• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
[QUOTE=glitchvid;39345651]I don't know about corgi, but most of the work I'm making for this mod is fine to use however you please. use it for whatever you want: and give credit if you feel like it.[/QUOTE] Wow, thank you! But, will it replace existing HL2 files?
[QUOTE=SFC003;39345787]Wow, thank you! But, will it replace existing HL2 files?[/QUOTE] As of yet, I plan to just ship all the stuff when corgi does / releases the content: from there you can rip it and edit it to your hearts desire. My texture overwrite the existing files (Instead of new naming schemes, I just use the old ones and make the new texture). But changing that wouldn't be too hard for small textures. As for HL2: Enhancement, that ships as a sourcemod.
His eyelids need to droop every so subtly. Having them drawn back is giving him the piercing stare.
[QUOTE=BlueFlash;39345516]I'd imagine Barney's at the very least 45. Remember that Half-Life was 20 years ago, and if he were a security guard at a research facility as important as Black Mesa, I'd imagine they wouldn't hire anyone much younger than 25. Also, some people's hair turns grey sooner than others. My friend's 18 and he has a patch of grey hair. My dad's hair started turning grey around his mid-40s, and one of my uncles had nearly white hair by the time he turned 40.[/QUOTE] What if Barney had a relative at Black Mesa, or was even born there? We don't know that, he could have started work as early as 22.
[QUOTE=Fat-Corgi-Guy;39341850][B]Barney Update[/B] [IMG_thumb]http://i.imgur.com/3a2WSeh.jpg[/IMG_thumb] How's it look?[/QUOTE] Much better! Bottom eyelids could be a tad lighter near the top and chin could use just a tad more definition, but now you're definitely on the right track. I [i]really[/i] don't like the bags you gave him in later posts, though. That made the original bag problem I described that much worse. His eyes look too sunken in those.
It's not that there's too much, it's just that they angle outward too much. I believe that once that change is made this will be done. We can then move on to 13 pages of getting Mossman's eyelids right.
I just don't like Yourself's suggested change in general. Now they're too dark and go down too much.
Honestly it looks worse than what i thought it would
[QUOTE=VinLAURiA;39347017]eyelids[/QUOTE] Holy shit that's what he needs. He needs upper eyelids. They're very pronounced on the original skin, but not on the new one.
I feel like the new dark circles are a bit too intense, they were more feint on the original skin, and on the V3 he looks like he hasn't slept in weeks.
If I could briefly deviate, I think it would make a lot more sense if re-added creatures would be found in the Citadel ride, much like how the [URL=http://combineoverwiki.net/wiki/Crab_Synth]Crab Synths[/URL] already are. You know, make the Combine forces more varied and formidable. Okay, back to Barney and bricks.
[QUOTE=J*Rod;39350711] Okay, back to Barney and bricks.[/QUOTE] Yes barney should definitely have more bricks Just stack them anywhere
[t]http://static.glitchvid.com/images/fp_posts/hle/tiletest0001.png[/t] I'll get around to implementing the relief / parallax mapping if I can.
[QUOTE=SFC003;39344508]what's stopping you from just releasing the vmf files[/QUOTE] Yeah could you release the vmf files when there done so I could edit out the enemies others may not want?
[QUOTE=Fort83;39347794]That concept surfaced well before Mass Effect, so it would seem that the geth in ME are too concept-combine-sniper-y[/QUOTE] That's beside the point. What I'm saying is, the Geth are robots made to look like living things - but the synths are living things made to look like robots. There's a very fine line between the two that serves to differentiate them, and though the Geth might not have been around back then, they're still a very good example of what I mean.
