• Half-Life 2 Enhancement Mod
    1,447 replies, posted
With the hydras i was just suggesting a place to put them. I don't particularly care for them. But other people seem to want them. Rockman yoshi: No. Animals don't just turn into aliens :D . But i doubt they'd be able to compete in the environmental change of combine and alien invasion. I can't realy imagine any animal competing with an antlion. On Instruments:the game Stalker has them. Stalker's atmosphere is more about survival than anything else. Half life's backdrop is a little like that. Not to mention the emotional variety with which one can play with an instrument. - In a cp uniform barney is still in danger from friendly fire. Even with his helmet off. He's had more than a week to change outfit. Even if he tried to betray the combine at the last minute it would still be highly beneficial to put a coat over his cp uniform.
no hydras [editline]26th December 2012[/editline] none of that actually
I think that the idea of musical instruments could be kind of neat, if implemented properly. It would be seen as a kind of civil disobedience, and the guy playing it is fully aware of the consequence and is trying to make a statement, sort of like that Chinese guy who stood in front of those tanks. We only need one part with a musical instrument being used, but maybe a few guitar gibs wouldn't hurt here and there in other maps.
[QUOTE=BigJoeyLemons;38980054]I think that the idea of musical instruments could be kind of neat, if implemented properly. It would be seen as a kind of civil disobedience, and the guy playing it is fully aware of the consequence and is trying to make a statement, sort of like that Chinese guy who stood in front of those tanks. We only need one part with a musical instrument being used, but maybe a few guitar gibs wouldn't hurt here and there in other maps.[/QUOTE] I think the Combine would've confiscated or destroyed all instruments, why would they give the people instruments?
I made some concepts yesterday and just scanned and edited them a bit: [T]https://dl.dropbox.com/u/36921974/Verschiedenes/shorepointbase_concept.PNG[/T] This is a possible way to enhance the Lighttower base, as you can see, I continued the road through the rocks and above the Antlion beaches, and I added a few buildings (orange) to make the whole place feel a bit more like a real base, there'd be more places for rebels to spawn from, and it would look more lively in general, because currently, the place feels real empty, and the road we follow the whole time just ends at nothing. I also sketched some concept for a bridge like seen in the beta, I'm gonna build a brush model later this evening, so expect some more pictures. [T]https://dl.dropbox.com/u/36921974/Verschiedenes/bridgeconcept.PNG[/T] Please give criticism on what should be changed/added/removed etc or if you have other ideas :)
[QUOTE=Marbledemon;38977664]In that area, there's actually a big inconsistency within the gameworld: [T]https://dl.dropbox.com/u/36921974/Verschiedenes/HL2_overview.jpg[/T] As you can see, it's not possible for the bridge to actually continue, so I thought of "moving" the whole thing up, so that you can see the coastline continue north of the crane puzzle. Someone made a map where it is that way (mirrored for comparison): [T]https://dl.dropbox.com/u/36921974/Verschiedenes/map2.jpg[/T] I think that's the best way to do it, but I'm open for any other suggestions.[/QUOTE] As I said before, it mostly follows the map you see at the coast base, it's just badly proportioned when you put the in-game levels together. It's enough to feel like the actual distance you traveled was in-line with the map, just with a couple short-cuts. Personally I'd have no problem with a few straightaways that make it more accurate to the posted map. I am interested in where you got that map though, I haven't seen that one before. I've always used the one posted at the rebel base in-game: [img]http://combineoverwiki.net/images/8/8a/Coastmap_sheet.png[/img] [editline]26th December 2012[/editline] [QUOTE=Marbledemon;38980504]I made some concepts yesterday and just scanned and edited them a bit: [T]https://dl.dropbox.com/u/36921974/Verschiedenes/shorepointbase_concept.PNG[/T] This is a possible way to enhance the Lighttower base, as you can see, I continued the road through the rocks and above the Antlion beaches, and I added a few buildings (orange) to make the whole place feel a bit more like a real base, there'd be more places for rebels to spawn from, and it would look more lively in general, because currently, the place feels real empty, and the road we follow the whole time just ends at nothing. --- Please give criticism on what should be changed/added/removed etc or if you have other ideas :)[/QUOTE] What about moving LP to the right side of the road, with a dirt path going around the first building and into the base? In the coast map, the highway doesn't go through LP, it just passes by it. I'm no expert on Hammer though, so while I know it's possible, I don't know how difficult moving an entire village would be.
