• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
[QUOTE=endorphinsam;39324001]they look really good, but they also look extremely bright. I dunno if that's something you haven't got to yet or if that's how it actually looked in the original model.[/QUOTE] It's the new eye shaders not appearing properly in hl2mdlviewer. Plus they're $selfillum now, so they 'glow', but that doesn't show up in the model viewer anyways, unless I somehow turned the lighting off so it was pitch black. [editline]22nd January 2013[/editline] I leave you with this: [img_thumb]http://i.imgur.com/ES7wPTC.jpg[/img_thumb] until tomorrow! [I]please note that in the final mod, the lighting in the G-man scenes will be reminiscent of EP2's G-man sequences.[/I]
[QUOTE=Bloodshot12;39323985]Next thread: Half-Life 2: Enhancement Mod V3 - Pupil-iris border enhancement /Off-Topic I just played Tribes Ascend in a server with a guy named Meatpuppet, was that you?[/QUOTE]yes
[QUOTE=Fat-Corgi-Guy;39324018] I leave you with this: [img_thumb]http://i.imgur.com/ES7wPTC.jpg[/img_thumb] [/QUOTE] That is...woah...
[QUOTE=Fat-Corgi-Guy;39324018]It's the new eye shaders not appearing properly in hl2mdlviewer. Plus they're $selfillum now, so they 'glow', but that doesn't show up in the model viewer anyways, unless I somehow turned the lighting off so it was pitch black. [editline]22nd January 2013[/editline] I leave you with this: [img_thumb]http://i.imgur.com/ES7wPTC.jpg[/img_thumb] until tomorrow! [I]please note that in the final mod, the lighting in the G-man scenes will be reminiscent of EP2's G-man sequences.[/I][/QUOTE] Gorgeous
[QUOTE=Fat-Corgi-Guy;39324018]It's the new eye shaders not appearing properly in hl2mdlviewer. Plus they're $selfillum now, so they 'glow', but that doesn't show up in the model viewer anyways, unless I somehow turned the lighting off so it was pitch black. [editline]22nd January 2013[/editline] I leave you with this: [img_thumb]http://i.imgur.com/ES7wPTC.jpg[/img_thumb] until tomorrow! [I]please note that in the final mod, the lighting in the G-man scenes will be reminiscent of EP2's G-man sequences.[/I][/QUOTE] Yknow they say eyes are the window to your soul, g-man has no soul.
You should change up the intro to include env_projectedtextures like in the ep2 speech.
What about Half-life 2: HD Simple, and yet defines what it is :)
This might sound ridiculous. But how and where in the game do you plan on adding things that aren't actually in the game, such as Houndeyes. And will there be an option to play without them?
[QUOTE='[CWG]RustySpannerz;39326639']This might sound ridiculous. But how and where in the game do you plan on adding things that aren't actually in the game, such as Houndeyes. And will there be an option to play without them?[/QUOTE] They'd only be in select areas, such as the Bullsquids being in the sewer areas. But not a whole bunch of them either, maybe like 12 or less throughout the whole game. Houndeyes would probably be featured in some of the street areas, and the streetwars, so long as they have the combine implants. Or they could be featured in a few other areas, where else, I haven't figured out yet though. Adding an option to play without them will probably be more trouble adding than it's worth, if it's even possible. [editline]23rd January 2013[/editline] [QUOTE=christoffer5700;39326356]What about Half-life 2: HD Simple, and yet defines what it is :)[/QUOTE] The mod's not a TV, it's not really adding new 'high definitions' to the game. [QUOTE=Firegod522;39324711]You should change up the intro to include env_projectedtextures like in the ep2 speech.[/QUOTE] We plan to.
[QUOTE=Fat-Corgi-Guy;39326970]They'd only be in select areas, such as the Bullsquids being in the sewer areas. But not a whole bunch of them either, maybe like 12 or less throughout the whole game. Houndeyes would probably be featured in some of the street areas, and the streetwars, so long as they have the combine implants. Or they could be featured in a few other areas, where else, I haven't figured out yet though. Adding an option to play without them will probably be more trouble adding than it's worth, if it's even possible. [editline]23rd January 2013[/editline] The mod's not a TV, it's not really adding new 'high definitions' to the game. We plan to.[/QUOTE] Give it a latin word for a name. Like Renatus. Or something.
[URL]http://kotaku.com/5978206/the-beautiful-if-misguided-crusade-to-keep-half+life-2-looking-beautiful[/URL] They have no idea whats coming, do they...
G-man's eyes are perfect now. It's exactly what I meant when I said that Valve's were blurrier.
Building on from the Ravenholm discussion and the extra map ideas: Shortly after the electric fence and the first car traps, there's a large boarded up entrance to a multi-storey apartment. So, instead of (or in addition to) the player using the car traps as impromptu lifts and heading through the standard path, have them fight through several floors worth of apartment zombies? (I think this would lie between d1_town_01 and d1_town01a). It could fit in nicely with Ravenholm's horrifying atmosphere; narrow corridors, gore encrusted rooms, burnt out areas, headcrab shells which have smashed through several floors. It could add another substantial chunk of gameplay. You could also have one of the new weapons lying around in it somewhere, sort of like a reward.
