[IMG]http://cloud-2.steampowered.com/ugc/578981777566825432/AAC6F62DD294A2E968448B92BEC20BDEFC9FC5B4/[/IMG]
Detail props fixed, no more odd lighted grass.
[QUOTE=UberMunchkin;39700407]Have this for the danger signs:
[t]https://dl.dropbox.com/u/47302011/HL2%20HD/DANGER.png[/t]
[url]https://dl.dropbox.com/u/47302011/HL2%20HD/DANGER.psd[/url]
[editline]24th February 2013[/editline]
Though something seems odd about the text, I can't put my finger on it[/QUOTE]
the rust should be over the text
i don't think a template would necessarily be applicable to that sort of thing unless you made a specific font that had a worn typeface
that's just my opinion though
Can you put the new PSD up? I wanna mess with it.
[QUOTE=Dictator Dean;39672454]here's an idea: lets have different clothing for alyx. like when you first meet her in city 17 she would have her original hl2 clothing, but when you meet her at black mesa east, she would have her brown jacket off[/QUOTE]
She should wear her jacket before going to the junkyard because it's cold there (that part takes place at evening, almost at night).
Could someone please educate me about Shirky?
How is this?
[t]https://dl.dropbox.com/u/4112921/DANGER-SIGN.jpg[/t]
[IMG]http://i.imgur.com/zOfXxBi.png[/IMG]
I think it looks better with a little distortion, since it's supposed to look old and worn. Thoughts?
[QUOTE=fuckthapolice;39701120][IMG]http://i.imgur.com/zOfXxBi.png[/IMG]
I think it looks better with a little distortion, since it's supposed to look old and worn. Thoughts?[/QUOTE]
Wobbly text makes it look really odd. If you wanted to do something with the text chip bits of the paint off or make it a little faded and weather-beaten.
[QUOTE=fuckthapolice;39701120][IMG]http://i.imgur.com/zOfXxBi.png[/IMG]
I think it looks better with a little distortion, since it's supposed to look old and worn. Thoughts?[/QUOTE]
it doesn't work that way
Just fade parts of the text are break up letters entirely.
[QUOTE=Shirky;39701033]How is this?
[t]https://dl.dropbox.com/u/4112921/DANGER-SIGN.jpg[/t][/QUOTE] [highlight][B][I][U]THE YOUR TEXT HERE ruins it all[/U][/I][/B][/highlight]
[QUOTE=Shirky;39701033]How is this?
[t]https://dl.dropbox.com/u/4112921/DANGER-SIGN.jpg[/t][/QUOTE]
Everyone stop, this is the one.
[QUOTE=xalener;39702664]Everyone stop, this is the one.[/QUOTE]
The 'Danger' bit needs more weathering on the text.
[QUOTE=Snood_1990;39702945]The 'Danger' bit needs more weathering on the text.[/QUOTE]
[IMG]http://i.minus.com/j17l1iXSgCir6.jpg[/IMG]
?
[editline]24th February 2013[/editline]
or even
[img]http://i.minus.com/jIot8cETmYsrE.jpg[/img]
The second looks a little more natural I think
ya i spent more time on the second, because the weathering needs a direction (left -> right, with left being the most weathered)
[QUOTE=Meatpuppet;39703372]
or even
[IMG]http://i.minus.com/jIot8cETmYsrE.jpg[/IMG][/QUOTE]
Wear down the edges of the red/white circle as well, but yeah essentially that imo.
[QUOTE=Dictator Dean;39702651][highlight][B][I][U]THE YOUR TEXT HERE ruins it all[/U][/I][/B][/highlight][/QUOTE]
I can't tell if you're just an idiot or that was a really, really bad attempt at a joke
[QUOTE=Snood_1990;39703590]Wear down the edges of the red/white circle as well, but yeah essentially that imo.[/QUOTE]
ok danger sign v final
-use the last one-
[QUOTE=Meatpuppet;39703785]ok danger sign v final
[img]http://i.minus.com/jjvOrfIseKAuF.jpg[/img][/QUOTE]
Here is the .psd, there is probably older files in it.
[url]https://dl.dropbox.com/u/4112921/DANGER-SIGN.psd[/url]
i don't have photoshop atm (using gimp) but if I did it would make working with it a lot easier
[QUOTE=Meatpuppet;39703934]i don't have photoshop atm (using gimp) but if I did it would make working with it a lot easier[/QUOTE]
Isn't there a gimp plugin for .psd documents?
Edit; never mind, it's native. At least in the version I have.
There's something that's been bugging me around here.
The fact that you guys spend pages arguing and debating over something like a single texture - or in this case, a decal - is symptomatic of the AAA culture. It's the same thing that makes 95 percent of mods end up in nothing but renders of props. Look at this AAA bench! So HD, so real. The AAA culture turns modders into a sweatshop remaking the same AK47 over and over.
