• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
[QUOTE=Fat-Corgi-Guy;39654918]Glass impact looks amazing! Concrete impact is good, but I like Vman's better. As for the metal, I like both yours and Vman's. What would be awesome is to have a combination of the two. Vman's looks like a small explosion goes off every time you hit something, sorta cool, but needs to be toned down a bit, and yours I like the sparks a lot, but there'd need to be just a few more, and the point of impact looks a bit weak.[/QUOTE] I'd recommend you download the pcfs and play with them for 5 minutes ingame itself if you want the real experience.
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[QUOTE=Dictator Dean;39656031]well hey who knows maybe it could've turned out all gitchy in Gmod since gmod and sfm are totally different programs[/QUOTE] It's a texture, texture's can't glitch up between different programs on the same engine.
[QUOTE=Fat-Corgi-Guy;39655884]Kinda unrelated to the mod, but I felt like skinning something, but didn't feel like doing stuff for the mod, so I started skinning DP's Gordon's head. [t]http://i.imgur.com/TZhEqDP.png[/t] Still have a lot of work to do, not to mention re-making the normal map.[/QUOTE] [URL="http://www.americascomedy.com/wp-content/uploads/2010/04/Bill-Engvall-Large.jpg"]MUH WIFE[/URL] but seriously, I don't think there's much salvaging that model stylistically. It's going to take more than a new texture set to make it the Gordoniest Gordon we're familiar with on the boxart.
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[QUOTE=xalener;39656405]But seriously, I don't think there's much salvaging that model stylistically. It's going to take more than a new texture set to make it the Gordoniest Gordon we're familiar with on the boxart.[/QUOTE] True, but I can at least try to make him look better until we can get a true Gordon model. [t]http://i.imgur.com/mfgHDfp.png[/t][t]http://i.imgur.com/uAHaDvE.png[/t]
[QUOTE=xalener;39656405] but seriously, I don't think there's much salvaging that model stylistically. It's going to take more than a new texture set to make it the Gordoniest Gordon we're familiar with on the boxart.[/QUOTE] The face mesh is actually pretty good and can be salvaged with a good diffuse and normal map that isn't overdone, but the hair mesh is beyond horrid. It ruins the entire model regardless of the other flaws, enough that I personally think the Gordon I hacked together from a modified male_09 looks [I]better[/I] in some aspects. [t]https://dl.dropbox.com/u/81012532/yawn.jpg[/t]
[QUOTE=LurkyLurker;39656779]The face mesh is actually pretty good and can be salvaged with a good diffuse and normal map that isn't overdone, but the hair mesh is beyond horrid. It ruins the entire model regardless of the other flaws, enough that I personally think the Gordon I hacked together from a modified male_09 looks [I]better[/I] in some aspects. [t]https://dl.dropbox.com/u/81012532/yawn.jpg[/t][/QUOTE] looks like Billy Mays
[QUOTE=Dictator Dean;39656877]looks like Billy Mays[/QUOTE] That's not necessarily a BAD thing, though. :v:
I think by far the best Gordon is the one Zero Hour created for Black Mesa: Insecurity [t]http://i46.tinypic.com/2ur57om.jpg[/t]
[QUOTE=Snood_1990;39655538][IMG]http://img401.imageshack.us/img401/3360/gravygunfinal.jpg[/IMG] Base mesh done. Now to UV and texture it, oh boy.[/QUOTE] If you don't mind, could you make a version that could be used in other source games?
[QUOTE=Marcolade;39656939]That's not necessarily a BAD thing, though. :v:[/QUOTE] why would it be a bad thing
Finished Gordon. [t]http://filesmelt.com/dl/Gordon_HQ_v2_01.jpg[/t][t]http://filesmelt.com/dl/Gordon_HQ_v2_02.jpg[/t] DOWNLOAD: [url]http://steamcommunity.com/groups/OpenSourceFilmmaker/discussions/2/846945955285856173/[/url] Now back to textures for the mod...
