[QUOTE=Fat-Corgi-Guy;39425813]sample of one of the brick textures I'm working on:
[IMG_thumb]http://i.imgur.com/B2dw9A8.jpg[/IMG_thumb]
[editline]2013[/editline]
You guys do know this is not meant to look exactly the same?[/QUOTE]
Looks pretty bad overall, stick to texturing characters and let someone else do the world textures.
Page 34, here we discuss where to place Alyx in her role as the City 17 skank
[QUOTE=Spot of Tea;39429031]That would be acid rain then so we'd need to script Citizens to always play pain/screaming noises when out in the street[/QUOTE]
Do you even know how acid rain works
[QUOTE=Cyanlime;39430041]why not bother? :u[/QUOTE]
Because it would be unnecessary, and it would take up time better devoted to other things.
[QUOTE=Cyanlime;39430041]why not bother? :u[/QUOTE]
Just because you CAN change something, doesn't always mean you should.
I wouldn't be opposed to making the hud look more digital like it does in Interstellar Marine
[t]http://stashow.net/wp-content/uploads/2012/09/IM2.jpg[/t]
[QUOTE=The Vman;39430484]I wouldn't be opposed to making the hud look more digital like it does in Interstellar Marine[/QUOTE]
It might not be a bad idea when all the other stuff is done, but for now I think we should focus on the environment and especially the characters.
[QUOTE=ojcoolj;39430229]Do you even know how acid rain works[/QUOTE]
Do you even know how jokes work
[QUOTE=FpShepard;39430067]Looks pretty bad overall, stick to texturing characters and let someone else do the world textures.[/QUOTE]
what a grimy comment that was
can you not be such a let down?
The HUD is fine. Valve designed it to be minimal enough to show the needed information and nothing more.
[QUOTE=FpShepard;39430067]Looks pretty bad overall, stick to texturing characters and let someone else do the world textures.[/QUOTE]
Cuttin' deep man, cuttin' deep.
How about instead of saying "[I]oooh dis sux![/I]" say "[I]well, ___ should be changed to make it better.[/I]" ?
[QUOTE=Fat-Corgi-Guy;39425813]sample of one of the brick textures I'm working on:
[IMG_thumb]http://i.imgur.com/B2dw9A8.jpg[/IMG_thumb]
[editline]2013[/editline]
You guys do know this is not meant to look exactly the same?[/QUOTE]
When designing environment textures, remember to keep the texture from noticibly repeating. You can see that the broken bit on the top left would be very noticeable when it's repeating. And I think this texture should have a more noticeably grimy bottom to make it stand out. Other than that, I would say this texture is pretty good. However, for the most part I would stick with the original colour schemes, unless it would look better to change them.
[QUOTE='[CWG]RustySpannerz;39432892']When designing environment textures, remember to keep the texture from noticibly repeating. You can see that the broken bit on the top left would be very noticeable when it's repeating. And I think this texture should have a more noticeably grimy bottom to make it stand out. Other than that, I would say this texture is pretty good. However, for the most part I would stick with the original colour schemes, unless it would look better to change them.[/QUOTE]
Some more contrast in the edges of the bricks could be nice too.
1GB for Episode One?
[IMG]https://dl.dropbox.com/u/11654720/stuff/mod%20pics/Spec.png[/IMG]
[QUOTE=Fat-Corgi-Guy;39432751]Cuttin' deep man, cuttin' deep.
How about instead of saying "[I]oooh dis sux![/I]" say "[I]well, ___ should be changed to make it better.[/I]" ?[/QUOTE]
The horizontal lines across the top are clearly photoshop "shadows" it is too straight, the relief of the brick would change the shadows. You did a similar thing on the other textures (which i thought looked awesome apart from the drop shadows) From your other work you clearly have good talent just not the right technique for shadowing textures.
The drop shadows you use create blaring straight lines, somethimes cutting bricks in half (on your first brick texture) Take a look at similar thing in real life, reconsider which parts should be geometry and which should be textured.
There is no point in redoing textures and normal maps if stuff like this breaks the illusion. Nature hates straight lines.
I hope I don't come over as too harsh.
Maybe add that bit to a height map and bake the relief into a normal, drop shadows just don't look right.
Also consider removing some of the obviously repeating stuff from the texture mip maps, this will allow for detail up close up from a distance the repeating patterns won't be so aparent.
Are you remaking every Half-Life 2 map?
