• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
[B]Update[/B] [img_thumb]http://i.imgur.com/XZxjX7U.jpg[/img_thumb]
Now that we've gotten most the main characters done and/or in WIP I think we should work on props, weapons, and such soon, so we can take a break from eyes and argue about bricks.
[QUOTE=IM BATMAN;39336229]Now that we've gotten most the main characters done and/or in WIP I think we should work on props, weapons, and such soon, so we can take a break from eyes and argue about bricks.[/QUOTE] Well, we're still waiting on the gun models to be finished before we can texture them. Props I might start on soon, but I think I want to finish all the environment textures first- [I]this will take a while.[/I]
[QUOTE=Fat-Corgi-Guy;39335471][B]Barney V3[/B] WIP [IMG_thumb]http://i.imgur.com/5NVBM5j.jpg[/IMG_thumb] I still have to do his 'goatee', stubble, and scar.[/QUOTE] when you look at the thumbnail your version has less details on the skin than the original one
Details like his scars are way too faint.
[QUOTE=Fat-Corgi-Guy;39336067][B]Update[/B] [img_thumb]http://i.imgur.com/XZxjX7U.jpg[/img_thumb][/QUOTE] Pardon me if this is blunt: But it looks like he's had a face-lift. Or, at the very least, around his cheeks and below his eyes looks like he's supposed to be squinting, except he isn't. Does that make any sort of sense? Because I can see how it wouldn't. His upper lip is also the wrong shape.
[QUOTE=Zeos;39336721]Details like his scars are way too faint.[/QUOTE] Considering I didn't add his scar yet.... [QUOTE=Gar;39336766]Pardon me if this is blunt: But it looks like he's had a face-lift. Or, at the very least, around his cheeks and below his eyes looks like he's supposed to be squinting, except he isn't. Does that make any sort of sense? Because I can see how it wouldn't. His upper lip is also the wrong shape.[/QUOTE] I'll try and fix it.
[QUOTE=Gar;39336766]Pardon me if this is blunt: But it looks like he's had a face-lift. Or, at the very least, around his cheeks and below his eyes looks like he's supposed to be squinting, except he isn't. Does that make any sort of sense? Because I can see how it wouldn't. His upper lip is also the wrong shape.[/QUOTE] And his lips should be just a shade darker.
[QUOTE=IM BATMAN;39336229]Now that we've gotten most the main characters done and/or in WIP I think we should work on props, weapons, and such soon, so we can take a break from eyes and argue about bricks.[/QUOTE] You can use my can texture if you want. Not like you would want to, but you can.
I just scrolled down this page really fast and it looks like two Barneys looking left and right like they're dancing or some shit
[QUOTE=Digivee;39303987]Will this be ported to episode one and two? Or is it going to be released as a mod of sorts to the new alien swarm engine as the OP implies? If so, will EP1 and 2 be added on? This might bring me to replay hl2.[/QUOTE] I have a very small request for the stuff thats made for the game. Could you guys upload this to steamworkshop so i could pick and choose what i want to add to hl2 and/or the episodes. Because im thinking i would rather play the game without the houndeyes (im looking to play a more spruced up hl2). Just thought that would be an easy way to enjoy the work you're doing and then also tailor it to my game play liking :) Or compile a version that's just an HD hl2 for those of us that don't want the new npcs. everything else i really like :)
[QUOTE=apierce1289;39337431]I have a very small request for the stuff thats made for the game. Could you guys upload this to steamworkshop so i could pick and choose what i want to add to hl2 and/or the episodes. Because im thinking i would rather play the game without the houndeyes (im looking to play a more spruced up hl2). Just thought that would be an easy way to enjoy the work you're doing and then also tailor it to my game play liking :)[/QUOTE] Not how the mod works, it isn't just adding files to HL2; its on a newer version of source: a mod all itself.
[QUOTE=glitchvid;39337456]Not how the mod works, it isn't just adding files to HL2; its on a newer version of source: a mod all itself.[/QUOTE] Make a version where i can remove the new npcs? Thats the only new stuff i dont want is the new enimies :( just compile the maps without the new ones in it and then compile them with the new ones for players that want them. Just have 2 versions :) Doesn't seam hard to do.
[QUOTE=apierce1289;39337487]Make a version where i can remove the new npcs? Thats the only new stuff i dont want is the new enimies :( just compile the maps without the new ones in it and then compile them with the new ones for players that want them. Just have 2 versions :)[/QUOTE] You willing to pay for a VPS to compensate for the extra compile time? I'm against the houndeyes myself, but asking us to do THAT much extra work is going overboard, especially considering it would be easy to do in code.
