[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]
holy crap an svn!?
the ftp is down (who knows when it will be ever be back)
the dropbox will destroy my dropbox
finally
[QUOTE=MaxOfS2D;39704877]-stuff about AAA games-[/QUOTE]
He makes a valid point, I can remember working on a Facepunch collaboration mod called 1Week. We basically made an -almost- fully working multiplayer ctf/dm mod within the space of a week and it was entirely possible. The art assets weren't the best but it was the best we could do within a week's timespan.
Anywho, in this mod's case the focus is more upon how it looks to the player as it's a visual enhancement mod and so arguing over tiny assets is bound to happen.
It shouldn't be happening at such an early stage though as obviously you want to build the floor before you try painting the windows if you know what I'm saying.
[QUOTE=Snood_1990;39705324]He makes a valid point, I can remember working on a Facepunch collaboration mod called 1Week. We basically made an -almost- fully working multiplayer ctf/dm mod within the space of a week and it was entirely possible. The art assets weren't the best but it was the best we could do within a week's timespan.
Anywho, in this mod's case the focus is more upon how it looks to the player as it's a visual enhancement mod and so arguing over tiny assets is bound to happen.
It shouldn't be happening at such an early stage though as obviously you want to build the floor before you try painting the windows if you know what I'm saying.[/QUOTE]
Oh man, 1week. I tested the hell out of that mod. Man, I remember playing it and saying "TRIBES TRIBES TRIBES". Man that was so fun..
[QUOTE=Ken Chan;39699671][IMG]http://cloud-2.steampowered.com/ugc/578981777566825432/AAC6F62DD294A2E968448B92BEC20BDEFC9FC5B4/[/IMG]
Detail props fixed, no more odd lighted grass.[/QUOTE]
Suggestion: Maybe you should give those sprites a fixed orientation so they don't always face your direction: [t]http://cloud-2.steampowered.com/ugc/1119413915105631595/CE713B54B9740BAEDDFA8ED9C2C2C2B2EB172AA2/[/t]
It really makes a difference when moving, looks way better in my opinion.
And since its a new page: Could we please stop arguing/making jokes about Gonarchs or just adding in enemies in general?! Yes, we know, nobody knows if any expansion stuff is canon or not. If it's just a simple idea someone brought up its not worth shitting up ~5 pages with arguments about it.
[QUOTE=Marbledemon;39705404]Suggestion: Maybe you should give those sprites a fixed orientation so they don't always face your direction: [t]http://cloud-2.steampowered.com/ugc/1119413915105631595/CE713B54B9740BAEDDFA8ED9C2C2C2B2EB172AA2/[/t]
It really makes a difference when moving, looks way better in my opinion.[/QUOTE]
On the subject of detail sprites/models I wonder if the mod could handle low poly 'tall grass' models as map detail. I just hate the flat unimpressive cardboard cutouts you get from detail sprites.
[QUOTE=Snood_1990;39705537]On the subject of detail sprites/models I wonder if the mod could handle low poly 'tall grass' models as map detail. I just hate the flat unimpressive cardboard cutouts you get from detail sprites.[/QUOTE]
Definitely agree. I hate those grass sprites that follow your every move. It's extremely unnerving to see grass turn around and face you.
[QUOTE=Marbledemon;39705404]Suggestion: Maybe you should give those sprites a fixed orientation so they don't always face your direction: [t]http://cloud-2.steampowered.com/ugc/1119413915105631595/CE713B54B9740BAEDDFA8ED9C2C2C2B2EB172AA2/[/t]
It really makes a difference when moving, looks way better in my opinion.[/QUOTE]
To be honest I would much prefer they keep facing the player. The thing is, this is handled perfectly in the source engine because detail props like that change direction in line with the position of the player 'entity', and not their actual viewing angle - this is the best solution as it allows the props to follow the player but it's almost unnoticeable because you rarely ever see any movement.
If that makes sense... I do a lot of mapping work with Duke Nukem 3D (don't laugh) using the upgraded Mapster map builder, and the default for that engine was always that sprites followed your viewing angle, which was horrible. Switching to player character alignment was such a night and day difference, and it only happened because I kept using Source and pretty much begged for it to be added as a feature.
To each their own, but I'm 100% satisfied with the sprite rotation system in use by Source at the moment. Short of going to highly detailed individual models for every prop sprite, having them rotate with the player entity seems the most logical way to go about it. Just look how brilliant it works in Left 4 Dead...
someone comment on my danger sign :( i put real effort into it
[QUOTE=Barbarian887;39705608]someone comment on my danger sign :( i put real effort into it[/QUOTE]
It looks like you just added a single overlay texture to mine, and changed the border.
On the topic of grass I think we should add the shadereditors version of detail sprites. With a bit of editing, it could look so much better and maybe even support models.
i know im late to the party but when we were taking up 2-3 pages about the gonome being added i was wondering why everyone had a hard time spelling gnome and why it was being argued over
boy was I WRONG
[QUOTE=Shirky;39705947]It looks like you just added a single overlay texture to mine, and changed the border.