[QUOTE=Darth Ninja;39435282]Are you remaking every Half-Life 2 map?[/QUOTE]
They're not necessarily remaking the maps, they're just making changes to make them fit better. Like windows that actually have stuff inside them instead of just a flat texture.
[QUOTE=Zelpa;39435380]They're not necessarily remaking the maps, they're just making changes to make them fit better. Like windows that actually have stuff inside them instead of just a flat texture.[/QUOTE]
So it's pretty much a re-texture?
[QUOTE=Darth Ninja;39435400]So it's pretty much a re-texture?[/QUOTE]
From what i understand they are also adding stuff like grass that actually comes out of the ground instead of being a texture, the images are on the previous page. They might also be changing some parts if I remember correctly.
[QUOTE=Darth Ninja;39435400]So it's pretty much a re-texture?[/QUOTE]
Can I interest you in reading the OP? :eng101:
"Half-Life 2: Enhancement Mod V3: JESUS CHRIST, READ THE FUCKING OP"
[QUOTE=Fat-Corgi-Guy;39435997]Can I interest you in reading the OP? :eng101:[/QUOTE]
Hmm...
[QUOTE=Fat-Corgi-Guy;39057047]• Improving enemy AI (already done thanks to the engine port![/QUOTE]
So things like this will not happen anymore? :v:
[MEDIA]http://www.youtube.com/watch?v=rh8FGUX6utw[/MEDIA]
I've played through there and that's never happened. I would imagine you would have to do something like noclip behind them to get them to do that.
Nope, sometimes Half Life 2 AI just shits out.
I do wish it was more dynamic. Like F.E.A.R or Halo (don't fucking laugh) or something.
I always thought that source had great ai (at least when it came to pathfinding, it's always delightful to find a guy with a shotgun has tried to flank you). The only thing i didn't like was that rebels didn't take cover enough and everyone would tell me to reload.
Halo's ai (less so halo 2,3 and reach, far more so CE and 4) essentially boils down to throwing grenades directly at the player because they stick and diving out of the way when the player attempts the same. Throwing grenades directly at the player often wouldn't work due to the way half life grenades work and dodging projectiles isn't great because the player usualy uses bullet weapons (it might be an idea for combine to learn to dodge on hard difficulty. Other than the metrocops and the rebels, everyone in half-life is fearless, so the grunt morale system wouldn't work.
[QUOTE=wauterboi;39436451]I've played through there and that's never happened. I would imagine you would have to do something like noclip behind them to get them to do that.[/QUOTE]
Of all my literally dozens of playthroughs that has honestly never happened to me either. If you wanna show off bad AI you should be linking this:
[media]http://www.youtube.com/watch?v=e0WqAmuSXEQ[/media]
[sp]although to be completely honest I am not sure that even works anymore[/sp]
[QUOTE=The Jack;39437211]I always thought that source had great ai [/QUOTE]
LOL
[QUOTE=xalener;39436527]Nope, sometimes Half Life 2 AI just shits out.
I do wish it was more dynamic. Like F.E.A.R or Halo (don't fucking laugh) or something.[/QUOTE]
F.E.A.R. Had outstanding AI(But enemies mostly did not live long enough to show their wit), Halo - not so much.
Crysis had pretty interesting AI, essentially when player tried to use stealth approach. Enemies reported losses and tried to get reinforcements, they tried flank or flush you out if you just kept sitting in the same corridor killing anything that shows from behind the corner.
But in case of HL2 you have to take in account that not only coding affects NPC, but also maps do. IIRC That metrocop in video above IS FORCED to use mounted gun by map(for cinematic and gameplay purposes). If coding allowed NPCs to break free out of their map-based scripts then most of scripted scenes would break ultimately.
Imagine:
Hey Gordon, let me hack this combine cons- OH GOD THERE IS A COMBINE BEHIND YOU *Budda-Budda-Budda* *Combine death scream* -Was I about to do something?
In aforementioned games you do not rely on AI and scripts to progress. In HL you do all the time.
Ok, let's try this again:
[IMG_thumb]http://i.imgur.com/eO8C3Qb.jpg[/IMG_thumb]
[QUOTE=wauterboi;39436451]I've played through there and that's never happened. I would imagine you would have to do something like noclip behind them to get them to do that.[/QUOTE]
If I recall correctly, I mashed the combine downstairs with my Crowbar. Didn't make any noise so to speak.
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