• Half-Life 2 Enhancement Mod
    1,447 replies, posted
[QUOTE=Griffster26;38468736][t]http://i.imgur.com/Ee5DR.png[/t] what's with the draugur texture[/QUOTE] Even if its a dragur texture it makes the fast zombie less boo! im a zombie hunter thing im going prounce on you into more of a Rawr im a rotten looking scary thing like alien or something im going to gowge your eyes out!
Some new WIP pics of Barney [img_thumb]http://i.imgur.com/CQXth.jpg[/img_thumb][img_thumb]http://i.imgur.com/919gg.jpg[/img_thumb][img_thumb]http://i.imgur.com/iTZev.jpg[/img_thumb] <he's so smug :v: What do you guys think? *yes his nostrils still look weird, they're actually modeled in that position, so either I'll keep them in the original spot, or find an organic modeler to work on the mod, and model his nostrils farther back* [editline]17th November 2012[/editline] Dang! I forgot his scar!
I'm glad that you guys aren't pulling a cinematic mod and decided that the sluttier that alyx looks = the more 'realistic' she is. This looks really good so far, Barney looks a bit goofy but it's probably just me.
[QUOTE=Aphtonites;38489233]I'm glad that you guys aren't pulling a cinematic mod and decided that the sluttier that alyx looks = the more 'realistic' she is. This looks really good so far, Barney looks a bit goofy but it's probably just me.[/QUOTE] We'd never do that, because 1. It would just ruin everything and 2. Corgi probably doesn't want to do the photo research for that :v: Plus as a group effort I'm pretty sure that would get immediately denied. In other news, we're investigating why HDR is not working with Deferred enabled.
Another quick update! I think I'm pretty much done with Barney, any touch ups I need to do before calling him done? [img_thumb]http://i.imgur.com/6ANPh.jpg[/img_thumb][img_thumb]http://i.imgur.com/VGLp0.jpg[/img_thumb][img_thumb]http://i.imgur.com/z2XRR.jpg[/img_thumb][img_thumb]http://i.imgur.com/tmDHz.jpg[/img_thumb] His nostrils were actually [I]not[/I] modeled on, so I was able to change the normal map and allow the new ones to work better.
[QUOTE=Fat-Corgi-Guy;38489760]Another quick update! I think I'm pretty much done with Barney, any touch ups I need to do before calling him done? [img_thumb]http://i.imgur.com/6ANPh.jpg[/img_thumb][img_thumb]http://i.imgur.com/VGLp0.jpg[/img_thumb][img_thumb]http://i.imgur.com/z2XRR.jpg[/img_thumb][img_thumb]http://i.imgur.com/tmDHz.jpg[/img_thumb] His nostrils were actually [I]not[/I] modeled on, so I was able to change the normal map and allow the new ones to work better.[/QUOTE] His hair is a little to shiny/polished, don't you think?
[QUOTE=Zay333;38489848]His hair is a little to shiny/polished, don't you think?[/QUOTE] yeah, a bit, still have to get the hang of making alphas for the normal maps.
[QUOTE=Fat-Corgi-Guy;38489760]Another quick update! I think I'm pretty much done with Barney, any touch ups I need to do before calling him done? [img_thumb]http://i.imgur.com/6ANPh.jpg[/img_thumb][img_thumb]http://i.imgur.com/VGLp0.jpg[/img_thumb][img_thumb]http://i.imgur.com/z2XRR.jpg[/img_thumb][img_thumb]http://i.imgur.com/tmDHz.jpg[/img_thumb] His nostrils were actually [I]not[/I] modeled on, so I was able to change the normal map and allow the new ones to work better.[/QUOTE] Looks really nice, but I think you should add another skin for the second part of Half Life when fighting in the uprising, he needs more bruises and dirt on his face when fighting.
