• Half-Life 2 Enhancement Mod
    1,447 replies, posted
About the sharpness of the Global Light/ Projected Texture, I've add a option to control the filter size(GRAIN SIZE :<) for all projected textures, so they can be edited via mapping. Just, they looks better in sharp more then edges covered in grain...
Which engine are the maps being ported to? Is there a before and after of the Barney skin? Looks awesome are you going to redo his eyes?
[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). Sorry, just my nitpicks.[/QUOTE] You know the "pulling pictures of people and photoshoping them together" is actually what VALVe does? Granted they have pictures from almost every angle, I usually have like 2 one from the front, and one from the side (or almost the side) of the face. As for the skin tones, I try my hardest to match the skin tone of the texture to the old texture, you would not believe how hard it is to change the skin tone (if anyone has tips on doing this, please tell me!). I'm also using a modified lightwarp to try and mimic SubSurface Scattering, I can always remove that if people don't like it. As for Ambient OCC the face textures that I have I took pictures of in vanilla HL2 for convenience, and, correct me if I'm wrong, but I don't think HL2 has Ambient OCC. I agree with you on the DOF, but I think that's been made optional now, or it's only enabled via console for pictures (if you want). [QUOTE=HGrunt;38497681]I don't think there should be any kind of reflections on the ground, unless it rained recently.[/QUOTE] Yeah, that part is entirely VALVe's mistake, they used env_map textures on the bricks, but this was before they were using alpha mapping on the normal maps to tone that stuff down, and Env_mapping can get REEEALLLLY screwed up in certain lighting. [QUOTE=apierce1289;38498901]Which engine are the maps being ported to? Is there a before and after of the Barney skin? Looks awesome are you going to redo his eyes?[/QUOTE] The whole mod is on the Alien Swarm engine (that fact has been posted on the front page of this thread for a while now). I'll probably post a B&A today, as for his eyes...I already redid his eyes, do they not look good? [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] The suit's an old skin, I haven't done anything to it in forever, but one of the team members is going to work on new Metrocop and Barney models soon, so then I'll make a new, [I]much better[/I], texture.
Just didn't notice them like I did with gmans eyes LOL. [editline]18th November 2012[/editline] Will you be able to fix the metro cop glitch in the second train station level? His arm is stuck in the wall lol.
[QUOTE=apierce1289;38499078] Will you be able to fix the metro cop glitch in the second train station level? His arm is stuck in the wall lol.[/QUOTE] ...What? [editline]18th November 2012[/editline] [QUOTE=IM BATMAN;38497516][thumb]http://cloud-2.steampowered.com/ugc/540692484646280027/E713772EC382CD9F013EE0D59E60A34E312855E5/[/thumb][/QUOTE] [IMG]http://cloud.steampowered.com/ugc/559832783046792542/F23F33C9992DEB06CF02A72287E4918705C35A2F/[/IMG] Corrected Angles/Colors.
[QUOTE=Ken Chan;38499211] [IMG_thumb]http://cloud.steampowered.com/ugc/559832783046792542/F23F33C9992DEB06CF02A72287E4918705C35A2F/[/IMG_thumb] Corrected Angles/Colors.[/QUOTE] The shadows seem too light imo.
[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/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^[/QUOTE] It looks really nice, but not trying to be nit picky but it looks like his chin/jaw should be a bit less wide. Sort of like in this picture. [img]http://i47.tinypic.com/f6lvl.png[/img]
[QUOTE=Fat-Corgi-Guy;38499347]The shadows seem too light imo.[/QUOTE] Nah they're not too light, the problem is that they're too sharp / hard-edged. Not something I think can be fixed without serious performance degradation I believe.
As I said before, Alien Swarm Engine still use the grain method to deal with edges, and it's ugly. Sadly Portal 2 Engine already solved that out :/
[QUOTE=Ken Chan;38499856]As I said before, Alien Swarm Engine still use the grain method to deal with edges, and it's ugly. Sadly Portal 2 Engine already solved that out :/[/QUOTE] I guess the best we could do is a bit of SSAO/HBAO, maybe even some deferred lighting...
