• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
Overhaul all the dark matter combine stuff to not be so fucking boring. OH. I GOT IT. THE COMBINE BALL DETONATION.
[QUOTE=xalener;39295316]Overhaul all the dark matter combine stuff to not be so fucking boring. OH. I GOT IT. THE COMBINE BALL DETONATION.[/QUOTE] Sounds good. I'll get on it.
do the strider explosion at some point also did you draw the fireball sprites in the gunship explosion yourself
[QUOTE=The Vman;39295342]Sounds good. I'll get on it.[/QUOTE] I love the flaming effects (during the gunship fight at Nova Prospekt it really shines). Please revamp the regular flames to be as good.
[QUOTE=SFC003;39295467]I love the flaming effects (during the gunship fight at Nova Prospekt it really shines). Please revamp the regular flames to be as good.[/QUOTE] I'll record a video of me burning some zombies to show you guys the new fire fx. [editline]20th January 2013[/editline] [QUOTE=Joazzz;39295398]do the strider explosion at some point also did you draw the fireball sprites in the gunship explosion yourself[/QUOTE] Nah, they were some stock ones I pulled off an animated texture site.
Speaking of, maybe the gunships could go out in a better fashion than gibbing like a 1996 freak of Quake nature in mid air after farting out a few of the generic explosions. Maybe they could have gradual damage effects like Halo's vehicles. They'd start off with the obvious: smoking from the propeller. Then things could get a bit more interesting as the shell cracks and it starts bleeding profusely covering the battlefield in yellowy blood decals. Maybe when they hit the ground they could stay alive for a bit flailing around before they black out. Idk, I'm a sucker for the "make player feel bad for being lead character in ego shooter" schtick. Plus I always felt like the behavior of the synths went against the lively nature of the sounds they made. Then again maybe that's the point and every sound they make is a wail in protest because they're doing shit they don't want to do... ... I wanna kill combine carriers... Also I want to add to my previous post that making these face textures darker and less saturated WILL make subsurface scattering look 10 times better. Seriously.
[QUOTE=xalener;39295708]Speaking of, maybe the gunships could go out in a better fashion than gibbing like a 1996 freak of Quake nature in mid air after farting out a few of the generic explosions. Maybe they could have gradual damage effects like Halo's vehicles. They'd start off with the obvious: smoking from the propeller. Then things could get a bit more interesting as the shell cracks and it starts bleeding profusely covering the battlefield in yellowy blood decals. Maybe when they hit the ground they could stay alive for a bit flailing around before they black out. Idk, I'm a sucker for the "make player feel bad for being lead character in ego shooter" schtick. Plus I always felt like the behavior of the synths went against the lively nature of the sounds they made. Then again maybe that's the point and every sound they make is a wail in protest because they're doing shit they don't want to do... ... I wanna kill combine carriers...[/QUOTE] Don't the helicopter's do that? They gib, and have various stages of damage.
They could stand for some improvement too. Maybe different models for damage. maybe not gibbing till they hit the ground. idk.
Makes me wonder if it's possible to have animated decals for blood. The gunships bleeding when damaged thing would look kind of bad if you saw the blood just magically appear on the ground randomly. I think it would look awesome if the blood either slowly got bigger to simulate spread or if it just quickly spread once the decal was put on the ground. [editline]sds[/editline] I vaguely remember someone talking about animated decals in the previous thread.
[QUOTE=endorphinsam;39295968]Makes me wonder if it's possible to have animated decals for blood. The gunships bleeding when damaged thing would look kind of bad if you saw the blood just magically appear on the ground randomly. I think it would look awesome if the blood either slowly got bigger to simulate spread or if it just quickly spread once the decal was put on the ground. [editline]sds[/editline] I vaguely remember someone talking about animated decals in the previous thread.[/QUOTE] We're using particles for the mod, aren't we?
[QUOTE=endorphinsam;39295968]Makes me wonder if it's possible to have animated decals for blood. The gunships bleeding when damaged thing would look kind of bad if you saw the blood just magically appear on the ground randomly. I think it would look awesome if the blood either slowly got bigger to simulate spread or if it just quickly spread once the decal was put on the ground. [/QUOTE] If anyone wants a good example for excellent animated blood decals, see The Darkness. The first one. They're fucking amazing.
[QUOTE=SFC003;39295746]Don't the helicopter's do that? They gib, and have various stages of damage.[/QUOTE] Actually they don't. They spew generic metal bits when they get damaged, and gib when they die. Nothing on the model actually changes.
[url]https://www.youtube.com/watch?feature=player_detailpage&v=6ECGqOG7MA8#t=140s[/url] There's a look at The Darkness's blood decals. They don't "slide" down, but they don't really have to. I just love the way they seem to "slap" onto the surfaces.
[QUOTE=xalener;39297159][url]https://www.youtube.com/watch?feature=player_detailpage&v=6ECGqOG7MA8#t=140s[/url] There's a look at The Darkness's blood decals. They don't "slide" down, but they don't really have to. I just love the way they seem to "slap" onto the surfaces.[/QUOTE] They don't look like they're "animated" as you said before. It looks like a very similar system to HL2.