[QUOTE=Fat-Corgi-Guy;39657314]Finished Gordon, I'll release him later. [t]http://filesmelt.com/dl/Gordon_HQ_01.jpg[/t][t]http://filesmelt.com/dl/Gordon_HQ_02.jpg[/t] Now back to textures for the mod...[/QUOTE] He looks to old. Keep in mind that he's still 27.
[img]http://img825.imageshack.us/img825/7039/gravygunfinaltextured.jpg[/img] Man that UV was a ball buster.
[QUOTE=TheTailor25;39657806]He looks to old.[/QUOTE] He doesn't look 27-ish to you? I've seen quite a few people in their late 20s, majority of them looked older than they were. I would say he at least looks younger now than before I skinned him. [QUOTE=TheTailor25;39657806]Keep in mind that he's still 27.[/QUOTE] That's debatable, you don't know if he aged at all in stasis, and if he did, you don't know if he aged really slowly, putting him round early 30s, or if he aged really fast making him 47, but he still looks young (like people such as Johnny Depp, or Edward Norton). I mean to me, he doesn't look like he's 27 in the concept arts: [t]http://image.gamespotcdn.net/gamespot/images/2009/225/gordonfreeman03-Half-Life_2_PC_41733_640screen.jpg[/t][t]https://twimg0-a.akamaihd.net/profile_images/626321426/halflife2499e324al0.jpg[/t]
None of those Gordons look like THE Gordon. I'm not referring to the Gordons in the post above. [img_thumb]http://img-cache.cdn.gaiaonline.com/3f7eb089b2bed48e5630009c2d7cdef9/http://i27.photobucket.com/albums/c197/brun0/hl2/gordon-freeman.jpg[/img_thumb] [img_thumb]http://fc09.deviantart.net/images2/i/2003/51/0/b/Gordon_Freeman.jpg[/img_thumb] [img_thumb]http://images3.wikia.nocookie.net/__cb20090103234051/half-life/en/images/e/ef/Gordon_crowbar_enemies.jpg[/img_thumb] [img_thumb]http://wallpaper.pickywallpapers.com/1280x1024/gordon-freeman-with-his-ants.jpg[/img_thumb] edit* Gah. Ninja [URL="http://facepunch.com/member.php?u=485395"]Fat-Corgi-Guy[/URL] strikes again. [img_thumb]https://images.nonexiste.net/popular/wp-content/uploads/2012/07/The-obvious-Gordon-Freeman-pick.jpeg[/img_thumb]
[QUOTE=radu_iceman;39658128]None of those Gordons look like THE Gordon.[/QUOTE] Agreed, for that you'd probably need a special model, that would end up being tweaked over and over for a few months until it was finally done. [editline]20th February 2013[/editline] [QUOTE=Snood_1990;39657958]-Grav gun-[/QUOTE] Looks fantastic Snood!
