• Half-Life 2 Enhancement Mod
    1,447 replies, posted
Contact me at steam then I can give you my mod for mapping! (Sadly vrad seems better in 2007 then AS)
Have you thought about using the deffered lighting sdk? [video=youtube;NsOkLSzsP_Q]http://www.youtube.com/watch?v=NsOkLSzsP_Q[/video]
Deferred Lighting is what I want to keep away right now, because it's not the best time to switch and it's still missing a lot of needed stuff for basic gameplay :(
I can decompile hl2s maps if thats the issues.
I think the list of changes should be as follows (in order to produce a high quality product in the shortest time possible). High Priority Changes: - Port to new engine (better post processing, lighting etc..). - HD Textures - Revamping sprites and particle effects - New HD models for civilians / resistance. Lots for variety - Port EP2 models for characters such as Alyx and Kleiner? No real need to make new ones if we want to keep consistency with EP1/2. (I dunno about this, would be nice if someone could explain the pros and cons). - New HD sounds in replacement for LQ sounds (headcrab example). - Re-doing animations. Yes, but should only be done when absolutely necessary. Medium Priority: - Adding new bits to maps. This is a really interesting one. Probably would be best to leave the story alone BUT, it would be really nice to have some new hidden areas throughout the maps and *something* in them. Would be nice if this was tied to an achievement that counts how many you've discovered. Perhaps each thing you find is something Gman leaves for Gordon to discover. Finding all the pieces gives him a new weapon or ability on the HEV suit. Obviously nothing too out-of-place. Something to consider. Side note: Would be nice to add/remove some surprise moments in Ravenholm. Similar to when you throw a grenade into the large bin when there's a zombie in there. Also editing some puzzles slightly to make it feel like a more fresh experience for hardcore fans. Low Priority: - 'Realistic' difficulty. Imo should be skipped, The pace of HL is highly dependant on how quick enemies/you can die. Then again, adds something new for those hardcore fans. - Smarter enemies. Again not really necessary and will just add to the things needed to do. - Replacing weapons. Don't really agree with this personally, you know my stance on weapons and their 'signature' ^^.
[QUOTE=rezOnance;38369154]I think the list of changes should be as follows (in order to produce a high quality product in the shortest time possible).[/QUOTE] Great breakdown of things! I'm not too organized as this is really the first time I've done anything like this. About the EP1-2 models, they use a lot of the same ones from HL2 for them, and HL2 has had the Alyx model replaced with the EP1 version by VALVe. Great idea of the zombie surprises, and the secret area achievements! I do want to add alot of the cut/hl1 weapons into HL2, mostly as secret weapons in those areas. It kinda bumed me out that HL2 had less weapons than HL1. Bingo on the "realistic" difficulty, I wanted something that would kinda freshen up the gameplay a bit, make it a bit harder for those who want it harder. Smarter enemies, I'd have to ask Ken about it again, but I think he told me when putting it on the AS engine, the enemies became more advanced due to the new AI on that engine. I'm not going to be replacing weapons, but replacing the models of the weapons to be more high quality versions of themselves. Eg. the smg1 in HL2 is an MP7, so I'm having one of the modellers (Tinter) make a new MP7 model based a bit more on real-life ones to replace the HL2's low-quality model. HL2: [img_thumb]http://images2.wikia.nocookie.net/__cb20090527020111/half-life/en/images/b/bb/MP7_HL2.jpg[/img_thumb] The stock on the HL2 mp7 is also smaller than a real one. it's just not very visible in this picture of it. Real MP7: [img_thumb]http://thespecialistsltd.com/files/HK-MP7A1.jpg[/img_thumb] (the final one will have an extended mag, as in real life, by default the MP7 can only shoot 20 bullets before having to reload. the one in HL2 has 45 bullets per magazine, where as the real MP7 can only go up to 40 with an extended mag.)
I always thought that the SMG's and pistols were, though very similar to real-world weapons, somewhat modified versions of them made specifically for the Combine. Maybe it'd be a good idea to not make the models for them [I]totally[/I] the same as their real-world counterparts.