[QUOTE=Fat-Corgi-Guy;39341850][B]Barney Update[/B] [IMG_thumb]http://i.imgur.com/3a2WSeh.jpg[/IMG_thumb] How's it look?[/QUOTE] At this point, I think it's easier to show what needs to be done using visuals. I've quickly retouched your remake to better suit the original HL2 Barney. I'm replying to this post in particular, because the baggy eyes here are [i]way[/i] better than what they've been turned into in later shots. I'd recommend reverting back to these lower-eyelids before making further tweaks. [img_thumb]http://3nonetwo.com/zpers/images/hl2em_barneyHL2.jpg[/img_thumb][img_thumb]http://3nonetwo.com/zpers/images/hl2em_barneyFCG.jpg[/img_thumb][img_thumb]http://3nonetwo.com/zpers/images/hl2em_barneyRET.jpg[/img_thumb] In order: HL2's Barney, Fat-Corgy-Guy's remake, and my retouched version. All three are separate images, so you can open them in separate tabs to compare. Full list of the changes I made: • His lips should be darker (especially his upper lip) and flatter. In your remake, his lips look particularly full — A little too Angelina Jolie-ish for comfort. • His skin needs to be paler, and his chin more pronounced, including some additional shadow under his bottom lip. • Highlight above the middle of his lip is also needed. • His nostrils should be raised and narrowed - it's a minor detail, but it makes a considerable difference to how his nose is perceived. • The corners of his eyes (tear ducts) could also be raised slightly, to make his eyes look a little more slanted (matching the HL2 texture). • As suggested on the previous page: Highlights should be added to the top half of his lower eyelids, while shadow should be added to the lower half, giving his lower eyelids a rounded and baggy appearance. • His hair [i]doesn't[/i] need to be greyed. Instead, all his hair should be desaturated slightly, pushing his hair color closer to black. Existing highlights in his hair will then make his hair appear as though it is aging. • Lighten the facial hair leading up to his sideburns, and darken and desaturate the hair on either side of his chin. Details that I missed, but I'll suggest as well: The top edge of his stubble above his upper lip could use a trim, simply make it more narrow. I also missed some extra shadow/definition along the innermost section under his brows, leading into the bridge of his nose, but maybe this detail would be better left to the normal map. And if you aren't already doing this: It'd be good practice to keep an unedited copy of the original HL2 texture in your working file at all times, hidden above all your new work. Just turn the original texture on and off from time to time, to compare your work against the original.
[QUOTE=3noneTwo;39352911]Barney[/QUOTE] Ah, thanks, very useful! I do copy the original texture onto a top layer and hide it, it's just it's hard to gauge how it looks when it's a flat texture. It may looks fine on-texture, but then on-model, it looks way different.
Just a quick suggestion for the snipers: I think that, instead of them just being a laser coming from a dark window, perhaps make it an actual gun inside a makeshift bunker of sorts? Because we already have a sniper rifle model from ep2 and the way the sniper's were done in HL2 isn't exactly great. I know real snipers don't hide out in their own little bunkers, but it just doesn't make sense that you can't kill snipers without grenades when all they have as cover is a waist-height thin iron wall.
-snip-
[QUOTE=Pilotguy97;39353164]Just a quick suggestion for the snipers: I think that, instead of them just being a laser coming from a dark window, perhaps make it an actual gun inside a makeshift bunker of sorts? Because we already have a sniper rifle model from ep2 and the way the sniper's were done in HL2 isn't exactly great. I know real snipers don't hide out in their own little bunkers, but it just doesn't make sense that you can't kill snipers without grenades when all they have as cover is a waist-height thin iron wall.[/QUOTE] I'd like to see a different model that comes out- Its always been a bit jarring that all the different weapons the combine use have different combine that use them, as in the shotgun combine and such, yet the sniper one is just a regular ol' soldier. Perhaps find some beta sniper to base a new ragdoll off, and maybe even some combine sniper gibs to explode out there too. Just make the act of taking out the snipers [I]sastifying[/I]
A huge goopy blood effect shooting out if the window like the crysis 2 seph explosion. Actually, I'd opt to sketch up some concepts for a more extravagant synth sniper if no one minds.