I don't know if this will help, but the guys over at Interlopers have been working on some impressive lighting improvements for the Source Engine. You should check it out: [url]http://www.interlopers.net/forum/viewtopic.php?f=25&t=32126[/url]
barney is starting to look like paul rudd [img]http://upload.wikimedia.org/wikipedia/commons/thumb/a/a2/Paul_Rudd_LF.JPG/220px-Paul_Rudd_LF.JPG[/img]
[QUOTE=CB1993;38501146]I don't know if this will help, but the guys over at Interlopers have been working on some impressive lighting improvements for the Source Engine. You should check it out: [url]http://www.interlopers.net/forum/viewtopic.php?f=25&t=32126[/url][/QUOTE] Was just gonna show everyone in the team that!
[QUOTE=Fat-Corgi-Guy;38498970]You know the "pulling pictures of people and photoshoping them together" is actually what VALVe does? Granted they have pictures from almost every angle, I usually have like 2 one from the front, and one from the side (or almost the side) of the face. As for the skin tones, I try my hardest to match the skin tone of the texture to the old texture, you would not believe how hard it is to change the skin tone (if anyone has tips on doing this, please tell me!). I'm also using a modified lightwarp to try and mimic SubSurface Scattering, I can always remove that if people don't like it. As for Ambient OCC the face textures that I have I took pictures of in vanilla HL2 for convenience, and, correct me if I'm wrong, but I don't think HL2 has Ambient OCC. [/QUOTE] Yes, yes. Pretty much every game developer takes a ton of pictures and makes the facemap from that, then they add detail / change it up in post; but by blended I mean that; instead of taking the actual detail from the skin textures (where they have shadows, wrinkles, etc.) and using that part, it seems you're just pasting it over-top and then using a soft-edge brush to remove what you don't want: Which can work, but you need some "edge detail" to make it look right; and I'd love it if you color graded it. And as for the ambient occ, yeah, HL2 didn't have it as a post-process effect, but the models' textures have it baked into them (Example is Alyx's sheetmap). [t]http://static.glitchvid.com/images/fp_posts/vgames/alyx_sheet_crop.png[/t] It isn't that hard to "Replicate" by using layers and a few tricks. Another thing I'd like to address, one thing that gives half life 2's textures that "Feel" is how sharpened they are, I mean; take a look at them in VTFedit, they have a TON of noise from sharpening.
How's this look? [img_thumb]http://i.imgur.com/qLFNT.jpg[/img_thumb] I made a new normal map and played with the texture some more.
that looks pretty fantastic
[QUOTE=Fat-Corgi-Guy;38503087]How's this look? [img_thumb]http://i.imgur.com/qLFNT.jpg[/img_thumb] I made a new normal map and played with the texture some more.[/QUOTE] I'd say that's pretty spot-on.
I felt like all your previous textures seemed pretty flat, but that's actually really fucking good
Wow, that looks great. I'm curious, are the new hand models in-game yet?
[QUOTE=glitchvid;38502936]Yes, yes. Pretty much every game developer takes a ton of pictures and makes the facemap from that, then they add detail / change it up in post; but by blended I mean that; instead of taking the actual detail from the skin textures (where they have shadows, wrinkles, etc.) and using that part, it seems you're just pasting it over-top and then using a soft-edge brush to remove what you don't want: Which can work, but you need some "edge detail" to make it look right; and I'd love it if you color graded it. And as for the ambient occ, yeah, HL2 didn't have it as a post-process effect, but the models' textures have it baked into them. It isn't that hard to "Replicate" by using layers and a few tricks. Another thing I'd like to address, one thing that gives half life 2's textures that "Feel" is how sharpened they are, I mean; take a look at them in VTFedit, they have a TON of noise from sharpening.[/QUOTE] I don't like doing baked in "ambient occ" because then you get the infamous "black armpit syndrome" that almost all games have (only recently have they not been doing that). Color graded as in? I thought the sharpness of the textures made them look bad, not good. And imho it doesn't change the "feel" of the textures if it has noise or not! [QUOTE=Bloodshot12;38503867]Wow, that looks great. I'm curious, are the new hand models in-game yet?[/QUOTE] Thank you! Not yet, and it's going to be more than just the hands. :smile:
[QUOTE=Butthurter;38503905]wait did you just mix the two textures together i can see parts of the original blurry eyebrow and overly sharpened stubble on there[/QUOTE] just in those small areas, it was just a test to see what it looked like. The stubble area I'll keep, maybe make those scars he has a bit more prominent, but the eyebrows I'll probably change back and edit them a bit more.
