• Half-Life 2 Enhancement Mod
    1,447 replies, posted
[QUOTE=Ken Chan;38986840] [IMG]http://cloud-2.steampowered.com/ugc/559836491335898769/C7D4D547281D7C6AA549C1C359725E924A9F3E32/[/IMG][/QUOTE] So either he bled so much that it seeped through his armor, his armor is actually his flesh, or someone else's blood got onto him.
It's just someone else's blood. Original HL2 doesn't allow blood decals on NPC models.
It was a (poorly delivered) joke.
Eh, I didn't use the 'shot flesh' decals, they're too big and they show very poorly on NPC's and Ragdolls, usually cutting off.
[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] Depends, shooting somebody in the head is a really big fucking mess, but getting shot in the body (Save the heart) usually is fairly "clean" (the back-side looks nasty, the the entrance wound is fairly small) and only bleeds bad after a little while. Getting shot in the head is really messy because it just jets a lot of blood for a long time (because the brain has so much blood going to it)
Man, I would fucking love it if you guys added some sort of 3D entry wounds for bullets, and I would love it even more if you had it so the revolver could blow part of a combine's head off.
I would personally love it if the Overwatch Soldiers had a different blood color. Like maybe a blueish silver color for example.
[QUOTE=Karmal Khan;38988546]I would personally love it if the Overwatch Soldiers had a different blood color. Like maybe a blueish silver color for example.[/QUOTE] That'd be something more suited to Stalkers, but you never really fight them until Episode 1
[QUOTE=Karmal Khan;38988546]I would personally love it if the Overwatch Soldiers had a different blood color. Like maybe a blueish silver color for example.[/QUOTE][QUOTE=kaze4159;38988720]That'd be something more suited to Stalkers, but you never really fight them until Episode 1[/QUOTE] Strongly disagree on both points. Overwatch Soldiers and Stalkers are both made from surgically altered Humans, and I doubt they would have much of a reason to replace the blood. Doing so would provide little benefit for a lot of work, and that benefit could most likely be accomplished by manipulating the body in other ways. [editline]27th December 2012[/editline] Besides, synthetic blood would most likely appear clear or whitish, which isn't very dramatic at all because it just looks like water or spilled paint. The only real benefit to synthetic blood is that it can be produced and stored for CP's or OS's who've been gravely wounded.
about the particles, while i'll be going with a more realistic approach for the mod, i'm also planning to make an alternative pack of slightly more over-the-top effects, with action movie-style muzzleflashes, fiery explosions, overdone Matrix-style debris etc
FakeFactory level?
[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] Could you share those bullethole sprites? They look wonderful, I never found decent ones for HL2...
[QUOTE=DinoJesus;38986716]Look nice but I feel it could use a higher texture res[/QUOTE] Agreed, though the way VALVe set up the decals, in order for me to make them smaller like that, I had to actually make them smaller on the texture, making them low quality. If there's another way, I'm open to it! [QUOTE=Marbledemon;38989621]Could you share those bullethole sprites? They look wonderful, I never found decent ones for HL2...[/QUOTE] Sure, I guess. I'll upload it later today, somewhere. [editline]2012[/editline] errr, actually it might take a few days, I want to fix some things up a bit.
I think that the blood could be a bit darker. You don't want it sticking out too much in a fight, or else it might ruin the atmosphere depending on where you are.
Just a thought. Barney. In his Metrocop uniform. but with a citizen jacket, unbuttoned and showing his armour underneath. On combine Red blood puffs of dust from the torso armour when shot. No robotic parts in arms and legs Brain is 50% metal. Blood and shrapnel everywhere. Parts of the torso , being synthetic, Leak fluid when shot. leading to a combination of both red and brown blood. This is of course from the sides and not from the bulletproof vest (which doesn't actualy effect gameplay)
Overwatch dudes do actually have fairly large metal apparatus in their stomachs, but seeing as it's right next to where their new heart was apparently placed, it'd still probably bleed when shot. Unless they replaced all their blood with an easily-synthesized fluid, blood would still be carried around the body; they'd just use stronger synthetic tubing and materials instead of veins and arteries.
[QUOTE=The Jack;38990718]Just a thought. Barney. In his Metrocop uniform. but with a citizen jacket, unbuttoned and showing his armour underneath. On combine Red blood puffs of dust from the torso armour when shot. No robotic parts in arms and legs Brain is 50% metal. Blood and shrapnel everywhere. Parts of the torso , being synthetic, Leak fluid when shot. leading to a combination of both red and brown blood. This is of course from the sides and not from the bulletproof vest (which doesn't actualy effect gameplay)[/QUOTE] I'd hate to break it to you, but no one likes your ideas.
[QUOTE=SFC003;38991402]I'd hate to break it to you, but no one likes your ideas.[/QUOTE] unlike this guy, i love to break it to you and your ideas sound like shit
[QUOTE=The Jack;38990718]Just a thought. Barney. In his Metrocop uniform. but with a citizen jacket, unbuttoned and showing his armour underneath. On combine Red blood puffs of dust from the torso armour when shot. No robotic parts in arms and legs Brain is 50% metal. Blood and shrapnel everywhere. Parts of the torso , being synthetic, Leak fluid when shot. leading to a combination of both red and brown blood. This is of course from the sides and not from the bulletproof vest (which doesn't actualy effect gameplay)[/QUOTE] why can't you just stop please just please stop
Question, I'm making a new Houndeye concept art, turning out much better now I think, but I can't decide- Should they have 2 toed hairless dog-like feet, or should they have a cloven hoof, kinda like a pig? [img_thumb]http://i.imgur.com/JRedx.png[/img_thumb] so-far^ (yeah, yeah I know his foot looks weird, I'm gonna re-draw it)
try both designs and decide which looks better!
I vote dog-feet with noticeable claws.
This a good foot? [img_thumb]http://i.imgur.com/SyU4J.png[/img_thumb] [editline]12, 27, 2012[/editline] I made his foot bigger after I posted this pic.
wart
[QUOTE=Bloodshot12;38988193]Man, I would fucking love it if you guys added some sort of 3D entry wounds for bullets, and I would love it even more if you had it so the revolver could blow part of a combine's head off.[/QUOTE] You mean like Left 4 Dead 2's wound rendering? [url]http://www.valvesoftware.com/publications/2010/gdc2010_vlachos_l4d2wounds.pdf[/url] I must say, I am very fond of the techniques they used to make them so [I]dynamic[/I]. [media]http://www.youtube.com/watch?v=pCS7MNlhYnE[/media]
Not only is that getting waaay ahead of ourselves, but it doesn't really fit HL2.
Ok, soooo, I finished my 3rd rendition of the Houndeyes. [img_thumb]http://i.imgur.com/jw9qd.png[/img_thumb] What do you guys think?
[QUOTE=Fat-Corgi-Guy;38996225]Ok, soooo, I finished my 3rd rendition of the Houndeyes. [img_thumb]http://i.imgur.com/fm3td.png[/img_thumb] What do you guys think?[/QUOTE] perspective
He looks a bit beefy, should slim him down a bit. [editline]27th December 2012[/editline] Particularly the legs.
[QUOTE=Mr. Someguy;38996203]Not only is that getting waaay ahead of ourselves, but it doesn't really fit HL2.[/QUOTE] I don't think its [I]too[/I] far ahead of ourselves, when we are trying to add [B]all cut enemies from HL2 with hi-def models[/B]. You could just do it the simpler way(see slide 3), and add sub-groups to models with built in wounds.
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