Hi, I've been a long time lurker in this thread, It had caught my eye ever since the idea was brought up in V1, My favorite works would have to be G-Man and Barney. I was just wondering if you have any plans to work on the episodes as well? Also I have a idea about the shotgun, I feel the double shot doesn't really make sense. Using it is satisfying, but one shot from the 357 has the same power, and a double shot function doesn't exist on a SPAS-12. So I was wondering if the secondary fire could be a semi-automatic firing function, like how L4D2/Sven-Coop did it.
[QUOTE=GFreeman515;39354138]Hi, I've been a long time lurker in this thread, It had caught my eye ever since the idea was brought up in V1, My favorite works would have to be G-Man and Barney. I was just wondering if you have any plans to work on the episodes as well? Also I have a idea about the shotgun, I feel the double shot doesn't really make sense. Using it is satisfying, but one shot from the 357 has the same power, and a double shot function doesn't exist on a SPAS-12. So I was wondering if the secondary fire could be a semi-automatic firing function, like how L4D2/Sven-Coop did it.[/QUOTE] Or alternatively, make the primary fire a standard semi-auto (balanced, of course), but make the secondary fire use a more powerful pumped shot. It's pretty much the same as in vanilla, but it's closer to the real SPAS-12.
[QUOTE=GFreeman515;39354138]Hi, I've been a long time lurker in this thread, It had caught my eye ever since the idea was brought up in V1, My favorite works would have to be G-Man and Barney. I was just wondering if you have any plans to work on the episodes as well? Also I have a idea about the shotgun, I feel the double shot doesn't really make sense. Using it is satisfying, but one shot from the 357 has the same power, and a double shot function doesn't exist on a SPAS-12. So I was wondering if the secondary fire could be a semi-automatic firing function, like how L4D2/Sven-Coop did it.[/QUOTE] I always felt like the double shooting shotgun was part of HL2's charm, kinda like how the grenade coming from the SMG doesn't make any sense. Plus it'd be odd playing HL2 when only one of the weapons suddenly has wildly different functionality. The only thing I feel would be appropriate would be adding proper secondary fires to the weapons that don't have them, like a three shot burst for the pistol or a heavy swing for the crowbar. Nor sure what we'd do with the revolver.
[QUOTE=The Vman;39354485]I always felt like the double shooting shotgun was part of HL2's charm, kinda like how the grenade coming from the SMG doesn't make any sense. Plus it'd be odd playing HL2 when only one of the weapons suddenly has wildly different functionality. The only thing I feel would be appropriate would be adding proper secondary fires to the weapons that don't have them, like a three shot burst for the pistol or a heavy swing for the crowbar. Nor sure what we'd do with the revolver.[/QUOTE] Secondary attacks: Crowbar: Heavy swing Grav Gun: Pickup object Pistol: 3 round burst shot Revolver: Aim down sights/zoom SMG: Grenade Launcher AR2: Combine Ball Shotgun: double shot Crossbow: zoom RPG: toggle fire mode Grenade: toss Pheropod: squeeze
[QUOTE=GFreeman515;39354138]Hi, I've been a long time lurker in this thread, It had caught my eye ever since the idea was brought up in V1, My favorite works would have to be G-Man and Barney. I was just wondering if you have any plans to work on the episodes as well?[/QUOTE] Once this mod is finished, I do plan on hopefully making EP1-2 Enhancement mods too, either as separate mods, or as 'DLC' for this one. On note of the shotgun- I was thinking of giving them 8 shots like real-life Spas 12s, and like the one in HL1. But it would reload slower, like HL1, but also have a very different reload animation.
I think you guys should leave the function of the guns alone for the most part. I found the original functions of the weaponry to be perfect for HL2. [editline]dd[/editline] Actually I'm pretty sure the CP's use three round bursts on their pistols every now and then, you could add that in.
the only things that needs to be changed are the Ar2's low ammo capacity and the crossbow bolts patheticly slow travel time
Pheropod is my favorite weapon in HL2 because of the funny sound it makes.
[QUOTE=Yourself;39354844]the only things that needs to be changed are the Ar2's low ammo capacity and the crossbow bolts patheticly slow travel time[/QUOTE] I thought AR2 and crossbow were fine- except for the reload on the model and animations for the AR2.
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