• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
[QUOTE=TheSporeGA;39163421]Could you make a video? Pictures don't do it justice.[/QUOTE] [media]http://www.youtube.com/watch?v=iKiF_1ZdO4A&feature=youtu.be[/media]
Are you going to increase the render/view distance for the coastline levels? Or at least remove the clipping plane, so parts of the levels don't just pop in when you're looking around in the distance in certain spots. Also the techique for fog blending used in L4D2 might come in handy (putting a gradient texture in the 3d skybox and then giving sky_camera the same fog parameters as in the main level)
amazing how improved effects can make the gunplay look so much more dynamic
[QUOTE=The Vman;39164357][media]http://www.youtube.com/watch?v=iKiF_1ZdO4A&feature=youtu.be[/media][/QUOTE] Kinda reminds me of the particle effects they put in SMOD redux, except grainier and better sounding.
Thanks to Alien Swarm using particle impact effect ;)
[QUOTE=Ken Chan;39165540]Thanks to Alien Swarm using particle impact effect ;)[/QUOTE] Orange Box can use particles with [i]cl_new_impact_effects 1[/i].
This needs to be on ModDB. Would be easier to track, in my opinion.
[IMG]http://cloud-2.steampowered.com/ugc/577852093808014250/368F6BE736F8B23C49C923741BA4FFC95A320DCA/[/IMG] Seems better than Orange Box.
[QUOTE=HGrunt;39164648]Are you going to increase the render/view distance for the coastline levels? Or at least remove the clipping plane, so parts of the levels don't just pop in when you're looking around in the distance in certain spots. Also the techique for fog blending used in L4D2 might come in handy (putting a gradient texture in the 3d skybox and then giving sky_camera the same fog parameters as in the main level)[/QUOTE] Those levels are so big and open that the clipping pane is required for good fps. Source engine's limitations.
[QUOTE=.EDI;39166607]Those levels are so big and open that the clipping pane is required for good fps. Source engine's limitations.[/QUOTE] Just use some clever level design to limit visibility + LOD models
Question: [B]Does anyone know who I should use as a face model for the new Isaac Kleiner skin?[/B] [I]Please note that I can't use the original face models (except for the original face of Father Grigori), unless someone happens to have very high resolution pictures of that person lying around somewhere, as I need them to be very big and detailed to use for the skins.[/I]
I started with some of the coast houses, one by one, because my current PC can't handle large maps :( anyway, pics: [t]https://dl.dropbox.com/u/36921974/Verschiedenes/coastest0000.jpg[/t] [t]https://dl.dropbox.com/u/36921974/Verschiedenes/coastest0001.jpg[/t] And what I'm most proud of: [t]https://dl.dropbox.com/u/36921974/Verschiedenes/coastest0002.jpg[/t]
[QUOTE=Fat-Corgi-Guy;39166928]Question: [B]Does anyone know who I should use as a face model for the new Isaac Kleiner skin?[/B] [I]Please note that I can't use the original face models (except for the original face of Father Grigori), unless someone happens to have very high resolution pictures of that person lying around somewhere, as I need them to be very big and detailed to use for the skins.[/I][/QUOTE] Gmod is shipping higher-res than normal facemaps that I made from Valve's original photos (they provide us with that in the sources); you might want to look at the Kleiner and Breen one, IIRC those two are twice as big as the original HL2 ones (and it also actually ends up more optimized as a whole because I reduced the normal map to 10% of its original size. ha) [editline]10th January 2013[/editline] Same for Father Grigori though his is a little cleaner and looks a bit different from what it was in HL2 [editline]10th January 2013[/editline] Mossman has higher res too. And I think that's pretty much it. [editline]10th January 2013[/editline] So yeah, my point is, feel free to use those for your mod :)
[QUOTE=MaxOfS2D;39169469]Gmod is shipping higher-res than normal facemaps that I made from Valve's original photos (they provide us with that in the sources); you might want to look at the Kleiner and Breen one, IIRC those two are twice as big as the original HL2 ones (and it also actually ends up more optimized as a whole because I reduced the normal map to 10% of its original size. ha) Same for Father Grigori though his is a little cleaner and looks a bit different from what it was in HL2 Mossman has higher res too. And I think that's pretty much it. So yeah, my point is, feel free to use those for your mod :)[/QUOTE] Thanks! I took a look at them, better quality than the originals, by far, really nice work- but they're about 1/3-1/2 the size of the ones I'm using. May I ask what resolution the original photos are, and how I could go about procuring them (if at all possible)?