[QUOTE=Mr. Someguy;38980545]As I said before, it mostly follows the map you see at the coast base, it's just badly proportioned when you put the in-game levels together. It's enough to feel like the actual distance you traveled was in-line with the map, just with a couple short-cuts. Personally I'd have no problem with a few straightaways that make it more accurate to the posted map. I am interested in where you got that map though, I haven't seen that one before. I've always used the one posted at the rebel base in-game: [img]http://combineoverwiki.net/images/8/8a/Coastmap_sheet.png[/img][/quote] Regarding the maps: [url]http://forums.steampowered.com/forums/showthread.php?t=2016863[/url] for the "real" one, and [quote][url=http://www.unleashthedog.net/uploads/HL2_overview.jpg]this[/url][/quote] for the ingame overview. [quote] What about moving LP to the right side of the road, with a dirt path going around the first building and into the base? In the coast map, the highway doesn't go through LP, it just passes by it. I'm no expert on Hammer though, so while I know it's possible, I don't know how difficult moving an entire village would be.[/QUOTE] It would be possible to move the whole village, but I'd rather not change the whole layout of the outpost, because it would require much work to adjust the nodes, triggers, paths and whatnot, and I don't really think it's actually worth the work. I made another version using the official maps, and the road layout really makes more sense now: [t]https://dl.dropbox.com/u/36921974/Verschiedenes/lightshot.png[/t] Also, I built a quick train bridge in Hammer: [t]https://dl.dropbox.com/u/36921974/Verschiedenes/wastelandbridge_testmap0000.jpg[/t] [t]https://dl.dropbox.com/u/36921974/Verschiedenes/wastelandbridge_testmap0001.jpg[/t]
I think that Barney shouldn't change his outfit but maybe scribbling some lambda on the vest or the arm would do.
Tbh I think the best way of changing his outfit would be having pieces of it swapped or damaged. Little touches like fabric tears sewed up hastily. Tiny dents on the bulletproof vest. Faded fabric color could show wear and act as a plausible reason for why the rebels don't assume he's cp on sight. Tiny bits of duct tape in moderation could also reinforce the idea that they're salvaging whatever they can. The key to the retouching though would be to keep its changes subtle and leaving his appearance mostly recognizable. Nothing like a total redesign or armor swap.
[QUOTE=Vort97;38982599]I think that Barney shouldn't change his outfit but maybe scribbling some lambda on the vest or the arm would do.[/QUOTE] Maybe he should have the same outfit as the "rebel police" in the image on page 29?
[QUOTE=DinoJesus;38983330]Tbh I think the best way of changing his outfit would be having pieces of it swapped or damaged. Little touches like fabric tears sewed up hastily. Tiny dents on the bulletproof vest. Faded fabric color could show wear and act as a plausible reason for why the rebels don't assume he's cp on sight. Tiny bits of duct tape in moderation could also reinforce the idea that they're salvaging whatever they can. The key to the retouching though would be to keep its changes subtle and leaving his appearance mostly recognizable. Nothing like a total redesign or armor swap.[/QUOTE] Faded fabric doesn't make any sense though, if his outfit fades in 2 weeks, then why doesn't every other CP Uniform? I don't mind the duct-tape or spray-paint ideas though, aside from the fact that they'd need to have 2 textures, pre-war and post-war. Personally I'd probably just leave his outfit alone. The white gasmask even more iconic to the CP uniform than the uniform itself, it's probably the most recognisable part of it. He got rid of his, hence he isn't fired at as soon as a rebel sees him. [editline]26th December 2012[/editline] Besides, the standard CP Uniform consists of heavy boots, thick pants, a thick jacket, belts, holsters, radios, and a vest. The rebels run around wearing leather boots, jeans, sweaters, stolen vests, stolen belts and stolen radios. Switching outfits to that would really just be a downgrade in comfort and utility for him.
