• Half-Life 2 Enhancement Mod
    1,447 replies, posted
[QUOTE=Fat-Corgi-Guy;38421899]Question, would it be good to do a blood system like in L4D2 and Black Mesa (except make it look MUCH more like blood, rather than BM's weird white edged sludge), where when you hit a combine,headcrab, etc., with a crowbar, it gets bloody?[/QUOTE] do you mean gibbing part of the model? because half life 2 already has that.
[QUOTE=Meatpuppet;38421952]do you mean gibbing part of the model? because half life 2 already has that.[/QUOTE] I mean when you hit something with a melee weapon in L4D2 and BMS, it gets covered in blood for a certain amount of time.
[QUOTE=Fat-Corgi-Guy;38422104]I mean when you hit something with a melee weapon in L4D2 and BMS, it gets covered in blood for a certain amount of time.[/QUOTE] Yes, but at what point does the weapon become not-bloody again? (Genuinely curious).
[QUOTE=rezOnance;38422526]Yes, but at what point does the weapon become not-bloody again? (Genuinely curious).[/QUOTE] Probably when loading the next map, or maybe just switching weapons.
[QUOTE=Fat-Corgi-Guy;38422104]I mean when you hit something with a melee weapon in L4D2 and BMS, it gets covered in blood for a certain amount of time.[/QUOTE] OH your weapon. I thought you were talking about the npc. Yes, do that.
[QUOTE=Meatpuppet;38422767]OH your weapon. I thought you were talking about the npc. Yes, do that.[/QUOTE] Yeah, on the weapons. Though I don't want to go too overboard on the blood/gore, HL2 isn't meant to be a very gory game (granted Ravenholm is pretty gruesome), but I think the blood on the crowbar would be good.
[QUOTE=Barbarian887;38418939]what is it not based on distance or something? [editline]12th November 2012[/editline] I'm open to enlightenment but all that gets said is "ur wrong" "ur dumb" [editline]12th November 2012[/editline] woooooow i just did a test and that didn't happen i could have sworn that happened wtf was i thinking about then why would i think that help help im retarded[/QUOTE] [QUOTE=Barbarian887;38418704]then why would you make wall textures that resolution???? [editline]12th November 2012[/editline] why would you use it on a normal size wall???? [editline]12th November 2012[/editline] have you even been following the conversation?[/QUOTE] Every time I see you post it's like a cheesy 80s show ending... "Will Helga get the man of her dreams?" "Who will fall victim to the ultimate overlord?" "Who is Stephen's real father?" Find out on the next episode of... Barbarian - Eight Eight Seven. On a serious note - Max, could you please explain, in a bit more detail and in simpler terms, how exactly the texture resolution plays in the Source engine and why it performs the way that it does (what exactly is a texel scale, etcetera?) for those of us with little knowledge of textures and the Source engine?
[QUOTE=Fat-Corgi-Guy;38422923]Yeah, on the weapons. Though I don't want to go too overboard on the blood/gore, HL2 isn't meant to be a very gory game (granted Ravenholm is pretty gruesome), but I think the blood on the crowbar would be good.[/QUOTE] As long as the blood isn't like Black Mesa's, blood on the shotgun/MP5 looks weird as all hell.
[QUOTE=RockmanYoshi;38423164]As long as the blood isn't like Black Mesa's, blood on the shotgun/MP5 looks weird as all hell.[/QUOTE] [QUOTE=Fat-Corgi-Guy;38421899] (except make it look MUCH more like blood, rather than BM's weird white edged sludge)[/QUOTE]
I would love to add L4D2's dismemberment system like for example when you kill a Headcrab Zombie they dont just ragdoll, they actually split into pieces and fly everywhere! Also, thanks to Ken, we now have Deferred Lighting!
[QUOTE=IM BATMAN;38423487]I would love to add L4D2's dismemberment system like for example when you kill a Headcrab Zombie they dont just ragdoll, they actually split into pieces and fly everywhere! Also, thanks to Ken, we now have Deferred Lighting![/QUOTE] I'm not too sure about dismembering bodies...like I said before, I don't think HL2 is meant to be an overly gory game (again with the exception of Ravenholm). To me, dismemberment would ruin some of HL2, sure you can cut the zombies in half already, but I just doesn't seem right to me. If people think that we should do that, I guess we could try though.