Agree with Cone on the weapon model point. Agree with you on all the rest :). Also we should perhaps summaries the main goals of the Mod, I imagine they are: - Up-to-date Graphics, Physics and overall quality (consistent with EP2?) - Fresh experience for hardcore fans. - Still feels like HL2.
[QUOTE=rezOnance;38369154]I think the list of changes should be as follows (in order to produce a high quality product in the shortest time possible). High Priority Changes: - Port to new engine (better post processing, lighting etc..). - HD Textures - Revamping sprites and particle effects - New HD models for civilians / resistance. Lots for variety - Port EP2 models for characters such as Alyx and Kleiner? No real need to make new ones if we want to keep consistency with EP1/2. (I dunno about this, would be nice if someone could explain the pros and cons). - New HD sounds in replacement for LQ sounds (headcrab example). - Re-doing animations. Yes, but should only be done when absolutely necessary. Medium Priority: - Adding new bits to maps. This is a really interesting one. Probably would be best to leave the story alone BUT, it would be really nice to have some new hidden areas throughout the maps and *something* in them. Would be nice if this was tied to an achievement that counts how many you've discovered. Perhaps each thing you find is something Gman leaves for Gordon to discover. Finding all the pieces gives him a new weapon or ability on the HEV suit. Obviously nothing too out-of-place. Something to consider. Side note: Would be nice to add/remove some surprise moments in Ravenholm. Similar to when you throw a grenade into the large bin when there's a zombie in there. Also editing some puzzles slightly to make it feel like a more fresh experience for hardcore fans. Low Priority: - 'Realistic' difficulty. Imo should be skipped, The pace of HL is highly dependant on how quick enemies/you can die. Then again, adds something new for those hardcore fans. - Smarter enemies. Again not really necessary and will just add to the things needed to do. - Replacing weapons. Don't really agree with this personally, you know my stance on weapons and their 'signature' ^^.[/QUOTE] About smarter enemies, AS have better AI then in 2007. The combines now try to do some duck shoots, hide when reload, and they will track you down to kill you.
If you guys want, I've got space to put a mod site up when it comes time to release it. Also, are you planning to take advantage of .NAV in any way?
[QUOTE=Ken Chan;38369583]About smarter enemies, AS have better AI then in 2007. The combines now try to do some duck shoots, hide when reload, and they will track you down to kill you.[/QUOTE] Well that sounds simple enough! Should make that high priority then.
[QUOTE=Mech Bgum;38370155]Why not just remake them in the high quality? Valve never really followed real life designs that much, for example, their version of spas 12 used in hl2 and l4d2 is simply does not exist in the real world, they made several changes to the shapes so it looks better while the real spas 12 is way more blockier. Also when you're moving to the real life shit you're kinda losing the original half life 2 charm.[/QUOTE] L4D2: [img_thumb]http://images2.wikia.nocookie.net/__cb20101021022713/left4dead/images/7/71/Spasw_2.png[/img_thumb] HL2: [img_thumb]http://images2.wikia.nocookie.net/__cb20090527012650/half-life/en/images/f/fb/SPAS-12_HL2.jpg[/img_thumb] Real: [img_thumb]http://thespecialistsltd.com/files/SPAS%2012.jpg[/img_thumb] Don't tell me the HL2 and L4D2 shotguns [I]DON'T[/I] look like a real one. The HL2 one is missing the stock though.