[QUOTE=Mr. Someguy;38980545]I am interested in where you got that map though, I haven't seen that one before. [/QUOTE] It's a fan-made Soviet-style map of the whole game. The scale is a little weird in places but it's very cool. [url]http://ppitm.deviantart.com/#/d41je7f[/url]
[QUOTE=Mr. Someguy;38983474]Faded fabric doesn't make any sense though, if his outfit fades in 2 weeks, then why doesn't every other CP Uniform? I don't mind the duct-tape or spray-paint ideas though, aside from the fact that they'd need to have 2 textures, pre-war and post-war. [/QUOTE] There actually was the idea of having several skins for some of the main characters, eg that Barney looks a bit more "battle-torn", he has more bruises, his hair is messed up, and his uniform is dusty. On another note, I just found [url=http://www.youtube.com/user/LLIJIbIK/videos?view=0&flow=grid]these videos[/url] of the russian guy fixing up the HL2 beta, and especially the [url=http://www.youtube.com/watch?v=hyH5aD1zZn8]terminal[/url] and the [url=http://www.youtube.com/watch?v=WwtVKKtnawI]e3_town [/Url] maps have some concepts that I'd love to implement, like the destroyable barricade, Zombies popping out of walls, and the burning house for Ravenholm, and the marching soldiers, the "roof rebels" and the depressing mood and lighting for City 17.
Quick non-current-subject-related suggestion: You should spice up the coast a bit with some of Lost Coast's props.
[QUOTE=Marbledemon;38983750]There actually was the idea of having several skins for some of the main characters, eg that Barney looks a bit more "battle-torn", he has more bruises, his hair is messed up, and his uniform is dusty. On another note, I just found [url=http://www.youtube.com/user/LLIJIbIK/videos?view=0&flow=grid]these videos[/url] of the russian guy fixing up the HL2 beta, and especially the [url=http://www.youtube.com/watch?v=hyH5aD1zZn8]terminal[/url] and the [url=http://www.youtube.com/watch?v=WwtVKKtnawI]e3_town [/Url] maps have some concepts that I'd love to implement, like the destroyable barricade, Zombies popping out of walls, and the burning house for Ravenholm, and the marching soldiers, the "roof rebels" and the depressing mood and lighting for City 17.[/QUOTE] Watching things like this makes me wonder why they changed it, the beta's Terminal was so much better along with the e3 town.
so i'm doing particles for the mod in case anyone didn't know
[QUOTE=Mr. Someguy;38983474]Faded fabric doesn't make any sense though, if his outfit fades in 2 weeks, then why doesn't every other CP Uniform? I don't mind the duct-tape or spray-paint ideas though, aside from the fact that they'd need to have 2 textures, pre-war and post-war. Personally I'd probably just leave his outfit alone. The white gasmask even more iconic to the CP uniform than the uniform itself, it's probably the most recognisable part of it. He got rid of his, hence he isn't fired at as soon as a rebel sees him. [editline]26th December 2012[/editline] Besides, the standard CP Uniform consists of heavy boots, thick pants, a thick jacket, belts, holsters, radios, and a vest. The rebels run around wearing leather boots, jeans, sweaters, stolen vests, stolen belts and stolen radios. Switching outfits to that would really just be a downgrade in comfort and utility for him.[/QUOTE] Perhaps faded wasn't the right word. What I meant was weathered I guess. Like you know how blue jeans will start losing their coloration in spots were the fabric is rubbing against things. I meant something like that. I just found it weird how he's been fighting in this crumbling city and yet his uniform looks rather well kept.
I honestly think barney doesn't need an outfit change either, It's not like the CPs other then him walk around with their helmets off. [QUOTE=Mr. Someguy;38983474] Switching outfits to that would really just be a downgrade in [B]comfort and utility[/B] for him.[/QUOTE] [t]http://fireden.net/wp-content/uploads/2012/06/Dr.-Isaac-Kleiner.jpg.jpeg[/t] [QUOTE=Joazzz;38984216]so i'm doing particles for the mod in case anyone didn't know[/QUOTE] I hope they are flashy as fuck. I want some sexy new explosions to make grenades and rockets moar fun.
I lost all the progress on the picture i made to a crash.. Just if youre wondering where i went. I dont know what to do from here, im abit discouraged.
[QUOTE=Bloodshot12;38985061][t]http://fireden.net/wp-content/uploads/2012/06/Dr.-Isaac-Kleiner.jpg.jpeg[/t][/QUOTE] Wow I didn't even realise I did that :v:
[QUOTE=Bloodshot12;38985061]I hope they are flashy as fuck. I want some sexy new explosions to make grenades and rockets moar fun.[/QUOTE] We're going with more realistic effects, eg: -muzzelflashes are going to be varying amounts of smoke depending on what weapon you're using, with the occasional sparks from the gun muzzel, -blood impacts are now smaller, and have a slight mist of blood that lingers in the air for a second or two after the target has been shot. (granted I have no idea what someone actually getting shot in real life is like, but I assume this is at least better and cooler looking than the 8 gallons of blood excreted by people from shooting their feet as in Vanilla HL2.) However we will hopefully have new explosions that look more real, and probably a bit more orangey, like real ones. Plus maybe varying explosions depending on the different explosive object, or cinematic explosion.
