• Half-Life 2: Enhancement Mod (V4)
    1,000 replies, posted
[img]http://i.imgur.com/mtzqetp.png[/img] [B]Half-Life 2: Enhancement mod, is dedicated to making HL2 look the best it can, while adding a few new gameplay additions to freshen up the experience.[/B] [U][B] Pictures:[/B][/U] [t]https://dl.dropbox.com/u/36921974/Hammer/2012-11-07_00001.jpg[/t][t]https://dl.dropbox.com/u/36921974/Hammer/2012-11-07_00002.jpg[/t][t]https://dl.dropbox.com/u/36921974/Hammer/trainstation4/sdk_d1_trainstation_040002.jpg[/t] [t]http://i.imgur.com/REUjpUL.jpg[/t][t]http://i.imgur.com/Yc9uWJw.jpg[/t][t]http://i.imgur.com/Su8a6hh.jpg[/t] [t]http://filesmelt.com/dl/Alyx_Final07.png[/t][t]http://filesmelt.com/dl/Alyx_Final01.png[/t][t]http://i1.minus.com/ibczzIEVTMKwv9.jpg[/t] [t]https://dl.dropboxusercontent.com/u/5497487/mp7_final_model.png[/t][t]http://imageshack.us/a/img197/8639/gravyguncompiled.jpg[/t][t]https://dl.dropboxusercontent.com/u/56479384/Half%20Life%202%20-%20Enhancement%20Mod%20%28Graphical%20Resources%29/Annabelle.png[/t] [B][U]Concepts:[/U][/B] [t]http://i.imgur.com/jw9qd.png[/t][t]http://i.imgur.com/1dRsXrb.png[/t][t]http://i.imgur.com/Ai8mfWZ.png[/t] [B][U] The Goals of this mod are:[/U][/B] • Port HL2 to the more updated Alien Swarm engine. • Redo every texture in the game to be high quality. • Add more details to the maps, such as more props, 3D windows in the city, and smoothing out rough edges, like arches. • Put in more secret areas. • Add high quality models for at least the main characters and enemies (if not all characters and enemies). • Add new enemies, such as Bullsquids and Houndeyes. (These will only be in select areas, or new optional areas in the game). • Revamping the sprites and effects. • Improving enemy AI (already done thanks to the engine port!). • New high quality versions of low quality sounds. • Adding in more H.E.V. suit sounds like in HL1. Eg: if you got hit in HL1 it would say "Minor lacerations detected, morphine administered", where as in HL2 it won't say anything. • Dynamic shadows. • Parallax Occlusion Mapping, Subsurface Scattering, and a special clothing shader- thanks to 1/4 Life and GearDev from the mod 'City 17: Episode 1'. • An Enhanced HL2: Death Match- this will have an open beta and be a sort of 'glimpse' of the mod. • Full body awareness, similar to that of Dark Messiah: Might and Magic. [B][U]Mod leaders:[/U][/B] Ken Chan -[I]Coding[/I] IM BATMAN -[I]Lighting[/I] Fat-Corgi-Guy -[I]Textures[/I] [B][U]The Team:[/U][/B] Zero Hour -[I]Models[/I] Bumbanut -[I]Mod tester/idea-ist[/I] Marbledemon -[I]Mapper[/I] Ericson666 -[I]Animation[/I] clicheusername -[I]Mapper[/I] brandonsh -[I]Animation[/I] Tinter -[I]Models[/I] rezOnance -[I]Sound designer[/I] Voltlight -[I]Models[/I] Nomad -[I]Models[/I] MacD11 -[I]Mod tester/idea-ist[/I] Stiffy360 -[I]Mapper[/I] The VMAN -[I]Particle designer[/I] Glitchvid -[I]Textures[/I] Sergesosio -[I]Mapper/Models[/I] Snood_1990 -[I]Models[/I] JeanLuc761 -[I]Textures[/I] HL2.exe has stopped working(cooler777) -[I]Mod tester[/I] UberMunchkin -[I]Textures[/I] Wauterboi -[I]Textures[/I] Pinecleandog -[I]Textures/Maps/Models/Shaders[/I] Kwant111 -[I]Textures/Models/Rigs/Animation[/I] A [B]BIG[/B] thanks to [I]1/4 Life[/I] and [I]GearDev[/I], for the use and implementation of their shaders! Please take note that I am trying to build and shape this mod to the community, tell us your suggestions, and critiques! [B]Also, we can use all the help we can get, especially if you, or someone you know specializes in character models, and would like to help please contact me through steam, as we are seriously in need of someone to do those![/B] [highlight][U]~POSTING GUIDELINES!!!!~[/U] READ THE OP, ALL OF IT!!!!!!!! Please thumb all images you post, unless they're really small.[/highlight] [B]Link to the official Steam Group:[/B] [url]http://steamcommunity.com/groups/HL2_EM[/url] Link to the Interlopers.net thread: [url]http://www.interlopers.net/forum/viewtopic.php?f=8&t=36577[/url] Link to the V3 thread: [url]http://facepunch.com/showthread.php?t=1250029[/url] Link to the V2 thread: [url]http://facepunch.com/showthread.php?t=1236615[/url] Link to the V1 thread: [url]http://www.facepunch.com/showthread.php?t=1216721[/url]