[QUOTE=Empty_Shadow;39654605]They were bigger but after a lot of debate I toned them down. There used to be a bigass flash, loads of sparks in all directions and some smoke. (also the sparks ricochet realistically :D) now it's a small flash, some ricochet sparks and a teeny bit of smoke. [editline]21st February 2013[/editline] [url]https://dl.dropbox.com/u/516743/stuff.zip[/url] Here's some of my recent work. The bullet tracers use a system that was invented by Chris0312, I don't take credit for them but you can have a look at how they work, it's pretty insane. Cannon muzzleflashes are moderately old but have a couple interesting ways to show smoke. canyon rain is a weather effect that uses the player as a control point, hence rain only falls around the player which makes it a bit cheaper (it's still pretty expensive) also features rain splashes on objects in the world. Engineer tool is a little bit of sparks n stuff nothing amazing tbh. explosion nuke arty and seismic are 3 different explosions, they all have their own features, nuke is the oldest of the lot and has some stuff I don't really like as much any more, however I find it really hard to make a decent looking fiery cloud particle like you'd see on a nuke so I haven't really revamped. Infantry weapons features some hand grenade explosions, all fairly old but still some stuff to look into. Tank cannons/missiles/grenades contains my most recent work, there's lots of cool stuff in there (at least in my opinion) they also use a flash effect that doesn't render in the particle editor, you'll have to load up the effects ingame to see it. The flash effect renders as noz if the centre of the particle has LoS to the players camera, if not the effect doesnt render at all, which clears up the ugly cutting of large particles into the world, you might have solved the problem yourself but if you haven't yet, look at those particles to figure out how. I'd recommend spawning some of them ingame to get a proper idea on how they look, the editor doesn't always do justice. That's about it, have a look through hopefully you can learn some stuff. These particles are all from Empires mod and they're my property/the Empires dev teams property so they're strictly for educational purposes, I don't think anyone here would want to steal content but I'm just making it clear.[/QUOTE] Some pretty good stuff you got here. You should definitely try creating your own sprite textures for particles, since that frees up your option and helps to make them look less source-y (Source's default smoke particles are awful, i hate having to use them) It's hard to put the tracers in context since I can't see them in game without them being implemented. from what I could tell it creates a bendibeam trail behind it rather than using a single long sprite, which is pretty neat. I've done something similar in Firearms Source for their heavy sniper shots to make them look like Halo sniper rounds, leaving a big trail of smoke behind them. Clever idea on the cannon muzzleflashes to have that quick splash of smoke leading. Though I would have probably put a bigger fireball at the beginning, like a [url=http://upload.wikimedia.org/wikipedia/commons/4/44/Firing_M1A1_tank_in_Djibouti.jpg]tank firing.[/url] Rain looks pretty nice. If you created a custom sprite for a rain sheet you could get the rain looking thicker without using as many particles. Arty feels like it needs something. Some sparks, a blastwave, more debris, because right now it just looks too even and smoky. Nuke's a pretty good effort. Odd choice using a muzzleflash texture for the flash. Overall the whole thing spreads out too uniformally. If you had the base spread out very quickly then slow down it'd look better. Also, I sort of solved that issue you were talking about with it not being firey enough by throwing a trace particle straight up, and having fire and smoke particles constantly emit off of it, making it look like the fireball is constantly active. One thing I noticed looking at your effects is that they lack punch to a lot of them. One way I've found helps this is rather than making your glow particle start small and grow bigger with the explosion, make it start large and quickly shrink down to nothing. It also really helps if you put it a fraction of a second after the start of the particle (like .05 or .02 seconds) It gives your particle this big impact right as it goes off, making it feel more forceful. Here's some of my stuff: [url]http://dl.dropbox.com/u/101787452/Praticles.zip[/url] Got a bunch of effects I made while working on Firearms Source, some stuff from HL2 Enhanced (though you can only open those in the Alien Swarm particle editor), as well as a couple personal things (like the nuke I was telling you about) Something I like to do to get better at effects is to try and recreate stuff from games with really good particles. Look at Relic's work on Company of Heroes and Space Marine. In my opinion Relic has some of the best fx design in the industry. Another good one is Avalanche Studios with Renegade Ops and Just Cause 2 (despite being a cheap and small game, Renegade Ops has some absolutely incredible effects)
[QUOTE=radu_iceman;39658128]None of those Gordons look like THE Gordon.[/QUOTE] And none of them ever will. The best that can be hoped for is one that captures the spirit, if not the exact look. Ideally, Valve would have included their own [url=http://combineoverwiki.net/wiki/File:Gordon_head_model.jpg]Gordon Freeman model[/url] in HL2:Deathmatch, But that will never happen as they don't want to acknowledge him as anything else than an arm and a weapon.
[QUOTE=Fat-Corgi-Guy;39658091] I mean to me, he doesn't look like he's 27 in the concept arts[/QUOTE] He could easily be 27 really judging from the concept art. It's the beard and the paleness really that makes him seem older.