[video=youtube;H-6Ys1UIdXo]http://www.youtube.com/watch?v=H-6Ys1UIdXo[/video] Here's my Global Lighting video, maybe you'll notice something strange :P
Got a few more suggestions: -Main Characters really need high-poly remakes. Aside from Alyx, The Episode 2 models are the same as the HL2 ones aside from some minor flex tweaks and phong shading. Some of those models have rather bad elements as well (Alyx's fingers, Eli/Alyx having visible seams where their head and body textures meet, etc). The Left 4 Dead survivors would be a good goalpost as to how any remade HL2 characters should look in terms of mesh/texture quality. -With all this talk about adding to the maps, do not look past cutting parts of the stock ones. Black Mesa did a pretty good job of trimming filler out of HL1's maps (though I personally wish they would have cut more of [B]Residue Processing[/B] and kept more of [B]Surface Tension[/B]) and while HL2's map design is generally very good, it is not flawless. The [B]Route Canal[/B] and [B]Highway 17[/B] driving bits could benefit from some fat-trimming in particular. -Half-Life 2's weapon behavior is very basic and uninteresting. I'd look into messing with the recoil, accuracy and maybe damage to give them a better feel. I would also really like to see a usage for the Bugbait past Nova Prospect, as the Bugbait is useless outside of it. Speaking of weapons, there isn't much room for adding new ones that wouldn't make others feel redundant. The only ones i feel would have a place are: *[B]AK-47[/B]: There's no reason (aside from weapon balance, hence why Valve axed it) for this not to be in HL2, given the setting and subject matter. Gameplay wise, it should be a bit more powerful than the AR2. Having more recoil and becoming more inaccurate the longer it is fired. As the real-life semi-automatic mode probably wouldn't fit HL2's gameplay, Secondary Fire would be to toggle firemodes between fast and slow rates-of-fire. Slow ROF mode being easier to control versus "fast" ROF. *[B]Tau Cannon[/B]: I already [url=http://www.facepunch.com/showthread.php?t=1216721&p=38276063&viewfull=1#post38276063]gave my views on how it should be implemented into gameplay[/url]. *[B]S.L.A.M.[/B]: The HL2:DM weapon effectively merged the functions of the HL1 Satchel Charge and Tripmine. Given how many "hold the line" bits that HL2 has later on, the Tripmine feature would be quite useful. The Remote Detonation feature would keep it from being useless outside of those parts as well.
[QUOTE=Ken Chan;38370523][video=youtube;H-6Ys1UIdXo]http://www.youtube.com/watch?v=H-6Ys1UIdXo[/video] Here's my Global Lighting video, maybe you'll notice something strange :P[/QUOTE] How did CS:GO do it's lighting? I've noticed that it has dynamic lighting up the wazoo but there's no slowdown, though one subtle optimization technique I've noticed is that when a model is like 95% dark, it goes into basic lighting mode and doesn't receive shadows (but still casts them, though not on an already shadowed area somehow. Model shadows seem to be seamlessly part of world shadows rather than this weird shadow on top of an already shaded area like in your video). It may be some weird mix of static and dynamic shadows, where dynamic shadows are only enabled contextually so as not to be this constant CPU/GPU burden. No idea exactly how it's done though.
My global lighting is just 3 env_projectedtextures that's hard coded to follow player, but CS:GO uses shader(s) for global lighting. CS:GO's lighting surely better then mine...
[QUOTE=Funny Hats;38370899]How did CS:GO do it's lighting? I've noticed that it has dynamic lighting up the wazoo but there's no slowdown, though one subtle optimization technique I've noticed is that when a model is like 95% dark, it goes into basic lighting mode and doesn't receive shadows (but still casts them, though not on an already shadowed area somehow. Model shadows seem to be seamlessly part of world shadows rather than this weird shadow on top of an already shaded area like in your video). It may be some weird mix of static and dynamic shadows, where dynamic shadows are only enabled contextually so as not to be this constant CPU/GPU burden. No idea exactly how it's done though.[/QUOTE] I'm not one for understanding the complexities, but if I remember right, CS:GO creates one sun object and casts one giant, optimized dynamic shadow over the entire map, rather than various dynamics all around for simulating it. However, they probably created the algorithms or whatever specifically for it in a unique matter.
[QUOTE=Funny Hats;38370899]How did CS:GO do it's lighting? I've noticed that it has dynamic lighting up the wazoo but there's no slowdown, though one subtle optimization technique I've noticed is that when a model is like 95% dark, it goes into basic lighting mode and doesn't receive shadows (but still casts them, though not on an already shadowed area somehow. Model shadows seem to be seamlessly part of world shadows rather than this weird shadow on top of an already shaded area like in your video). It may be some weird mix of static and dynamic shadows, where dynamic shadows are only enabled contextually so as not to be this constant CPU/GPU burden. No idea exactly how it's done though.[/QUOTE] Cascaded Shadow Mapping, using the env_cascade_light entity. It automaticly configures itself to match the settings of light_enviroment and then does its magic. Super easy, super optimized, and super useful. I REALLY wish I could rip it out from CSGO and add into Alien Swarm, but I have no idea how. If anyone is willing to help me find out how to do this and add it in, I'd be happy to try. I also agree on the realism stuff too. It will be a option, however, just like most of our graphical enhancements.
