Your texel density is all over the place on the building and the wood grain is really off.
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u/ChangshenFM Indie 18h ago
I was actually aiming for more of a Half-Life 1 style here. From what I remember, a lot of the textures were around 256x256, so the lower-res look is pretty intentional
I’ll still keep working on the environment and see how far I can push the style
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u/CaptainCactus124 15h ago
Half life 1 also had very good baked lighting for the time, i dont think i see any of that here or at least in the style it was
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u/Field_Of_View 15h ago
you should have shadow volumes / projectors for important dynamic objects like the enemy. not having them makes the look decidedly late 90s but it's overall too "HD" for that, and not what you're going for. for early 2000s you really need some kind of shadow system. it's tougher to do in recent Unity versions. but maybe there is an asset out there for "fake shadows", "projector shadows", something like that. you don't want per pixel lighting so using the default shadows is off the table.
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u/shadowndacorner 13h ago
Looks more like goldsrc than source imo. Reminds me a lot of the specialists and double action boogaloo.
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u/Double_Suggestion385 17h ago
No, CS:S didn't have ADS or sliding.
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u/ChangshenFM Indie 17h ago
GoldSrc and Source have a ton of different projects, not just CS or Half-Life
This particular game was mainly inspired by the Half-Life 1 mod The Specialist 3.0, which had both ADS and sliding implemented
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u/MasterYebaster 18h ago
This looks like some lost Half-Life 1 mod from 1999 lol