I dont know, I like tons of blood and ridiculous muzzleflashes sometimes. I think it'd be a good idea to have two options for that. As for exposions, I'd love to have us add some volumetrics to them (like BF3) and I'm a sucker for those orangish hues. One last thing: I think we should add distortion to the muzzles of guns when they are fired, something few games do for some reason.
I would like human gore for explosives (maybe only after excessive explosions), but I doubt that's going to happen
[QUOTE=Fat-Corgi-Guy;38985525]We're going with more realistic effects, eg: -muzzelflashes are going to be varying amounts of smoke depending on what weapon you're using, with the occasional sparks from the gun muzzel, -blood impacts are now smaller, and have a slight mist of blood that lingers in the air for a second or two after the target has been shot. (granted I have no idea what someone actually getting shot in real life is like, but I assume this is at least better and cooler looking than the 8 gallons of blood excreted by people from shooting their feet as in Vanilla HL2.) However we will hopefully have new explosions that look more real, and probably a bit more orangey, like real ones. Plus maybe varying explosions depending on the different explosive object, or cinematic explosion.[/QUOTE] I've been using Left 4 Dead's blood decals in HL2 and Episodes since it came out. HL2's stock decals aren't very good looking imo. L4D's spatter is infinitely better than the giant gobs that HL2 had. Might wanna look into something similar?
[QUOTE=Mr. Someguy;38986146]I've been using Left 4 Dead's blood decals in HL2 and Episodes since it came out. HL2's stock decals aren't very good looking imo. L4D's spatter is infinitely better than the giant gobs that HL2 had. Might wanna look into something similar?[/QUOTE] can i have a link to this?
[QUOTE=Griffster26;38986159]can i have a link to this?[/QUOTE] You might wanna try this one: [url]http://www.garrysmod.org/downloads/?a=view&id=115252[/url]
[QUOTE=Mr. Someguy;38986214]You might wanna try this one: [url]http://www.garrysmod.org/downloads/?a=view&id=115252[/url][/QUOTE] thanks mate
[QUOTE=Mr. Someguy;38986146]I've been using Left 4 Dead's blood decals in HL2 and Episodes since it came out. HL2's stock decals aren't very good looking imo. L4D's spatter is infinitely better than the giant gobs that HL2 had. Might wanna look into something similar?[/QUOTE] L4D2 still had too much blood imo, you get a huge splash just for shooting someone's finger or toe, which sucked. Plus I think if anyone bled that much from being shot anywhere, they'd be dead, not still walking around shooting at you. However I might use a bigger blood spatter for headshots. My current Blood decals I made: [img_thumb]http://cloud.steampowered.com/ugc/866081266298558343/2E8CF32363832FCD72D3A5E9E5B496FC77DD3543/[/img_thumb][img_thumb]http://cloud-2.steampowered.com/ugc/866081266298557047/53937B471D2013717ABC2F3934BB402322288FCE/[/img_thumb] [I]Excuse the hand and gun skin, they're really old ones I made for personal use in HL2.[/I]
[QUOTE=Fat-Corgi-Guy;38986617]L4D2 still had too much blood imo, you get a huge splash just for shooting someone's finger or toe, which sucked. Plus I think if anyone bled that much from being shot anywhere, they'd be dead, not still walking around shooting at you. However I might use a bigger blood spatter for headshots. My current Blood decals I made: [img_thumb]http://cloud.steampowered.com/ugc/866081266298558343/2E8CF32363832FCD72D3A5E9E5B496FC77DD3543/[/img_thumb][img_thumb]http://cloud-2.steampowered.com/ugc/866081266298557047/53937B471D2013717ABC2F3934BB402322288FCE/[/img_thumb] [I]Excuse the hand and gun skin, they're really old ones I made for personal use in HL2.[/I][/QUOTE] Look nice but I feel it could use a higher texture res
They look good I guess: [IMG]http://cloud-2.steampowered.com/ugc/559836491335857690/4CC4A4063B2BA2F28324C3AA35030288DA8B2B14/[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/559836491335898769/C7D4D547281D7C6AA549C1C359725E924A9F3E32/[/IMG]
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