• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
fuckin fast zombies + motion blur that fucking good = the visceral experience I always wanted from ravenholm... It would be even nicer if there was a distinction from Camera and object blur. That way enemies and your weapon movements would still blur but camera movement wouldn't, which would work way better for oculus support >.>.
[QUOTE=xalener;39474814]I actually fucking love per object motion blur.[/QUOTE] POMB is never quite the quality of actual motion blur though. [video=youtube;dJXByKN2Fqw]http://www.youtube.com/watch?v=dJXByKN2Fqw[/video] Real motionblur.
[QUOTE=Mr. Someguy;39471056]Is it ever actually stated or implied that those chargers are for Soldiers themselves? I can't remember, I only ever remember Kleiner referring to them as "Combine energy outlets", and that he modified your suit to draw power from them. Aside from that, the charger itself isn't labled, except for the word "POWER" and some numbers. Seems it'd make more sense to actually see equipment hooked up to them. It'd be amusing to walk up to an outlet, unplug whatever it was being used for, and drain all the energy from it :v: I always assumed Combine "Chargers" were just small general purpose wall mounted generators, and that the HEV suit was just [I]extremely[/I] inefficient (it was modified in a basement to use a power source we are unfamiliar with, after all) and just sapped all the energy from them. When the Suit is 'infused' with Dark Energy, it handles the energy outlets [I]much[/I] more efficiently, at least until the Dark Energy dissipates.[/QUOTE] I always assumed they were meant to change miscellaneous equipment such as manhacks or perhaps weapons. Of course, there are ones that are linked to bigger machines throughout the world.
[QUOTE=glitchvid;39475005]POMB is never quite the quality of actual motion blur though. Real motionblur.[/QUOTE] Nothing in a game is the quality of real anything :v:
[QUOTE=glitchvid;39475005]POMB is never quite the quality of actual motion blur though. [video=youtube;dJXByKN2Fqw]http://www.youtube.com/watch?v=dJXByKN2Fqw[/video] Real motionblur.[/QUOTE] Yeah, but its a good substitute when you can't run a game engine at several hundred FPS in real-time :v:
Any chance of Gamma-correct blur, if that's the term? You know, like light areas that streak with a consistant value and all that. Like... battlefield 3 as opposed to any UE3 game.
As far as I know that's the result of the game incorporating HDR information into the blurring process, but I don't actually know how it works. It's invaluable for making nice-looking motion blur, though.
I've been told Portal 2 has HDR motion blur (though it's camera-based only)
[QUOTE=xalener;39475364]Any chance of Gamma-correct blur, if that's the term? You know, like light areas that streak with a consistant value and all that. Like... battlefield 3 as opposed to any UE3 game.[/QUOTE] lIt sounds like you're asking for: [t]http://fc09.deviantart.net/fs71/i/2012/321/8/2/lens_flare_10_by_aloschafix-d5l90yb.jpg[/t] Gamma is related to brightness, but is mainly dealt with on the monitor side: it allows the brightness on my monitor, to look as close as possible to the brightness on yours; when you view things I've made (and vice versa)
Per object motion blur is the only kind of blur that really enhances how a game looks. Screen-based motion blur is 9 times out of 10 just annoying.
[QUOTE=glitchvid;39475579]lIt sounds like you're asking for: [t]http://fc09.deviantart.net/fs71/i/2012/321/8/2/lens_flare_10_by_aloschafix-d5l90yb.jpg[/t] Gamma is related to brightness, but is mainly dealt with on the monitor side: it allows the brightness on my monitor, to look as close as possible to the brightness on yours; when you view things I've made (and vice versa)[/QUOTE] Actually I'm asking for: [IMG]http://battlefieldinformer.com/attachments/f73/170d1300328981-old-battlefield-3-images-bf3-motion-blur...jpg[/IMG] Notice how the white sky remains equally blown out even though its being blended with the foreground occlusions. [QUOTE=Uberslug;39475530]As far as I know that's the result of the game incorporating HDR information into the blurring process, but I don't actually know how it works. It's invaluable for making nice-looking motion blur, though.[/QUOTE] [QUOTE]All post processes are done in HDR, before tone mapping. This allows us to retain bright streaks, which are not commonly used in current-gen games, besides Crysis 1. This is performed on every platform and implemented for optimal performance by batching all techniques in one, costing around 1ms on console platforms. For higher PC specs, we use FP16 formats with additional taps for improved quality.[/QUOTE] [URL="http://crytek.com/assets/Crysis-2-Key-Rendering-Features.pdf"] From a Crysis 2 paper.[/URL] I'm getting the feeling they kinda blew over it though in this article. I'm not a technical guy. You know what? I think Halo 3/ODST had this as well.
A bit different from what people normally expect to enhance, but could you implement improved physics by replacing it with the Bullet engine? A member here is porting it, and it has gotten pretty far, the Bullet engine seems much more stable than Havok, atleast Half-Life 2's out dated build of it. It seems like a much better alternative. You can find the thread I am referring to here: [url]http://www.facepunch.com/showthread.php?t=1242860[/url] Last time I checked it could be enabled in any source mod, but I am uncertain if this is just a foggy memory. Posting it here so you guys could look into it though.