The thing is, it's a once off animation. It's really subtle, which is why I love it so much. What it does is it emulates the impact of the liquid on the surface with a handfull of frames of more and more blood appearing in the texture. When the decal spawns, (I believe) it actually looks like blood hitting a surface instead of just a decal spawning. It's hard to see in a youtube vid, and it's a console only game so I can't send you up close footage of it offhand. :/ I wish I could.
Oke About eyes. You can see Gman eyes blurred and shining as compared with those eyes. [IMG]http://i.imgur.com/cm2vPHV.gif[/IMG] Gman face Beard. To many detail and to many hair. Wrinkles. Is so narrow. Make it bigger, because they looks like cracks in the wall. Alyx. Freckles, where is it? Barney. Look good, but he look like a Arnold Schwarzenegger, "kicking ass" person, not a normal person. Breen. Hairs in nose, bleh. Kleiner. Have little problem, but texture is so good. (glasses, do with them something) All yours texture are darker that original. Remodelling. If you will do it, please add folds in clothing like a [URL="http://csfail.ucoz.ru/_ld/2/85471236.jpg"]models[/URL] in CS:GO. And again, sorry for the bad english.
[QUOTE=HASL;39297861]Oke About eyes. You can see Gman eyes blurred and shining as compared with those eyes. [IMG]http://i.imgur.com/cm2vPHV.gif[/IMG] Gman face Beard. To many detail and to many hair. Wrinkles. Is so narrow. Make it bigger, because they looks like cracks in the wall. Alyx. Freckles, where is it? Barney. Look good, but he look like a Arnold Schwarzenegger, "kicking ass" person, not a normal person. Breen. Hairs in nose, bleh. Kleiner. Have little problem, but texture is so good. (glasses, do with them something) All yours texture are darker that original. Remodelling. If you will do it, please add folds in clothing like a [URL="http://csfail.ucoz.ru/_ld/2/85471236.jpg"]models[/URL] in CS:GO. And again, sorry for the bad english.[/QUOTE] The clothing folds are mostly normal-maps; so that should be easier to do: but we're still waiting for the stuff to be re-modeled before we re-skin the rest of the models (IIRC). And yeah, it looks like Gman's eye texture is made to glow, I'll look into doing my own texture for a suggestion.
that thing on alyx's forehead looks weird [editline]20th January 2013[/editline] the thing on her chin also
I'm not sure if houndeyes or bullsquids are still in the plans, but something about the concept in the OP bugged me. I've been wanting to deconstruct a houndeye forever, (literally since I first saw them) so I thought "why not now?" So... The biggest problem I have with many current interpretations of the 1997-8 model, including Black Mesa's, is that they don't look like they got no bones. Like they took the goldsrc model and just made an "HD" version without thinking about what the actual extra details should be. I always thought it would be awesome for them to have humongous fucking scapulas wrapped around that ham body of theirs, sliding up and down around those wide spines it has on the back. On the upper left, I put a "design control." Something quick and messy to guide a more refined (barely) pass. It's basically a visual target to shoot for when I'm iterating upon stuff and focusing on little details. [img_thumb]http://dl.dropbox.com/u/3534549/the_eye/houndeye1.jpg[/img_thumb] Immediately my main anatomical reference here is that of a cat, because... well what are they famous for? Their scapulas. That's right. [img_thumb]http://dl.dropbox.com/u/3534549/the_eye/houndeye2.jpg[/img_thumb] This is where I take a strong departure from the conventional anatomy stuff. One reason is because I forgot half the shit in the class. Two is because I want the spine to match up with those iconic ridges. Also yes, that's a full skull with teeth. I know it's supposed to have a beak, but I don't think a beak looks "desperate" enough for the supposed state of the HE population in HL2. A beak just makes it look like it's going [URL="http://i49.tinypic.com/idbv61.gif"]"meh"[/URL] but a mouth full of teeth make it go "in the aaaarrrrms oooof an aaangel." I also kinda built this skepeton with animation in mind. The gait would work more like that double knuckled gorilla stride than the gallop that people try to give it. You can also see me struggling to get the back leg to work in a sensible manner. Basically I took the pelvis's usual functioning configuration and turned it inside out so the void beneath the pubic bone would be like the cup in a ball joint. Also, that heel... ugh, let's not talk about it. [img_thumb]http://dl.dropbox.com/u/3534549/the_eye/houndeye3.jpg[/img_thumb] Here you see me struggling with my memory even more, as I forget shittons about the musculature of the upper body. I decided to mix the feline torso with primate-y upper arms, mostly because the big deltoids seem to be a prevalent thing in every interpretation of the houndeye. Plus, it would probably help make the walk cycle look that much more badass. I break the rules putting the scapula and its muscle groups above the latissimus dorsi, but I [I]really[/I] want those shoulder blades to pop. Plus this thing is from another dimension. Not another planet, but another [I] existence.[/I] It would be weird if their bodies [I]did[/I] follow our rules 1:1. I totally improvised with that back leg, because I can't think of any animal that has a central limb like that. I mean there's the neck, but seriously? I just put muscles where it look like they'd be needed. Idk, I think it works. Again, fuck that foot. I'm actually not proud of how this looks at all, but I kinda needed it. [img_thumb]http://dl.dropbox.com/u/3534549/the_eye/houndeye4.jpg[/img_thumb] Here's me tryna get that flesh to work. I always liked the idea of a darker houndeye, so I went for it. I wanted it to keep the same basic scheme of pseudo flesh yellow and green though. As you can see, I just did whatever I thought looked right-ish with that back FUCKING foot. [img_thumb]http://dl.dropbox.com/u/3534549/the_eye/houndeye5.jpg[/img_thumb] Aaaaand what Houndeye is complete without it's bio-luminescent glowy bits? I figured some freckles wouldn't hurt either. All I need is some posture tweaking and some of those uncomfortable looking eye hairs and BAM. [IMG]http://dl.dropbox.com/u/3534549/the_eye/houndeyerevised.jpg[/IMG] A still mediocre interpretation of the Houndeye, but I'm glad I was able to get that off my chest. edit: I FORGOT THE ARMPIT ASSHOLES FUCK
holy balls
Help me cut the choice meats
[QUOTE=xalener;39298700]A still mediocre interpretation of the Houndeye, but I'm glad I was able to get that off my chest.[/QUOTE] yeah it doesn't look much like the kind of thing you'd want there
[QUOTE=xalener;39298700]Houndeye Stuff[/QUOTE] Amazing.