[QUOTE=Butthurter;39337505]it isnt hard to exclude the npcs but it does take up a whole load of the mappers time having to do 2 separate long ass compiles of the same map especially since they said theyre planning on merging multiple maps together, making the compile times more hell than it is[/QUOTE] If they make the edits ill compile them if im given the stuff i need. Shouldnt be an issue on my system. I volunteer :D Summary Operating System Microsoft Windows 7 Ultimate 64-bit SP1 CPU Intel Quad Core i7 2600K @ 3.40GHz 34 °C Sandy Bridge 32nm Technology RAM 16.0 GB Dual-Channel DDR3 @ 686MHz (7-7-7-21) Motherboard ASUSTeK COMPUTER INC. P8P67 REV 3.1 (LGA1155) 29 °C Graphics DELL S2440L (1920x1080@60Hz) 1024MB GeForce GT 240 (EVGA) 37 °C Hard Drives 466GB Western Digital WDC WD50 01AALS-00L3B2 SCSI Disk Device (SATA) 27 °C Optical Drives ASUS DRW-24B1ST a SCSI CdRom Device Audio Realtek High Definition Audio
[QUOTE=apierce1289;39337571]If they make the edits ill compile them if im given the stuff i need. Shouldnt be an issue on my system. I volunteer :D Summary Operating System Microsoft Windows 7 Ultimate 64-bit SP1 CPU Intel Quad Core i7 2600K @ 3.40GHz 34 °C Sandy Bridge 32nm Technology RAM 16.0 GB Dual-Channel DDR3 @ 686MHz (7-7-7-21) Motherboard ASUSTeK COMPUTER INC. P8P67 REV 3.1 (LGA1155) 29 °C Graphics DELL S2440L (1920x1080@60Hz) 1024MB GeForce GT 240 (EVGA) 37 °C Hard Drives 466GB Western Digital WDC WD50 01AALS-00L3B2 SCSI Disk Device (SATA) 27 °C Optical Drives ASUS DRW-24B1ST a SCSI CdRom Device Audio Realtek High Definition Audio[/QUOTE] Or you could just deal with it
Im serious i got plenty of free time just tell me what to do and give me the required files and ill compile them and put them in a zip/rar file or upload to a dropbox location. Not sure what the big deal is? PLEASE im dead serious!!!!!!!!
[QUOTE=Meatpuppet;39335048]holy shit the amount of atmosphere this would add god damn wow[/QUOTE] I know someone said not to mention CM... but FF did that with that guy in the beginning of the Canal levels that runs up to the pipe yelling at you then gets shot, I think he made him yell in German, it felt pretty neat.
Wouldn't it just be possible to delete the files for the Houndeye in one version, without altering anything else? They won't load if they aren't there right? Or would that just break the map instead?
[QUOTE=Mr. Someguy;39338087]Wouldn't it just be possible to delete the files for the Houndeye in one version, without altering anything else? They won't load if they aren't there right? Or would that just break the map instead?[/QUOTE] wouldn't it just show up with a bunch of error models? if it's trying to load something that doesn't exist, I mean.
[QUOTE=endorphinsam;39338102]wouldn't it just show up with a bunch of error models? if it's trying to load something that doesn't exist, I mean.[/QUOTE] Out of curiosity, I figured I'd test it out. I loaded up d1_trainstation_01 in Black Mesa, to see what would happen. It played extremely well, surprisingly, but it also proved my suspicions. NPC's that don't exist, will simply not appear. No broken models, no crash, etc. It seems even if they're compiled onto the map, they just don't appear if they aren't in the code of the game you're playing. The only side-effect was that scripted sequences involving NPC's (getting stopped by metrocops at the gate, saved by Barney, etc) didn't happen and I had to noclip through. [t]http://cloud.steampowered.com/ugc/884098211742757711/08EB1F85294F62A29235B31F2C695E74C871E966/[/t][t]http://cloud-2.steampowered.com/ugc/884098211742759873/5D48AE39DC75A45DECD3B62E232B6A38BAB37EA4/[/t] [t]http://cloud-2.steampowered.com/ugc/884098211742761713/7DD48012DE88BA90C683AA2D6A96BB1B480B30EB/[/t][t]http://cloud.steampowered.com/ugc/884098211742764507/96289C0198216CEFE9D96E261EC3566B374637E2/[/t] (the vortigaunt slave loaded, but did not move)
[QUOTE=Meatpuppet;39335048]holy shit the amount of atmosphere this would add god damn wow[/QUOTE] I already did this, I replaced all the combine voices with the Russian pack [video=youtube;cIgP4BLynQA]http://www.youtube.com/watch?v=cIgP4BLynQA[/video] And for extra horror, Spanish Zombines are [I]terrifying[/I] [video=youtube;xPZyY5FYbJM]http://www.youtube.com/watch?v=xPZyY5FYbJM[/video]
English Zombine sound better though, Spanish just sounds like it's talking in a deep voice, rather than a artificial voice. Personally I think Overwatch Soldiers should stay English, it makes sense that they'd be "programmed" in English, since the language that Breen speaks, such as when he's addressing them in Nova Prospekt.