[B]Some new EP2 pics of the tentatively finished version of G-man's face. At least until we get the new model.[/B] [IMG_thumb]http://i.imgur.com/oSgy35N.jpg[/IMG_thumb][IMG_thumb]http://i.imgur.com/TtrUcG8.jpg[/IMG_thumb]
I think new ears would be amazing. The original Valve ears for every single model are just appalling.
[QUOTE=Fat-Corgi-Guy;39327370][B]Some new EP2 pics of the tentatively finished version of G-man's face. At least until we get the new model.[/B] [IMG_thumb]http://i.imgur.com/oSgy35N.jpg[/IMG_thumb][IMG_thumb]http://i.imgur.com/TtrUcG8.jpg[/IMG_thumb][/QUOTE] It looks a bit like you enabled specular on him?
it would probably only make sense to put the Houndeyes in places like sewers and empty buildings, perhaps even sectors of Nova Prospekt that the Combine haven't fully assimilated yet. anywhere else and they'd seem more like a part of City 17's ecosystem rather than a dangerous pest that's gradually being exterminated
Id be cool as a "fore shadow thing" if you saw a herd of animals in the canal level which scatter when u drive near with airboat. Or you enter a clearing in rotue kanal and see one scuttle away, then at some point you meet some which don't run away, as a way to introduce the beast as an animal and not just a mindless foe who will attack you regardless of the odds. Some beasts might fit in well on the level after ravenholm with the sniper, so instead of the sniper shooting the zombie he shoots a houndeye or something. Things running away from stuff would look better as part of the environment than something which always attacks on sight. Very nearly copied the previous post word for word there
[QUOTE=Cone;39327510]it would probably only make sense to put the Houndeyes in places like sewers and empty buildings, perhaps even sectors of Nova Prospekt that the Combine haven't fully assimilated yet. anywhere else and they'd seem more like a part of City 17's ecosystem rather than a dangerous pest that's gradually being exterminated[/QUOTE] Not if we did something like what I want to do: [QUOTE=Fat-Corgi-Guy from the old thread;39327370]Ok, so I had an idea of how to implement the Hound Eyes into HL2- There would be a few wild ones, that are pretty skinny and bony, like the original concept art for the cut HL2 Hound Eyes, then there would be more well-fed ones, that had Combine implants, similar to the ones put on the Vorts seen in such areas as the train station. The Combine would use the Hound Eyes to track you down, I'm thinking mostly adding these in Nova Prospect as "guard dogs" and in a few areas in the streets of City 17 (maybe having them on some sort of leash, and sitting next to a Metrocop, straining to get at the people that walk by), and the Street Wars (Where they run around and try and track you down and kill you). Then, somewhere in the street wars levels, introduce a new kind of Hound Eye, ones who's implants have malfunctioned and are sparking alot, they run at you, rebels, or Combine, and explode on impact, making them kamikaze Hound Eyes. What do you guys think? Also, if you guys have better ideas on how to implement Hound Eyes, or some of the other cut enemies, or enemies from HL1, such as Bull Squids, Crab Synths, ect. I'd love to hear them. [/QUOTE]
what's with the weird reflection on G's forehead
[QUOTE=Joazzz;39327790]what's with the weird reflection on G's forehead[/QUOTE] It's from me using the old alpha map for G-man's normal. I will be making a new one soon though.
[QUOTE=Fat-Corgi-Guy;39327747]Not if we did something like what I want to do:[/QUOTE] I really like the idea of the CP's using an guard dog synth actually, kind of reminds me of that period in the beta when everything was gonna be vaguely cyberpunky and 90's as fuck
[QUOTE=WillerinV1.02;39327107]Give it a latin word for a name. Like Renatus. Or something.[/QUOTE] I thought we settled on Half Life 2: Fat Corgi Mod?
[B]Some more in-mod pics of G-man.[/B] [IMG_thumb]http://i.imgur.com/J6CpT1j.jpg[/IMG_thumb][img_thumb]http://i.imgur.com/Su8a6hh.jpg[/img_thumb] Here's a shot of his glowing eyes. They turned out fainter than I had planned them to be though... [img_thumb]http://i.imgur.com/IfU1cf3.jpg[/img_thumb]
[QUOTE=Fat-Corgi-Guy;39328152][B]Some more in-mod pics of G-man.[/B] [/QUOTE] It's like I'm actually there!
[B]Ok, so now the question is: "[I]Is Barney good, or do I need to change parts of him?[/I]"[/B] [IMG_thumb]http://i.imgur.com/eF7DIOY.jpg[/IMG_thumb]
Barney's face is wonderful.
Something is off with Barney. Maybe it's just that image, but something looks off. Edit: I think I've got it. It looks like he has a 1000 mile stare.
[QUOTE=Zelpa;39328313]Something is off with Barney. Maybe it's just that image, but something looks off.[/QUOTE] Agreed, though I can't quite peg what it is... Also for more pics of Barney, look back on this page: [url]http://www.facepunch.com/showthread.php?t=1236615&page=18[/url]
I think its because his eyes are really glossy, and maybe a little too big.
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