[QUOTE=Marbledemon;38489913]Looks really nice, but I think you should add another skin for the second part of Half Life when fighting in the uprising, he needs more bruises and dirt on his face when fighting.[/QUOTE] How did you read my mind??!??!?!?! Also, just a suggestion, but if you guys quote that post, maybe you should exclude the images, takes up less space.
[QUOTE=Butthurter;38489933]another question why rimlighting shaders? just because valve used it in csgo doesnt mean it looked good i thought it was the only thing awful in an otherwise beautiful game i also thought valve dropped the idea of using rimlighting shaders outside of tf2 with the case of the l4d series and portal 2 but unfortunately not the only time i sort of liked rimlighting was on the vort, even then it still appears extremely excessive but maybe rimlighting looks awful because of how badly exaggerated it looks like on the antlions/csgo models, ive toned it down on my vort vmt and it looks significantly better[/QUOTE] I can remove the rimlighting if it makes it better without it, I more or less just used the EP1 VMT for Barney. Maybe I'll use modified L4D2 ones or something.
[QUOTE=Butthurter;38490109]l4d series doesnt use rimlighting, they only use phong i do think rimlighting can be good, it just needs to be lower - which is the same logic i have about phong i remember when i despised phong and hdr when i first played ep1, everything was so unrealistically exaggerated to death then i played ep2 and the phong seemed a lot less obnoxious as did the hdr only 1 map in ep2 had really bad hdr/color correction eye rape like the dog vs strider map, why they raped a beautiful map we saw in the trailers into that map that makes me tempted to skip every playthrough of ep2 is beyond me[/QUOTE] I'll look into that now. Got any suggestions of what values to set?
l4d2 doesnt use rimlight, only phong
[QUOTE=Robertto;38490385]l4d2 doesnt use rimlight, only phong[/QUOTE] It's been stated already: [QUOTE=Butthurter;38490109]l4d series doesnt use rimlighting, they only use phong[/QUOTE]
Another update to Barney. Now removed rimlighting, fixed up his normal map, and edited some more of the VMT. [img_thumb]http://i.imgur.com/dU2ul.jpg[/img_thumb][img_thumb]http://i.imgur.com/MzDva.jpg[/img_thumb][img_thumb]http://i.imgur.com/GjaOv.jpg[/img_thumb][img_thumb]http://i.imgur.com/ZPaqR.jpg[/img_thumb] I did try to fiddle with the rimlighting, and I even tried using Butthurter's VMT presents, but I still didn't like how it was turning out. This one shows off the normal map a bit^
Whatever you did to his wrinkles, I love it. You've really masterfully brought this character to life.
[QUOTE=Sie-Sveinhund;38494881]Whatever you did to his wrinkles, I love it. You've really masterfully brought this character to life.[/QUOTE] Thank you! :dance: Also a [B]BIG[/B] thank you to the community here, without your comments and critiques, this skin wouldn't have turned out half as good!
Turned out great mate :)
i retract my previous statement, barney looks fantastic.
You're a god
[QUOTE=Fat-Corgi-Guy;38494043]Another update to Barney. Now removed rimlighting, fixed up his normal map, and edited some more of the VMT. [img_thumb]http://i.imgur.com/ZPaqR.jpg[/img_thumb] I did try to fiddle with the rimlighting, and I even tried using Butthurter's VMT presents, but I still didn't like how it was turning out. This one shows off the normal map a bit^[/QUOTE] What's up with the area around his eyes? it looks really strange and out of place.
Suit looks a little too clean, and there's something going on around his collar/the top of the suit. That's just me though.
[QUOTE=RockmanYoshi;38496015]Suit looks a little too clean, and there's something going on around his collar/the top of the suit. That's just me though.[/QUOTE] Agreed about the suit. It looks too crisp and new to me. I'm not saying it should be filthy, but a touch of dirt and fading/wear and tear wouldn't hurt.
his eyebrows they are beautiful
Erm Literally all the character's faces look way too clean. I don't know what the deal is but it looks like they wash their face daily and shit.