On the topic of grass I think we should add the shadereditors version of detail sprites. With a bit of editing, it could look so much better and maybe even support models.[/QUOTE]
i didn't add shit
all of that weathering was done by hand, used only the stuff included in the .psd
[editline]24th February 2013[/editline]
i spent like 20 minutes on the [your text here] layer ffs
[QUOTE=Shirky;39705947]On the topic of grass I think we should add the shadereditors version of detail sprites. With a bit of editing, it could look so much better and maybe even support models.[/QUOTE]
I am unfamiliar with this, what does it entail?
[QUOTE=Snood_1990;39706069]I am unfamiliar with this, what does it entail?[/QUOTE]
It basically allows you to render much more grass, making it more realistic and dense.
[t]http://puu.sh/i4vk[/t]
That is the ugliest thing ever.
[QUOTE=ColossalSoft;39706280]That is the ugliest thing ever.[/QUOTE]
Its customization, But it looks better than sources default if you change the texture and a few other things.
[QUOTE=Shirky;39706177]It basically allows you to render much more grass, making it more realistic and dense.
[t]http://puu.sh/i4vk[/t][/QUOTE]
Wierd question but:
Why is it that every shader editor enhanced screenshot I see usually has someone equipped with the deagle? Do you guys use some shadereditor base with the CSS weapons ported or something?
[QUOTE=IM BATMAN;39706335]Wierd question but:
Why is it that every shader editor enhanced screenshot I see usually has someone equipped with the deagle? Do you guys use some shadereditor base with the CSS weapons ported or something?[/QUOTE]
When you make a certain type of sourcemod it dumps the deagle as a sort of 'base weapon'.
[QUOTE=ColossalSoft;39706280]That is the ugliest thing ever.[/QUOTE]
Correction- it looks great, but the texture alpha maps are what make it look bad, they're too sharp- they need to be blurred round the edges.
[editline]24th February 2013[/editline]
[QUOTE=Barbarian887;39705272]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.[/QUOTE]
The thing is, that's what basically every mod that attempts to make an 'enhanced HL2' does- they never do the textures, or if they do, they make them so un-like the originals it ruins the atmosphere. FF and this mod are really the only mods I've ever seen that seek to add new hq textures to HL2, however FFs does so by making the textures look nothing alike the originals- unlike what this mod is planning to do.
Fixing alpha maps on certain mesh so it doesn't do this:
[img]https://developer.valvesoftware.com/w/images/3/3a/Translucent2p.png[/img]
Would be amazing.
I'm interested to see some fixed up trees, those were awful.
[QUOTE=Shirky;39706177]It basically allows you to render much more grass, making it more realistic and dense.
[t]http://puu.sh/i4vk[/t][/QUOTE]
Look like the grass in Arma II, which is not a bad thing...
This look better than any grass in the source engine.(That I have seen)
The only shitty part is that the grass stays down way too long after something has "pushed it over."
Beyond that, a better texture/ material could rectify most issues.
[QUOTE=Marbledemon;39705404]Suggestion: Maybe you should give those sprites a fixed orientation so they don't always face your direction: [t]http://cloud-2.steampowered.com/ugc/1119413915105631595/CE713B54B9740BAEDDFA8ED9C2C2C2B2EB172AA2/[/t]
It really makes a difference when moving, looks way better in my opinion.[/QUOTE]
Will do!
I like how immediately after a post regarding how we're looking too much into trivial little AAA bits and pieces, we start a page discussing grass.
Hey, is there a way to get in on this? Like a link to the SVN or a Dropbox or something? There are a lot of textures in this mod that seem better to me then CM12 and I'd like to enhance what the HL2 characters look like in-game.
[QUOTE=Ken Chan;39707722]Will do![/QUOTE]
I think it'd be better to use the shapes available in source: [url]https://developer.valvesoftware.com/wiki/Detail_props#Shapes[/url]
[QUOTE=Mirrodin;39708458]Hey, is there a way to get in on this? Like a link to the SVN or a Dropbox or something? There are a lot of textures in this mod that seem better to me then CM12 and I'd like to enhance what they look like in-game.[/QUOTE]
No.
[QUOTE=soullink;39707194]Look like the grass in Arma II, which is not a bad thing...
This look better than any grass in the source engine.(That I have seen)[/QUOTE]
Imo, these ones are better.
[url]http://www.youtube.com/watch?v=U17tJTCOGYg[/url]
[url]http://www.youtube.com/watch?v=Q1lpIAv4UWc[/url]
[QUOTE=Mirrodin;39708458]Hey, is there a way to get in on this? Like a link to the SVN or a Dropbox or something? There are a lot of textures in this mod that seem better to me then CM12 and I'd like to enhance what they look like in-game.[/QUOTE]
No fakefactory, bad
I wonder, since the mod is porting HL2 to ASW engine - is new water effects possible? I'm not saying make it like Crysis water, but OB/Source 2004 water had that ugly tiling effect in large bodies of water. L4D seemed to get rid of that, but I'm not sure if its carried over to ASW engine prior to L4D (although the AI director is in the engine).
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