[QUOTE=Fat-Corgi-Guy;39169825]Thanks! I took a look at them, better quality than the originals, by far, really nice work- but they're about 1/3-1/2 the size of the ones I'm using. May I ask what resolution the original photos are, and how I could go about procuring them (if at all possible)?[/QUOTE] The photos are usually around 1500x1500, that's why I stuck with 1024x512 (uniform texel scale). 2048 seems like a waste on anything besides Gman TBH
[QUOTE=MaxOfS2D;39169867]The photos are usually around 1500x1500, that's why I stuck with 1024x512 (uniform texel scale). 2048 seems like a waste on anything besides Gman TBH[/QUOTE] Ok, they're too small to use really then. Though I will use the g-mod ones as a base for the textures over the vanilla ones. Actually, the character's face maps are all [I]2048^1024[/I] (except for the G-man's which is [I]3072^3072[/I]) -which is actually around the size of the L4D1-2, and Portal 2 facemaps, which are all about: [I]2048^2048[/I] - so VALVe must not think of them as a waste (especially if they used it for chell, who you hardly ever see), and neather do I.
Why is G-man's face texture bigger? Is it just for the points where it's zoomed in on him?
[QUOTE=Zelpa;39170555]Why is G-man's face texture bigger? Is it just for the points where it's zoomed in on him?[/QUOTE] Yeah, it's that big because of the first scenes with him in it- you're zoomed really far in on his eye, and face, and mouth a lot of the time. I didn't want him to look blurry at all when you see him, as that's the first thing you'd really see in the mod, so I made it really big, and added lots of detail to it. Also gives a good first impression too I think.
[QUOTE=Zelpa;39170555]Why is G-man's face texture bigger? Is it just for the points where it's zoomed in on him?[/QUOTE] No it's for those long distance shots for when he's a hundred feet away.
[QUOTE=The Jack;39170623]No it's for those long distance shots for when he's a hundred feet away.[/QUOTE] yes, and what he said, for long camera pans toward him
[QUOTE=The Jack;39170623]No it's for those long distance shots for when he's a hundred feet away.[/QUOTE] mipmaps will make it still look like shit
[QUOTE=Zelpa;39170659]mipmaps will make it still look like shit[/QUOTE] What ? I don't. Mipmaps are to PREVENT it from looking like shit at distances, and it really helps when you use the blackman method with unsharpen mask.
[QUOTE=glitchvid;39170766]What ? I don't. Mipmaps are to PREVENT it from looking like shit at distances, and it really helps when you use the blackman method with unsharpen mask.[/QUOTE] It's a joke, look back at page 5.
Ideally we could use 2 different textures no? [editline]10th January 2013[/editline] You know, to prevent mip maps shitting on it when he's 100 feet away. [editline]10th January 2013[/editline] Let's not include mopmups.
[QUOTE=Tinter;39172437]Ideally we could use 2 different textures no? [editline]10th January 2013[/editline] You know, to prevent mip maps shitting on it when he's 100 feet away. [editline]10th January 2013[/editline] Let's not include mopmups.[/QUOTE] that's what a mipmap is... [editline]10th January 2013[/editline] [img]http://upload.wikimedia.org/wikipedia/commons/5/5c/MipMap_Example_STS101.jpg[/img]
I was just thinking with a lot of big textures, it's gonna take a lot of memory, and a large texture with mipmaps would take more memory. Though I dunno, it might just be a negligible amount.
[QUOTE=Fat-Corgi-Guy;39170170]Actually, the character's face maps are all [I]2048^1024[/I] (except for the G-man's which is [I]3072^3072[/I])[/QUOTE] I'm really curious where you're pulling that from because all the faces from HL2 are 512x256. Gman is 2048x2048, and even then, you can notice that his face map is kinda blurry (especially around the eyebrows) a texture that is 3072x3072 is also plain impossible since it's not a power of two. [IMG]http://i.imgur.com/zYqM2.png[/IMG] [IMG]http://i.imgur.com/fTu88.png[/IMG]
[QUOTE=Tinter;39172768]I was just thinking with a lot of big textures, it's gonna take a lot of memory, and a large texture with mipmaps would take more memory. Though I dunno, it might just be a negligible amount.[/QUOTE] i'm sure they'll optimize the textures before release and much of the particles
[QUOTE=MaxOfS2D;39173737]I'm really curious where you're pulling that from because all the faces from HL2 are 512x256. Gman is 2048x2048, and even then, you can notice that his face map is kinda blurry (especially around the eyebrows) a texture that is 3072x3072 is also plain impossible since it's not a power of two. [url]http://i.imgur.com/zYqM2.png[/url] [url]http://i.imgur.com/fTu88.png[/url][/QUOTE] I think he might be talking about the facemaps he made being that size.
[QUOTE=MaxOfS2D;39173737]I'm really curious where you're pulling that from because all the faces from HL2 are 512x256. Gman is 2048x2048, and even then, you can notice that his face map is kinda blurry (especially around the eyebrows) a texture that is 3072x3072 is also plain impossible since it's not a power of two.[/QUOTE] Since [I]we[/I] were talking [I]about[/I] the new textures, I thought it was apparent that [I]I[/I] was talking about the new textures. [editline]2013[/editline] In reply to the 3072x3072 texture- haven't you seen VTFedit's resize method, where you can choose "power of 2". I just roughly scaled the texture, then let VTFedit resize it.
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