[IMG]http://img197.imageshack.us/img197/8639/gravyguncompiled.jpg[/IMG] Phongmask and VMT values are a WIP at the moment.
Looks fucking amazing.
Duct tapes a nice touch.
[QUOTE=simkas;39655493]How the hell do you mistake that for a supressor[/QUOTE] Okay, my mistake. I thought it was a suppressor mostly because when firing the pistol it sounded suppressed. Or is that how that gun actually sounds?
[QUOTE=Marden;39658915]Okay, my mistake. I thought it was a suppressor mostly because when firing the pistol it sounded suppressed. Or is that how that gun actually sounds?[/QUOTE] None of the weapon sounds in HL2 sound anything like the real thing- except maybe the AR2, and Gravity gun, no one know what the heck that sounds like.
[QUOTE=Snood_1990;39658834][IMG]http://img197.imageshack.us/img197/8639/gravyguncompiled.jpg[/IMG] Phongmask and VMT values are a WIP at the moment.[/QUOTE] Let's compare! Original HL2 gravity gun and the real prop gun [img_thumb]http://media.giantbomb.com/uploads/1/10391/637806-hl2_0022_super.jpg[/img_thumb] [img_thumb]http://www.volpinprops.com/wp-content/uploads/2012/07/cp-gravity-gun-108.jpg[/img_thumb] Your version looks quite good. The only thing that bothers me are those cylinders as they seem a bit off compared to both vanilla and real versions. Oh, the duct tape could use some work as well. [QUOTE=Snood_1990;39659309]Some quick ingame shots: [t]http://cloud-2.steampowered.com/ugc/919003549354217006/6E87395D31AE2FFAD49C340DD615F78CEFE6F316/[/t][/QUOTE] Maybe, just maybe, the middle glowing part is a bit too long?
^the gun needs some lighting baked on it so the emissive parts make sense. Right now it looks like something out of Unreal 2k4. [QUOTE=Fat-Corgi-Guy;39658963]None of the weapon sounds in HL2 sound anything like the real thing- except maybe the AR2, and Gravity gun, no one know what the heck that sounds like.[/QUOTE] [URL="http://www.youtube.com/watch?v=ORiSYEbLgPQ"]I actually did a sound pack a while ago with *imo* a more grounded sounding grav gun. [/URL] Ignore the shitty reload sounds for the other guns, I was young and stupid. Also I never put loop cues into the .wavs like an assholes so the loops don't work :T Also ignore the dislikes.
[QUOTE=LurkyLurker;39658365] Ideally, Valve would have included their own [url=http://combineoverwiki.net/wiki/File:Gordon_head_model.jpg]Gordon Freeman model[/url] in HL2:Deathmatch, But that will never happen as they don't want to acknowledge him as anything else than an arm and a weapon.[/QUOTE] Except that half the games have him on the cover, so he must be more than an arm and weapon. [QUOTE=Snood_1990;39658834][IMG]http://img197.imageshack.us/img197/8639/gravyguncompiled.jpg[/IMG] Phongmask and VMT values are a WIP at the moment.[/QUOTE] I still think the barrelly bit looks too thin, I think it should be a lot chunkier. Apart from a few minor things, everything else is looking good. [QUOTE=Fat-Corgi-Guy;39658963]None of the weapon sounds in HL2 sound anything like the real thing- except maybe the AR2, and Gravity gun, no one know what the heck that sounds like.[/QUOTE] I personally love the HL2 weapon sounds, they're so nice and soft unlike most games which have more realistic sounds that sound tinny and make my ears feel weird.
Some quick ingame shots: [t]http://cloud-2.steampowered.com/ugc/919003549354217006/6E87395D31AE2FFAD49C340DD615F78CEFE6F316/[/t] [t]http://cloud.steampowered.com/ugc/919003549354214025/016DA0E051E051F97D7F05986AA01FD4748720CA/[/t] (click for bigger size)
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