I think I should make my global light code read light_environment proprieties too...
[QUOTE=LurkyLurker;38370760]Got a few more suggestions: -Main Characters really need high-poly remakes. Aside from Alyx, The Episode 2 models are the same as the HL2 ones aside from some minor flex tweaks and phong shading. Some of those models have rather bad elements as well (Alyx's fingers, Eli/Alyx having visible seams where their head and body textures meet, etc). The Left 4 Dead survivors would be a good goalpost as to how any remade HL2 characters should look in terms of mesh/texture quality. -With all this talk about adding to the maps, do not look past cutting parts of the stock ones. Black Mesa did a pretty good job of trimming filler out of HL1's maps (though I personally wish they would have cut more of [B]Residue Processing[/B] and kept more of [B]Surface Tension[/B]) and while HL2's map design is generally very good, it is not flawless. The [B]Route Canal[/B] and [B]Highway 17[/B] driving bits could benefit from some fat-trimming in particular. -Half-Life 2's weapon behavior is very basic and uninteresting. I'd look into messing with the recoil, accuracy and maybe damage to give them a better feel. I would also really like to see a usage for the Bugbait past Nova Prospect, as the Bugbait is useless outside of it. Speaking of weapons, there isn't much room for adding new ones that wouldn't make others feel redundant. The only ones i feel would have a place are: *[B]AK-47[/B]: There's no reason (aside from weapon balance, hence why Valve axed it) for this not to be in HL2, given the setting and subject matter. Gameplay wise, it should be a bit more powerful than the AR2. Having more recoil and becoming more inaccurate the longer it is fired. As the real-life semi-automatic mode probably wouldn't fit HL2's gameplay, Secondary Fire would be to toggle firemodes between fast and slow rates-of-fire. Slow ROF mode being easier to control versus "fast" ROF. *[B]Tau Cannon[/B]: I already [url=http://www.facepunch.com/showthread.php?t=1216721&p=38276063&viewfull=1#post38276063]gave my views on how it should be implemented into gameplay[/url]. *[B]S.L.A.M.[/B]: The HL2:DM weapon effectively merged the functions of the HL1 Satchel Charge and Tripmine. Given how many "hold the line" bits that HL2 has later on, the Tripmine feature would be quite useful. The Remote Detonation feature would keep it from being useless outside of those parts as well.[/QUOTE] I agree with everything except with the AK-47. It wouldnt' feel right in the hands of Gordon.
AK47, no sure it was in the beta but we arent trying to recreate the beta we are trying to bring hl2 up to date we dont want to detract from the original weapon set. The Tau is already in hl2 and fits the scenario they put it in. the SLAM however fits the cannon and I would love to see it put in, I think it would definitely mix up your options, gameplay wise.