[QUOTE=Conro101;38503491]I felt like all your previous textures seemed pretty flat, but that's actually really fucking good[/QUOTE] Ty, and also, the textures aren't really what make it flat looking, it's the lighting and lack of Ambient occlusion in HL2. That picture just had a sorta dynamic light on his face. [QUOTE=Butthurter;38504003]you shouldnt be using the stock stubble, its the most noticeable bad quality on the original facemap i thought the stubble you already made was good enough[/QUOTE] I agree, though it seemed like other people didn't like mine.
[QUOTE=Fat-Corgi-Guy;38503887]I don't like doing baked in "ambient occ" because then you get the infamous "black armpit syndrome" that almost all games have (only recently have they not been doing that). Color graded as in? I thought the sharpness of the textures made them look bad, not good. And imho it doesn't change the "feel" of the textures if it has noise or not! :[/QUOTE] Whether or not you like the ambient baked in, it makes textures look better, having issues like the black armpit syndrome can be an issue, but we're talking about a static character's face; unless that nose is going to suddenly move to where the cheek is; it won't be an issue. ((Example of the difference it makes goes here)) As for the sharpening, I never said it made it look "Good", just that most of HL2's textures are sharpened a lot, and that if you want stuff to feel the same; it should be sharpened as-well (E'specially since using DX1 or 5 compression "merges" some of the pixels, so sharpening can make it look a bit better) And color grading / correction is a way to (since you're using multiple reference shots) make the skin tones, shadows, and other stuff match; then grade it for a stylized / certain look. [t]http://dslrvideoshooter.com/wp-content/uploads/2010/06/100125a_02_examples_00002.jpg[/t] [t]http://www.luceri.it/wp-content/uploads/2010/12/grading.jpg[/t]
[QUOTE=Fat-Corgi-Guy;38503087]How's this look? [img_thumb]http://i.imgur.com/qLFNT.jpg[/img_thumb] I made a new normal map and played with the texture some more.[/QUOTE] holy damn, that's the first time I liked a HD GMan. You win an internet
[QUOTE=IM BATMAN;38497516][thumb]http://cloud-2.steampowered.com/ugc/540692484646409018/6F30E4FA9F6A14BA9743151C4DE5CE4F913E9F65/[/thumb] (^Note, globallight is configured only for d1_trainstation series of maps at the moment. This is a d3_C17 series map.)[/QUOTE] I really like that for some reason.
Also when you get to the headcrab zombie, make him have one of the blue civilian suits not the scientist robes that's always bothered me.