[QUOTE=Mr. Someguy;1]When you do the texture for the brush containers, you should make a middle texture, so when the map edits are done, the containers can be made properly. Currently Valve was lazy and just textured all the brush containers like this: [IMG]http://puu.sh/2u6tG[/IMG] The side is just the back end piece repeated 3 times[/QUOTE] Whoever made those textures clearly had a smaller container in mind, one that was supposed to be 2x128 long. Modeled and other brush based ones are designed to be 3x128 in length. It wouldn't hurt to have some variety in containers. [img_thumb]http://filesmelt.com/dl/cargo1.jpg[/img_thumb]
Holy shit, we're already to V4?!
god i'd forgotten how creepy that G-Man skin was
Out of curiosity, are we going to see Zombine in HL2?
[QUOTE=DatWut?;40169648]Out of curiosity, are we going to see Zombine in HL2?[/QUOTE] Nope. They should remain in EP1, it made sense, and kinda doesn't make too much sense in HL2....plus the scene were you're introduced to the Zombine is cool, I don't want to dull the introduction by having you already fight them before.
[QUOTE=Fat-Corgi-Guy;40169772]Nope. They should remain in EP1, it made sense, and kinda doesn't make too much sense in HL2....plus the scene were you're introduced to the Zombine is cool, I don't want to dull the introduction by having you already fight them before.[/QUOTE] It would make sense to see the Zombine in a later City-17 chapter. But I don't really want them to be ingame either. Was just wondering.
[QUOTE=radu_iceman;40169121]Whoever made those textures clearly had a smaller container in mind, one that was supposed to be 2x128 long. Modeled and other brush based ones are designed to be 3x128 in length. It wouldn't hurt to have some variety in containers. [img_thumb]http://filesmelt.com/dl/cargo1.jpg[/img_thumb][/QUOTE] I'd like to hope we'd remove all brush containers and replace them with static/physic-based models.
[B]WIP shot #2[/B] [t]http://i.imgur.com/9FIcqbr.png[/t]
[QUOTE=Fat-Corgi-Guy;40170891][B]WIP shot #2[/B] [t]http://i.imgur.com/9FIcqbr.png[/t][/QUOTE] It looks kinda cool when it's black and white like that.
I know you guys are already texturing, but I wanted to point out that the stock is way too small. Just make it 3 times larger and it should be good.
Ahh, the smell of a new thread. [QUOTE=DatWut?;40170307]It would make sense to see the Zombine in a later City-17 chapter. But I don't really want them to be ingame either. Was just wondering.[/QUOTE] I think it'd be cool to maybe see some on a screen or something where you don't actually get to fight them, but you get a small glimpse of them. Though if you guys decide to keep the Zombine out of HL2 (which seems like what's gonna happen), I won't throw a fit, or even be that disappointed, really.
[QUOTE=Fat-Corgi-Guy;40170891][B]WIP shot #2[/B] [t]http://i.imgur.com/9FIcqbr.png[/t][/QUOTE] Your metal is looking like ceramics at the moment. The scratches should reveal the shiny base metal underneath the black coating, right now they look like pitted indents.
[QUOTE=Snood_1990;40171233]Your metal is looking like ceramics at the moment. The scratches should reveal the shiny base metal underneath the black coating, right now they look like pitted indents.[/QUOTE] I can just imagine rebels in a street war using ceramic guns, throwing them on the ground when they run out of ammo.
Also, Corgi, I know I'm asking only bad questions, but is there any "gain" from going to the hidden area in Ravenholm? I mean the one leading to the harbour.