Very cool Houndeye design, but it doesn't look quite like one, and those front feet are really weird. The current model being developed: [img_thumb]http://www.abload.de/img/houndeditlwx16.png[/img_thumb] and my suggestions to the guy on what to change: [img_thumb]http://i.imgur.com/Ai8mfWZ.png[/img_thumb] Still needs to be made a bit thinner.
[url]https://www.youtube.com/watch?v=FCu7NP0QoJI[/url] Some water stuff possibly for the canals levels.
[QUOTE=HASL;39297861]Oke About eyes. You can see Gman eyes blurred and shining as compared with those eyes. [IMG]http://i.imgur.com/cm2vPHV.gif[/IMG] Gman face Beard. To many detail and to many hair. Wrinkles. Is so narrow. Make it bigger, because they looks like cracks in the wall. Alyx. Freckles, where is it? Barney. Look good, but he look like a Arnold Schwarzenegger, "kicking ass" person, not a normal person. Breen. Hairs in nose, bleh. Kleiner. Have little problem, but texture is so good. (glasses, do with them something) All yours texture are darker that original. Remodelling. If you will do it, please add folds in clothing like a [URL="http://csfail.ucoz.ru/_ld/2/85471236.jpg"]models[/URL] in CS:GO. And again, sorry for the bad english.[/QUOTE] His original eyes were blurred because they were 64x64 textures, not because they're supposed to be. There's no such thing as 'too much detail'. I'll see what I can do about making his stubble more...stubble-y. Wrinkles aren't narrow. It just look a bit like that from that angle. I haven't gotten the time to add the freckles on Alyx yet. Barney looks fine to me, then again I may just be prejudice. Breen had his beard hair in his nose on the vanilla skin. I haven't really done much to the glasses, that's why it's a WIP. On-texture they're more-or-less the same brightness. Clothing folds will be added, mostly via normal maps. [editline]21st January 2013[/editline] I updated G-mans eyes: [img_thumb]http://i.imgur.com/WalEQDw.jpg[/img_thumb]
[QUOTE=HASL;39297861] Barney. Look good, but he look like a Arnold Schwarzenegger, "kicking ass" person, not a normal person. Breen. Hairs in nose, bleh.[/QUOTE] what are you asking for dude?
[QUOTE=Fat-Corgi-Guy;39301414]Very cool Houndeye design, but it doesn't look quite like one, and those front feet are really weird. The current model being developed: [img_thumb]http://www.abload.de/img/houndeditlwx16.png[/img_thumb] and my suggestions to the guy on what to change: [img_thumb]http://i.imgur.com/Ai8mfWZ.png[/img_thumb] Still needs to be made a bit thinner.[/QUOTE] in the hl1 model I always thought it was a bit weird the articulations from the fronts legs, I see your changes were to look more like the original, but I think his elbowls could be moved a bit more upwards like the houndeye concepts: [IMG]http://combineoverwiki.net/images/5/56/Houndeye_concept.jpg[/IMG] [IMG]http://combineoverwiki.net/images/6/6e/Houndeye_concept_2.jpg[/IMG]
[QUOTE=Fat-Corgi-Guy;39301878]His original eyes were blurred because they were 64x64 textures, not because they're supposed to be.[/QUOTE] You can't see different between Alyx/citizen/Kleiner/Barney eyes and Gman eye? Alright, this is your own problem. About Gman beard's hair. Why to many small hair? Beard's hair should be thicker. Clothing folds: folds by normal maps may not look realistic with dynamic light. (You are going to add dynamic light, right?) This can be a reason why Valve did hipoly players and players hand with folds in CS GO. Please check truthfulness of my words.
[QUOTE=HASL;39302195]gibberish[/QUOTE] Anyone know what he's trying to say?
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