[QUOTE=Bumbanut;38423021] On a serious note - Max, could you please explain, in a bit more detail and in simpler terms, how exactly the texture resolution plays in the Source engine and why it performs the way that it does (what exactly is a texel scale, etcetera?) for those of us with little knowledge of textures and the Source engine?[/QUOTE] Allow me: When you apply a texture in hammer and compile, it bakes the texture in at the scale that it was in hammer. If it's a 512x512 texture applied to a 128x128 surface, that means there will be 4 pixels for every hammer unit. If you don't recompile the map, then this ratio will stay the same no matter the size of the texture - for 1024x1024 texture, it's still putting 4 pixels for every hammer unit. This means that while the texture would previously take up 128x128 hammer units, now it would take up 256x256. To have the texture resolution become a detail benefit, you'd have to recompile the maps with the textures at a different - smaller - scale.
[QUOTE=Fat-Corgi-Guy;38089863]Yes, if I can get permission from someone who's done that, or if I can find someone who can model + animate it. Also, if I can find someone to model it, I'd really love to change the HL2 USP 9mm. to a Sig Saure p226, as it doesn't make sense to have a US pistol be the most common gun around in HL2 (which is in Europe). [img]http://media.gunup.s3.amazonaws.com/handgun_images/images/E26R9BSSE2G/E26R9BSSE2G_1.jpg[/img][/QUOTE] FPS Russia's the guy you need for weapon sounds... He has loads of guns and tanks.
[B]G-man's new eye![/B] *note that his is the most detailed as you actually see his eye right up close, so I wanted it to be nice and crisp* [img_thumb]http://i.imgur.com/BKY53.jpg[/img_thumb] EDIT: I might make his eyes glow too..what do you guys think? Glowing, or not glowing? EDIT2: sooo I'm guessing from the dislikes, "not glowing" is the answer! (or you guys just hate the eye skin)
[QUOTE=Fat-Corgi-Guy;38424351][B]G-man's new eye![/B] *note that his is the most detailed as you actually see his eye right up close, so I wanted to to be nice and crisp* [img_thumb]http://i.imgur.com/BKY53.jpg[/img_thumb][/QUOTE] now make the texture more detailed
[QUOTE=Gazzyer;38423995]FPS Russia's the guy you need for weapon sounds... He has loads of guns and tanks.[/QUOTE]Does he have a studio-quality microphone to record the gunshots and the desire to help us with our project for free?
[QUOTE=Gazzyer;38423995]FPS Russia's the guy you need for weapon sounds... He has loads of guns and tanks.[/QUOTE] no he doesn't. he borrows most of the stuff for his videos.
[QUOTE=Ken Chan;38404672]We will go for big release. It's time to refresh Half-Life 2 now. Update: Now our game will use FXAA for antialiasing, should be good for everyone. [IMG]http://cloud-2.steampowered.com/ugc/558706247581331816/E68105C88E3CBD5DABEBACEDD43030E8C356B953/[/IMG][/QUOTE] I know its a bit late, but power went off in the big storm. Firstly, for your post-process AA, don't use FXAA, its sorta sucky; use SMAA [url]http://www.iryoku.com/smaa/[/url]. Secondly, please allow people with good graphics cards to disable post-AA, or at-least like in BF3, where we can disable / low / medium post, and then choose the level of MSAA.
[QUOTE=Bumbanut;38423021]Every time I see you post it's like a cheesy 80s show ending... "Will Helga get the man of her dreams?" "Who will fall victim to the ultimate overlord?" "Who is Stephen's real father?" Find out on the next episode of... Barbarian - Eight Eight Seven. On a serious note - Max, could you please explain, in a bit more detail and in simpler terms, how exactly the texture resolution plays in the Source engine and why it performs the way that it does (what exactly is a texel scale, etcetera?) for those of us with little knowledge of textures and the Source engine?[/QUOTE] I don't get it But my posts start to fall apart when I lose motivation to put in effort. I lose motivation because all of the fucking children that inhabit this forum just spam dumb ratings and don't post. Those that do post just post negative insulting shit that doesn't even make a valid point. [editline]12th November 2012[/editline] I made a mistake ooo im a terrible person
[QUOTE=Gazzyer;38423995]FPS Russia's the guy you need for weapon sounds... He has loads of guns and tanks.[/QUOTE] Nope. I'm the guy you need ;) EDIT: Page king... should supply content... how about... [url]www.tomwrightsound.blogspot.com[/url] :)
[B]Ok, update to G-man's eyes:[/B] [img_thumb]http://i.imgur.com/9STWB.jpg[/img_thumb] [img_thumb]http://i.imgur.com/6Xwuk.jpg[/img_thumb]
[QUOTE=Barbarian887;38428168]I don't get it But my posts start to fall apart when I lose motivation to put in effort. I lose motivation because all of the fucking children that inhabit this forum just spam dumb ratings and don't post. Those that do post just post negative insulting shit that doesn't even make a valid point. [editline]12th November 2012[/editline] I made a mistake ooo im a terrible person[/QUOTE]Don't get offended, I simply pointed out that I found your combination of edits and questions quite funny when I realized their similarity to typical 'question' show endings. I did not mean any hate nor disrespect towards you.