[QUOTE=Snood_1990;40171233]Your metal is looking like ceramics at the moment. The scratches should reveal the shiny base metal underneath the black coating, right now they look like pitted indents.[/QUOTE] Just wait, this stuff is just the base of the texture I'm doing right now. It will look a lot better once I'm done with it. I actually kinda hate the ones that have all the scratches all over it, revealing the metal, so instead I'm going with a grimy, gritty, 'gorilla' style, with a few scratches like that here and there. Here's an example of the style I'm going for, just I'll be making it dirtier: [t]http://images.gamersverse.com/misc/mp7render.jpg[/t] [editline]5th April 2013[/editline] [QUOTE=DatWut?;40171351]Also, Corgi, I know I'm asking only bad questions, but is there any "gain" from going to the hidden area in Ravenholm? I mean the one leading to the harbour.[/QUOTE] Just stuff like some spare ammo, health, and an achievement for finding it.
I think there should be two bodygroup/skin for rebel weapon like the Smg. Like a pre-streetwar (in good condition) and a street war one(Duct-tapped, ect...) (I know we have been over this, but it was about integrating beta weapon as cosmetic weapon or something) I say this because it's easy to just make it on the texture.
Just adding cosmetic weapons that don't serve any real purpose is a waste of time and resources.
[QUOTE=Fat-Corgi-Guy;40171524]Just adding cosmetic weapons that don't serve any real purpose is a waste of time and resources.[/QUOTE] I just talking about minor texture change, not adding weapon, I understand you need to do a lot of stuff, but it a little weird that a group of rebel can maintain weapon at a almost perfect state, without proper training.
[QUOTE=Fat-Corgi-Guy;40171393][editline]5th April 2013[/editline] Just stuff like some spare ammo, health, and an achievement for finding it.[/QUOTE] Sounds fine by me. [editline]5th April 2013[/editline] Put the G-Man in there and making him have a gesture that says "get back to your job". :v:
It would be funny to have some secret area with the G-man where he gives you the finger :v:
Oh god yes. Or facepalming.
Couldn't we use that "You're not supposed to be here" line you heard at E3? [editline]5th April 2013[/editline] [url]http://www.youtube.com/watch?v=cIZGSvKX-sA[/url]
[QUOTE=SFC003;40171708]Couldn't we use that "You're not supposed to be here" line you heard at E3? [editline]5th April 2013[/editline] [url]http://www.youtube.com/watch?v=cIZGSvKX-sA[/url][/QUOTE] Listening to that... he sounds a tad... weird. I mean he's stuttering a bit or is it just me?
[QUOTE=Fat-Corgi-Guy;40171393]Just wait, this stuff is just the base of the texture I'm doing right now. It will look a lot better once I'm done with it. I actually kinda hate the ones that have all the scratches all over it, revealing the metal, so instead I'm going with a grimy, gritty, 'gorilla' style, with a few scratches like that here and there. Here's an example of the style I'm going for, just I'll be making it dirtier: [t]http://images.gamersverse.com/misc/mp7render.jpg[/t][/QUOTE] I believe in ya, son. [QUOTE=Fat-Corgi-Guy;40171611]It would be funny to have some secret area with the G-man where he gives you the finger :v:[/QUOTE] Or he goes through a door and you follow him and he's just there on the toilet.
[QUOTE=Snood_1990;40171782]I believe in ya, son. Or he goes through a door and you follow him and he's just there on the toilet.[/QUOTE] Or he is just hiding behind a crate. And when you press use on him he says 'your not supposed to be here. Lets just, forget about all this.' like in the old ep2 trailer.
[QUOTE=Killowatt;40171177]I know you guys are already texturing, but I wanted to point out that the stock is way too small. Just make it 3 times larger and it should be good.[/QUOTE] I am aware of that but it was based of the half life model, not an actual mp7. if you look at the original half life model, you can see that it is that small. And if i were to make it any bigger it would clip with the arm, that's also the reason why its so small in the original game.
[QUOTE=kwant111;40172585]I am aware of that but it was based of the half life model, not an actual mp7. if you look at the original half life model, you can see that it is that small. And if i were to make it any bigger it would clip with the arm, that's also the reason why its so small in the original game.[/QUOTE] I don't think you should be trying to mimic the original model, rather, develop on it.
[QUOTE=Snood_1990;40172994]I don't you should be trying to mimic the original model, rather, develop on it.[/QUOTE] i'd say to an extent but to the point of changing the whole way the gun is held is a bit.. drastic.
[QUOTE=Snood_1990;40172994]I don't you should be trying to mimic the original model, rather, develop on it.[/QUOTE] I know, that's what ive been doing the entire time, but i said its based on it not that its a mimic.
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