[quote] A “new monster” in Doom was a reskinned demonhog with increased movement speed. In Half-Life, a “new monster” entailed a custom modeled .MDL with UVs / textures / animations as well as C++ hooks for the squad AI to access animations, bone controllers, and weapon attachments. And now in Source, many modders feel a “new monster” requires them to bake a high-poly sculpt down to a normal map, configure ragdoll properties / joint constraints, and script response rules for lip-synced voice-over to react with battle line / squad assault coordinators… and so on.
This increase in production followed conventional wisdom: that making games was getting harder and more expensive with each engine generation, and thus so must modding. It suggests the escalation was inevitable when, in fact, it wasn’t.
We forced mods to get bigger. We started saying that all characters SHOULD have high poly sculpts, that textures SHOULD have high resolution normal maps, that mods SHOULD have a custom menu screen, a new HUD, and different crosshair designs. And when we defined add up all these “shoulds”, they often had more to do with what looked like an AAA game because that’s where we wanted to work. “It doesn’t even look like a mod!” was (and still is) one of the highest compliments your posed marketing screenshot could garner, yet a “total conversion” was regarded as the ultimate mod, the moddiest mod.
The best mods didn’t want to look like mods. Nothing exemplifies this attitude better than the production porn of Half-Life 2 mods: mod teams publishing renders of benches, trash heaps, planks, and mundane light fixtures. They wanted to emphasize the sheer amount of time and effort lavished into realizing even the most trivial of details, just like a real AAA game.
That’s because we had an inferiority complex. We were obsessed with compensating for our weaknesses (lack of asset production capability, no funding, no on-site coordination, no proven credibility or esteem) so much that we constantly forgot our strengths (quick iteration, no stakeholders to answer to, a ready-made library of retail assets to use) despite Valve pleading, please don’t try to copy the game industry.
Compared against the wild frontier of early Doom modding dominated by veteran hackers / open-source renegades appropriating pop culture without permission, this era of modding was tamed farmland where teenagers manufactured countless AK-47s to varying degrees of accuracy. We were poorly run factories with a 99% failure rate.[/quote]
My point is this: the very basis of this enhancement mod seems to be making HL2 look more like your standard modern AAA game. I won't argue that there are very clear areas for improvement, but there comes a point where it gets downright counterproductive. Obsessing over really small details is one of those dangerous areas.
[QUOTE=MaxOfS2D;39704877]There's something that's been bugging me around here.
The fact that you guys spend pages arguing and debating over something like a single texture - or in this case, a decal - is symptomatic of the AAA culture. It's the same thing that makes 95 percent of mods end up in nothing but renders of props. Look at this AAA bench! So HD, so real. The AAA culture turns modders into a sweatshop remaking the same AK47 over and over.
My point is this: the very basis of this enhancement mod seems to be making HL2 look more like your standard modern AAA game. I won't argue that there are very clear areas for improvement, but there comes a point where it gets downright counterproductive. Obsessing over really small details is one of those dangerous areas.[/QUOTE]
you do realize that most of the people arguing over these things aren't even on the mod team
i'm not even on the mod team (well i'm technically a programmer for them but I have done nothing as of yet)
Well, we did just get our SVN (courtesy of Glitchvid!) set up a few days ago, which is step one in our plan to get us back on track and organized. We shall hopefully have everyone working on something soon.
[QUOTE=IM BATMAN;39705201]Well, we did just get our SVN (courtesy of Glitchvid!) set up a few days ago, which is step one in our plan to get us back on track and organized. We shall hopefully have everyone working on something soon.[/QUOTE]
yay
[QUOTE=MaxOfS2D;39704877]There's something that's been bugging me around here.
The fact that you guys spend pages arguing and debating over something like a single texture - or in this case, a decal - is symptomatic of the AAA culture. It's the same thing that makes 95 percent of mods end up in nothing but renders of props. Look at this AAA bench! So HD, so real. The AAA culture turns modders into a sweatshop remaking the same AK47 over and over.
My point is this: the very basis of this enhancement mod seems to be making HL2 look more like your standard modern AAA game. I won't argue that there are very clear areas for improvement, but there comes a point where it gets downright counterproductive. Obsessing over really small details is one of those dangerous areas.[/QUOTE]
i agree with this
I've wanted to make a mod that fixed HL2 and added some extra visuals, no new textures, models or anything. Just add in some good lighting, maybe fix a few things and improve the atmosphere a little.
I honestly think the mod in this thread is doomed to fail because you guys are going overboard focusing on making tiny details ULTRA-HIGH RESOLUTION PERFECTION.
I'd focus way more on the things that matter. Lighting, fixing bugs, some brush work maybe. Stuff like that.
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