[QUOTE=The freeman;38496490]Erm Literally all the character's faces look way too clean. I don't know what the deal is but it looks like they wash their face daily and shit.[/QUOTE] The characters in HL2 never really had their faces covered in dirt (outside of the Uprising chapters that is), the muddy low-res texture made them look like that.
[QUOTE=The freeman;38496490]Erm Literally all the character's faces look way too clean. I don't know what the deal is but it looks like they wash their face daily and shit.[/QUOTE] well, they probably do. They may live in a run-down shit hole but they still have running water. or at the very least, sinks and bottles. I mean, one of the levels JUST AFTER you escape is going through a water treatment plant. I sure as hell wouldn't want to be dirty all the time.
[thumb]http://cloud-2.steampowered.com/ugc/540692484646409018/6F30E4FA9F6A14BA9743151C4DE5CE4F913E9F65/[/thumb] [thumb]http://cloud-2.steampowered.com/ugc/540692484646280027/E713772EC382CD9F013EE0D59E60A34E312855E5/[/thumb] (^Note, globallight is configured only for d1_trainstation series of maps at the moment. This is a d3_C17 series map.)
[thumb]http://cloud-2.steampowered.com/ugc/540692484646280027/E713772EC382CD9F013EE0D59E60A34E312855E5/[/thumb][/QUOTE] I don't think there should be any kind of reflections on the ground, unless it rained recently.
So, while I think its awesome you guys are putting so much work into fixing up hl2: I personally, don't really like what you've done. One reason is, the reskins; so far they look like you have pulled out a bunch of pictures of people, and photoshop'd them together into some form of "Coherent" texture, but because of this, the shading and over-all skin-tone looks REALLY wrong, not to mention the complete lack of ambient occ on the textures after they've been edited. 2nd reason: DOF, some shaders can look good; but throwing a shit-tonne of DOF into a game only makes it look really trashy IMO, same with adding cheap motion-blur(E.X: Crysis 2). 3rd: Your projected texture shadows are WAYYY too sharp, but I understand its a limitation of source; you can't find out how far away the shadow is project from, and blur it according to that, Cryengine 3 had this feature. Sorry, just my nitpicks.
[QUOTE=glitchvid;38497748]So, while I think its awesome you guys are putting so much work into fixing up hl2: I personally, don't really like what you've done. One reason is, the reskins; so far they look like you have pulled out a bunch of pictures of people, and photoshop'd them together into some form of "Coherent" texture, but because of this, the shading and over-all skin-tone looks REALLY wrong, not to mention the complete lack of ambient occ on the textures after they've been edited. 2nd reason: DOF, some shaders can look good; but throwing a shit-tonne of DOF into a game only makes it look really trashy IMO, same with adding cheap motion-blur(E.X: Crysis 2). 3rd: Your projected texture shadows are WAYYY too sharp, but I understand its a limitation of source; you can't find out how far away the shadow is project from, and blur it according to that, Cryengine 3 had this feature. Sorry, just my nitpicks.[/QUOTE] DoF: Personally I just enable this because I enjoy it myself. In the final mod it will probably just be used in linear scenes like when you first meet Grigori in front of the fire in Ravenholm, riding the citadel coaster, etc. I had it on for these screenshots because I'm probably going to use the first as a website background/header if we ever get one and the second as a personal wallpaper Projected Textures: That's kind of my fault because the globallight is not made/optimised for these maps yet. Right now its configuired only for the d1_trainstation series of maps and I was using it in d3_c17 in the 2nd screenshot. Though, it did fit in pretty well (Ravenholm...not so much :v:). As for blurring the shadows as they get farther, we're gonna try our best to fix that. Me and some others are working on SSAO at the moment. Thanks for being honest and giving us your little nitpicks, every bit of feedback counts. Oh, and as for the reskins, you'll have to talk to Corgi about that. That's his main section.
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