[QUOTE=Fat-Corgi-Guy;39336067][B]Update[/B] [img_thumb]http://i.imgur.com/XZxjX7U.jpg[/img_thumb][/QUOTE] Hmm. -The apex of the eyebrows' arches need to be moved slightly further in, and the brows themselves could stand to be a [i]tad[/i] darker. Having the high point as far out as you do is giving him a more [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/TsurimeEyes?from=Main.Tsurime]fierce[/url] look instead of a more [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/TaremeEyes]docile[/url] one. Obviously not to the extent as in those links, but think of the tops of those girls' eyes sort of like Barney's eyebrows. Barney to me has always had a slight "bumbling" look and I don't see that in your model. -You need to make his upper eyelashes much more prominent. Notice how on the old model his upper eyelid almost has an outline on the bottom, giving him a tired look - like his eyebrows are always [url=http://www.janicewise.com/ga1680a.jpg]drooping[/url]. You need to more emphasize the eyelashes to give that effect. -The bags under his eyes need to be lightened near the top and darkened near the bottom. They're too flat looking at the moment and that's giving him a squinty effect. Right now they're pulling attention [i]away[/i] from the eyes instead of framing them, whereas having them lighten as they get closer to the eye will draw your gaze towards it, like the clothes on TF2 characters being lighter as they go up to draw you towards the chest and arm area. It's a [url=http://tvtropes.org/pmwiki/pmwiki.php/Main/Chiaroscuro]chiaroscuro[/url] effect that you're lacking. -The crease of his chin needs to be moved downward and made slightly higher-contrast. The chin itself could also use a slight highlight. Both of those will make his chin look more prominent and serve to mitigate the "long face" effect.
-Off topic- [IMG]http://cloud-2.steampowered.com/ugc/576727537225388088/9E6A24CC36AD458319C36433F314A162B7A23B1E/[/IMG] FXAA really nailed those complex textures...
[QUOTE=Mr. Someguy;39338993]English Zombine sound better though, Spanish just sounds like it's talking in a deep voice, rather than a artificial voice. Personally I think Overwatch Soldiers should stay English, it makes sense that they'd be "programmed" in English, since the language that Breen speaks, such as when he's addressing them in Nova Prospekt.[/QUOTE] Laidlaw has stated that all the broadcasts are in multiple languages and that overwatch announcements and characters in the game's universe speak all kinds of languages with varying accents. It was only not added due to size and technical constraints due to all audio having to be precached into memory with the system they had at the time.
I know it sounds weird, but Sasha baron Cohen could serve as an alright ref for Barney too.
[QUOTE=Mr. Someguy;39338993]English Zombine sound better though, Spanish just sounds like it's talking in a deep voice, rather than a artificial voice. Personally I think Overwatch Soldiers should stay English, it makes sense that they'd be "programmed" in English, since the language that Breen speaks, such as when he's addressing them in Nova Prospekt.[/QUOTE] I'd imagine the Overwatch would be trained in the world's most commonly-used languages, for better communication with citizens and CP's. Considering all the weird shit that's hooked up to their brains, they can probably have that kind of information directly uploaded to their minds during the conversion process.
[QUOTE=kaze4159;39338843]I already did this, I replaced all the combine voices with the Russian pack [video=youtube;cIgP4BLynQA]http://www.youtube.com/watch?v=cIgP4BLynQA[/video] And for extra horror, Spanish Zombines are [I]terrifying[/I] [video=youtube;xPZyY5FYbJM]http://www.youtube.com/watch?v=xPZyY5FYbJM[/video][/QUOTE] Aghhhh... Agghhhhhhhhh, Parasitos!
[QUOTE=Fat-Corgi-Guy;39328152] 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] Would be great if we had a coder that could change the eye shader so that it supported selfillum, using a separate vtf for the mask of course.
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