[QUOTE=Fat-Corgi-Guy;38503087]How's this look? [img_thumb]http://i.imgur.com/qLFNT.jpg[/img_thumb] I made a new normal map and played with the texture some more.[/QUOTE] That's just what I thought he should look like. :smile: One thing that bothers me about the original shot is that he looks unnaturally well-lit, especially on the one side. It doesn't take me out of the game, it's just something I pick up from overviewing screencaps I guess. :words:
[QUOTE=Burgervich;38507330]Also when you get to the headcrab zombie, make him have one of the blue civilian suits not the scientist robes that's always bothered me.[/QUOTE] I'm planning on having 3 versions of the standard zombies in the mod: 1 with a jacket and the white undershirt, 1 with just the undershirt, and 1 with a rebel outfit (plus maybe a jacket-less rebel). All body grouped onto one model. And, they actually don't wear labcoats in HL2, it's the white shirt under their blue jackets. [QUOTE=J*Rod;38507462]That's just what I thought he should look like. :smile: One thing that bothers me about the original shot is that he looks unnaturally well-lit, especially on the one side. It doesn't take me out of the game, it's just something I pick up from overviewing screencaps I guess. :words:[/QUOTE] Thank you! As for lighting, we're hoping to switch all the lighting in the g-man scenes to one that resemble those used in EP1 and EP2. [editline]18th November 2012[/editline] [QUOTE=glitchvid;38506526]Whether or not you like the ambient baked in, it makes textures look better, having issues like the black armpit syndrome can be an issue, but we're talking about a static character's face; unless that nose is going to suddenly move to where the cheek is; it won't be an issue. As for the sharpening, I never said it made it look "Good", just that most of HL2's textures are sharpened a lot, and that if you want stuff to feel the same; it should be sharpened as-well (E'specially since using DX1 or 5 compression "merges" some of the pixels, so sharpening can make it look a bit better) And color grading / correction is a way to (since you're using multiple reference shots) make the skin tones, shadows, and other stuff match; then grade it for a stylized / certain look.[/QUOTE] -I still don't think baked ambient shading is very good, if we get stuff like SSAO working, then you don't need the baked shading. Imho baked shading makes things look like someone stuffed dirt into crevices, or painted areas black for no reason, and if you look at many animations, they expose those ugly areas with the baked shading a lot, making you notice the ugly areas. -I still don't think making things "sharper" will change the feel of HL2. -As for color grading/correction, I'd rather not have those, like in the vanilla HL2, they didn't have grading/correction, or if they did it was very slight giving HL2 a more unique feel, and not having it look like every other game on the market. [editline]18th November 2012[/editline] Also, here's a pic of the new USP pistol model: [img_thumb]https://trello-attachments.s3.amazonaws.com/50983eca5760ec391c001f65/50a7ebf100adb08759006831/bb971afb6fafba133de9c7a8abcaefac/USP_Match.png[/img_thumb] It still needs to be UVmapped, textured, and have a normal map added to it.
[QUOTE=Fat-Corgi-Guy;38507621]I'm planning on having 3 versions of the standard zombies in the mod: 1 with a jacket and the white undershirt, 1 with just the undershirt, and 1 with a rebel outfit (plus maybe a jacket-less rebel). All body grouped onto one model. And, they actually don't wear labcoats in HL2, it's the white shirt under their blue jackets. Thank you! As for lighting, we're hoping to switch all the lighting in the g-man scenes to one that resemble those used in EP1 and EP2. [editline]18th November 2012[/editline] -I still don't think baked ambient shading is very good, if we get stuff like SSAO working, then you don't need the baked shading. Imho baked shading makes things look like someone stuffed dirt into crevices, or painted areas black for no reason, and if you look at many animations, they expose those ugly areas with the baked shading a lot, making you notice the ugly areas. -I still don't think making things "sharper" will change the feel of HL2. -As for color grading/correction, I'd rather not have those, like in the vanilla HL2, they didn't have grading/correction, or if they did it was very slight giving HL2 a more unique feel, and not having it look like every other game on the market. [/QUOTE] Suit yourself, but in truth, things that are static should have AO; and unless you plan on having sub-pixle SSAO (Which you won't....) then real computed texture baked AO will look better. As for the sharper, as-long as you can make it look like half life 2, go for it. And you're getting post-process and baked confused again; I don't mean adding post-process filters to the game, that as I've stated before is something I don't really like; what I mean is: Taking the face-masks you paste together and color grade them, so instead of having 3 areas on the face with their own tone of shade and skin color, they "match" each other (as real skin does).
[IMG]http://i.imgur.com/5wA0Eh.png[/IMG] This is an example of how most of this stuff goes. I know it's still in development but honestly these models look less realistic than the original Half Life 2 models. Mostly Breen and Barney. It just looks like 3D cheese.
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