Wood contrast on a Cheeto suit looks awkward
[QUOTE=LurkyLurker;38370760]Got a few more suggestions: -Main Characters really need high-poly remakes. Aside from Alyx, The Episode 2 models are the same as the HL2 ones aside from some minor flex tweaks and phong shading. Some of those models have rather bad elements as well (Alyx's fingers, Eli/Alyx having visible seams where their head and body textures meet, etc). The Left 4 Dead survivors would be a good goalpost as to how any remade HL2 characters should look in terms of mesh/texture quality. -With all this talk about adding to the maps, do not look past cutting parts of the stock ones. Black Mesa did a pretty good job of trimming filler out of HL1's maps (though I personally wish they would have cut more of [B]Residue Processing[/B] and kept more of [B]Surface Tension[/B]) and while HL2's map design is generally very good, it is not flawless. The [B]Route Canal[/B] and [B]Highway 17[/B] driving bits could benefit from some fat-trimming in particular. -Half-Life 2's weapon behavior is very basic and uninteresting. I'd look into messing with the recoil, accuracy and maybe damage to give them a better feel. I would also really like to see a usage for the Bugbait past Nova Prospect, as the Bugbait is useless outside of it. Speaking of weapons, there isn't much room for adding new ones that wouldn't make others feel redundant. The only ones i feel would have a place are: *[B]AK-47[/B]: There's no reason (aside from weapon balance, hence why Valve axed it) for this not to be in HL2, given the setting and subject matter. Gameplay wise, it should be a bit more powerful than the AR2. Having more recoil and becoming more inaccurate the longer it is fired. As the real-life semi-automatic mode probably wouldn't fit HL2's gameplay, Secondary Fire would be to toggle firemodes between fast and slow rates-of-fire. Slow ROF mode being easier to control versus "fast" ROF. *[B]Tau Cannon[/B]: I already [url=http://www.facepunch.com/showthread.php?t=1216721&p=38276063&viewfull=1#post38276063]gave my views on how it should be implemented into gameplay[/url]. *[B]S.L.A.M.[/B]: The HL2:DM weapon effectively merged the functions of the HL1 Satchel Charge and Tripmine. Given how many "hold the line" bits that HL2 has later on, the Tripmine feature would be quite useful. The Remote Detonation feature would keep it from being useless outside of those parts as well.[/QUOTE] I agree that the main characters (and citizens) should be re-made with high poly models, while still maintaining the overall look of the original models. Though I don't want to remove anything from the maps, and the basic weapon behavior, I always thought, was what made HL2. Nothing too complex with the weapons. As for the new weapons, S.L.A.M.s are a good idea, the Tau Cannon I already wanted to add, but the AK-47...eeeh, I didn't really think it would fit within HL2. Also the AK-47 is a bit over used imo. The other weapons I've considered adding are the: -Gluon Gun -Sticky Launcher [url]http://half-life.wikia.com/wiki/Sticky_Launcher[/url] (this one is a maybe. I might have it run off Antlion extract or something so the ammo is very scarce. The extract could be dropped by Antlion Guards too.) -XM29 OICW -Molotov Cocktail (this one's a maybe too) -Hive Hand If you guy have any suggestions for other weapons to add to this, or remove from this, let me know.
So I tried to combine d3_citadel_01 and d3_citadel_02. I crashed 7 times. I quit.
Any definitive decision on the name? I'm still voting for Half-Life 2: HD for a few reasons: - Implies that it's a visual upgrade - Implies that it's not a completely new game/mod/experience, rather, It's Half-Life 2.. in HD. - It's exactly what it says on the tin I personally disagree with names such as H.E.V | Half-Life 2: Enhanced Venture, while very clever, it does sound like a new game (based in the HL2 world) at first glance. Personally I think Half-Life 2: HD will attract more people's attention.
But I thought it was supposed to be a new experience. [editline]9th November 2012[/editline] But stilll based on the same game.
Well i don't see it being an entirely new experience. It's basically still Half-Life 2, but enhanced. Hence the thread title ^^.
[QUOTE=rezOnance;38385754]Any definitive decision on the name? I'm still voting for Half-Life 2: HD for a few reasons: - Implies that it's a visual upgrade - Implies that it's not a completely new game/mod/experience, rather, It's Half-Life 2.. in HD. - It's exactly what it says on the tin I personally disagree with names such as H.E.V | Half-Life 2: Enhanced Venture, while very clever, it does sound like a new game (based in the HL2 world) at first glance. Personally I think Half-Life 2: HD will attract more people's attention.[/QUOTE] I don't like using the word "HD" because all that means is that the resolution is high (like all those "HD" collections right now only promises/means it goes to 1080p, nothing else). But, if it comes down to it, it's still a good one.
[QUOTE=IM BATMAN;38386204]I don't like using the word "HD" because all that means is that the resolution is high (like all those "HD" collections right now only promises/means it goes to 1080p, nothing else). But, if it comes down to it, it's still a good one.[/QUOTE] It's a pretty good name, though if we did do that, it should be "Half-Life 2: HQ or HR" High quality and High resolution are for textures, HD is for TV screens.
Maybe altered experience would sound more like what I was thinking. Not completely new, but different.
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