I'm not sure what it would improve. Better player collision would be nice though...
What exactly is improved/changed with it? I didn't really get anything out of the videos and threads.
Physics seem to be much more smoother, for example in this video it looks much nicer than if havok was being used: [video=youtube;QHVzHSczuvE]http://www.youtube.com/watch?v=QHVzHSczuvE&feature=player_embedded[/video] and also: [vid]http://dl.dropbox.com/u/4838268/gm_flatgrass%202012-4-26%2021-42-10.webm[/vid] Sadly, people didn't make a whole lot of videos because the project has been off for a while, but from what I can tell it looks much smoother.
Color me convinced, I'm all for it. Plus, it looks like it would give us more freedom with the physics.
Here's an idea for the Citadel, instead of jumping into the prisoner pod just because, maybe think up a reason for why he did that? I'm not sure what you could use, probly not soldiers since you're supposed to be undetected at this point.
the reason was because you had nowhere else to go
oh man HD stalkers
In the OP when you said you improved A.I, does this mean A.I is moved over from .AIN to the .NAV file scheme, and can we expect to see a dynamic director (also have npc A.I based on bots like L4D2)? Also, do you think we will see shadows projected onto view models?
[QUOTE=supersoldier58;39476748]Physics seem to be much more smoother, for example in this video it looks much nicer than if havok was being used: Sadly, people didn't make a whole lot of videos because the project has been off for a while, but from what I can tell it looks much smoother.[/QUOTE] snip'd, proven wrong
[QUOTE=endorphinsam;39478042]As cool as it looks, I think the only way it can be implemented into the source engine is if you have the source code or whatever, which garry has for gmod, which is the only reason why it's possible.[/QUOTE] Actually, it is a complete replacement for the vphysics.dll, most of the hooks and base for coding they retrieved from the HL2 Beta leaked Havok engine (Which Valve doesn't care about). You can put it in any mod right now if you do it properly (I think), if a member wanted to test it out on one of the Enhancement mod builds to see how it reacts, it would be pretty interesting. Right now you can even implement it in Gmod and override the original physics module, which is what I assume you would do for a mod. I think it would be a perfect fit for the Enhancement mod.
[QUOTE=BigJoeyLemons;39474885]Since the wall chargers are meant to charge the suit, would it be possible to add an extra-hard difficulty that features the suit having its power drained, as if it's battery-powered? Like, every few minutes you just randomly lose a few HP from it, based on how much you do. (That sounds like a bitch to code though, maybe more of 5 HP lost every 5 minutes) This obviously wouldn't apply to normal health, just the suit.[/QUOTE] Nobody?
This has probably already been brought up, but I have a small suggestion. I don't like how the moment something is caught by a barnacle, it just becomes a ragdoll. Would it be possible to add an animation of npcs trying to fight their way out of a barnacle tongue?
I think that may require re-coding the Barnacle itself.
[QUOTE=Tuskin;39479479]I think that may require re-coding the Barnacle itself.[/QUOTE] Metrocops and vorts already have animations for it.
[QUOTE=IM BATMAN;39476791]Color me convinced, I'm all for it. Plus, it looks like it would give us more freedom with the physics.[/QUOTE] It is missing a lot of hooks, and it will break a LOT more than it will fix. It could be considered, but only in a final state, and it is far from that. [QUOTE=xalener;39475817]Actually I'm asking for: [IMG]http://battlefieldinformer.com/attachments/f73/170d1300328981-old-battlefield-3-images-bf3-motion-blur...jpg[/IMG] Notice how the white sky remains equally blown out even though its being blended with the foreground occlusions. From a Crysis 2 paper.[/URL] I'm getting the feeling they kinda blew over it though in this article. I'm not a technical guy. You know what? I think Halo 3/ODST had this as well.[/QUOTE] As I recall portal 2 had something like this [t]http://image.noelshack.com/fichiers/2011/16/1303261490-sp_a1_wakeup0001.jpg[/t]
[QUOTE=glitchvid;39475005]POMB is never quite the quality of actual motion blur though. [video=youtube;dJXByKN2Fqw]http://www.youtube.com/watch?v=dJXByKN2Fqw[/video] Real motionblur.[/QUOTE] How do you achieve this? Can someone tell me because its look very good than the original sticky laggy physic on Source Engine
[QUOTE=glitchvid;39480726]As I recall portal 2 had something like this [t]http://image.noelshack.com/fichiers/2011/16/1303261490-sp_a1_wakeup0001.jpg[/t][/QUOTE] That's just looks like normal motion blur. If it were HDR it would have blown out the colors of those lights, making them look more like bright streaks. [IMG]http://media.arstechnica.com/articles/culture/lostcoast.media/valve-hdrblur-square.jpg[/IMG]
Would it be at all possible to take the newest version of Havok and retool it for source?
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