[QUOTE=Fat-Corgi-Guy;38430496][B]Ok, update to G-man's eyes:[/B] [img_thumb]http://i.imgur.com/9STWB.jpg[/img_thumb] [img_thumb]http://i.imgur.com/6Xwuk.jpg[/img_thumb][/QUOTE] The lit section of the iris is rather bright, especially in comparison to the eye whites. Or maybe the eye whites are too dark, they don't seem to be picking up as much light as the iris (though the eyes are picking up a ton of specularity). Texture-wise though, the eyeballs look great. It'd be nice if there was some sort of ambient occlusion between the eyelids and eyeballs to help blend/hide the uncanny-valley aspect a bit, but that's probably more work than it's worth.
[QUOTE=Fat-Corgi-Guy;38430496][B]Ok, update to G-man's eyes:[/B] [img_thumb]http://i.imgur.com/9STWB.jpg[/img_thumb] [img_thumb]http://i.imgur.com/6Xwuk.jpg[/img_thumb][/QUOTE] Wisely done Mr. Freeman, I will see you up ahead.
[QUOTE=Fat-Corgi-Guy;38430496][B]Ok, update to G-man's eyes:[/B] [img_thumb]http://i.imgur.com/9STWB.jpg[/img_thumb] [img_thumb]http://i.imgur.com/6Xwuk.jpg[/img_thumb][/QUOTE] Gman's face texture needs to be made a lot more detailed as well then, looks quite weird with a really highly detailed eye and low texture face.
[QUOTE=FpShepard;38433161]Gman's face texture needs to be made a lot more detailed as well then, looks quite weird with a really highly detailed eye and low texture face.[/QUOTE] Yep, that's what I'm working on. EDIT: [B]Is there anyone out there that would like to help make the character models high quality? Adding eyelashes to the eyelids, "real hair" like in modern games now, and increasing the poly count of the characters' faces?[/B] EDIT2: Also, isn't G-man [B]Awesome[/B]?!?!?! [img_thumb]http://i.imgur.com/Z28gN.png[/img_thumb] [I]what's so dumb about this post?[/I]
[QUOTE=3noneTwo;38432759]The lit section of the iris is rather bright, especially in comparison to the eye whites. Or maybe the eye whites are too dark, they don't seem to be picking up as much light as the iris (though the eyes are picking up a ton of specularity). Texture-wise though, the eyeballs look great. It'd be nice if there was some sort of ambient occlusion between the eyelids and eyeballs to help blend/hide the uncanny-valley aspect a bit, but that's probably more work than it's worth.[/QUOTE] We're beginning to implement SSAO (or maybe even HBAO)! Thanks for the suggestion we'll keep that in mind when we're putting it in.
[QUOTE=Fat-Corgi-Guy;38430496][B]Ok, update to G-man's eyes:[/B] [img_thumb]http://i.imgur.com/9STWB.jpg[/img_thumb] [img_thumb]http://i.imgur.com/6Xwuk.jpg[/img_thumb][/QUOTE] it's way too sharp, reduce the resolution of the texture or blur it a little
[QUOTE=MaxOfS2D;38436381]it's way too sharp, reduce the resolution of the texture or blur it a little[/QUOTE] I think it only looks sharp because it's in comparison to the low poly model and LQ texture.
[QUOTE=FpShepard;38433161]Gman's face texture needs to be made a lot more detailed as well then, looks quite weird with a really highly detailed eye and low texture face.[/QUOTE] [I]Ask, and you shall receive![/I] [B] WIP of g-man's new face:[/B] [img_thumb]http://i.imgur.com/aZEDd.jpg[/img_thumb] Still needs a lot of work. Also hoping to get SSS working for the mod. Currently I'm using lightwarps to try to create a fleshy tone.
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