• Half-Life 2: Enhancement Mod (V2)
    2,440 replies, posted
[QUOTE=Snood_1990;39706382]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.[/QUOTE]if it's possible, someone should make the $alphatest shader support anti-aliasing, because as we know all $alphatest textures currently have jagged edges and it doesn't look very pretty
[QUOTE=Joazzz;39709314]if it's possible, someone should make the $alphatest shader support anti-aliasing, because as we know all $alphatest textures currently have jagged edges and it doesn't look very pretty[/QUOTE] It's not that they have aliasing, it's just that in $alphatest, it only does transparency as 1 or 0, there's no inbetweens, there are no transitions.
[QUOTE=Joazzz;39709314]if it's possible, someone should make the $alphatest shader support anti-aliasing, because as we know all $alphatest textures currently have jagged edges and it doesn't look very pretty[/QUOTE] FXAA should've done the anti-aliasing.
[QUOTE=simkas;39709329]It's not that they have aliasing, it's just that in $alphatest, it only does transparency as 1 or 0, there's no inbetweens, there are no transitions.[/QUOTE] https://developer.valvesoftware.com/wiki/$distancealpha this is alphatest with fancy features
[QUOTE=simkas;39709329]It's not that they have aliasing, it's just that in $alphatest, it only does transparency as 1 or 0, there's no inbetweens, there are no transitions.[/QUOTE]that's what i was saying. [I]sharp, unsmoothed edges[/I] means [I]no anti-alising[/I] to me because both result in jittery-jagged edges
[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] It already supporting using models. Issue is the models and unlitgeneric and have lighting saved to them. This causes dodgy values and makes them "unlightable" by torch. You can remedy this by allowing the engine to use vertex lit detail props, the guide to do this is on the valve dev wiki. Also if you use lots of this stuff it gets expensive pretty fast. Once you fix the lighting it works perfectly, currently it will just work providing you don't shine a torch on it/put it in shadows. [url]http://cloud-2.steampowered.com/ugc/577834936879942021/ACBD792CB1BF12F9130099757BE456D42F968E63/[/url] Example of detail models (the rocks) this worked in ep2 and mp Edit: if you want to do this with grass models you'll need some pretty serious lods otherwise the transparency pass will rape your computer. Why not just do it with normal static or dynamic (for animation) props. You have more control over placement and they not fade after 2000 units.
[QUOTE=Teh Kiyoshi;39708681]Imo, these ones are better. [url]http://www.youtube.com/watch?v=U17tJTCOGYg[/url] [url]http://www.youtube.com/watch?v=Q1lpIAv4UWc[/url][/QUOTE] Those are the default detail sprites (Although with a new texture and higher density) but it is expensive and cant cover a large area (Can only emit 64000, which isnt actually a lot) The shader grass can look exactly like that, but be used more, being affected by wind and so on. [editline]25th February 2013[/editline] [QUOTE=xalener;39707339]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] That is able to change.
SteamPipe is going to break tons of Source 2007 mods(If they mount HL2 content), but helped us mounting them(Alien Swarm doesn't mount GCFs).
[QUOTE=Ken Chan;39710185]SteamPipe is going to break tons of Source 2007 mods(If they mount HL2 content), but helped us mounting them(Alien Swarm doesn't mount GCFs).[/QUOTE] About SteamPipe. This update will affect only TF2 DoD:S CS:S and HL2:DM, not a HL2 HL2:EP1 and etc. or i just missed something while i readed FAQ.
[QUOTE=MaxOfS2D;39709367]https://developer.valvesoftware.com/wiki/$distancealpha this is alphatest with fancy features[/QUOTE] To my knowledge that doesn't work with vertexlitgeneric textures though.
[QUOTE=Snood_1990;39710543]To my knowledge that doesn't work with vertexlitgeneric textures though.[/QUOTE] I'm pretty sure it's extensively used throughout Episode Two on trees, foliage and chain-link fences
[QUOTE=MaxOfS2D;39710604]I'm pretty sure it's extensively used throughout Episode Two on trees, foliage and chain-link fences[/QUOTE] Foilage appears to use this configuration in the vmt in Ep2: [code]"VertexLitGeneric" { "$baseTexture" "models\props_foliage\arbre01" "$AlphaTest" "1" "$AlphaTestReference" "0.5" "$nocull" 1 "$model" 1 "$FlashlightNoLambert" "1" } [/code] I've never even heard of $alphatestereference before. Interesting.
[QUOTE=SpotEnemyBoat;39709246]I wonder, since the mod is porting HL2 to ASW engine - is new water effects possible? I'm not saying make it like Crysis water, but OB/Source 2004 water had that ugly tiling effect in large bodies of water. L4D seemed to get rid of that, but I'm not sure if its carried over to ASW engine prior to L4D (although the AI director is in the engine).[/QUOTE] Well, as far as I know, you can get rid of that tiling in any Source engine game. You just need to utilize flow maps when you create your water textures. Valve uses Houdini to do this, and I've seen some freeware that lets you paint flowmaps and export them as textures.
[QUOTE=Snood_1990;39710684]Foilage appears to use this configuration in the vmt in Ep2: [code]"VertexLitGeneric" { "$baseTexture" "models\props_foliage\arbre01" "$AlphaTest" "1" "$AlphaTestReference" "0.5" "$nocull" 1 "$model" 1 "$FlashlightNoLambert" "1" } [/code] I've never even heard of $alphatestereference before. Interesting.[/QUOTE] Afaik it blurrs the edge of the texture. It is uniform blur though so some bits which are meant to be "hard" turn soft.
[QUOTE=SpotEnemyBoat;39709246]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).[/QUOTE] Yeah, I posted awhile back about it, can't find the post to quote: but here's the video I included. [video=youtube;FCu7NP0QoJI]http://www.youtube.com/watch?v=FCu7NP0QoJI[/video] That has a flowmap, and I've already created a flowmap for the first real canal level, just awaiting the VMF to I can implement it. [editline]asf[/editline] On that note, the quality of that water has since improved slightly, and since I've gathered more experience with the new system (and given the VMT's much better commenting) I plan to get it looking as good as source can do.
My only issue with it is that it looks kinda like transparent slime.
[QUOTE=Mr. Someguy;39720225]My only issue with it is that it looks kinda like transparent slime.[/QUOTE] Didn't a lot of the canals end up getting filled with that weird toxic sludge though?
I think it looks amazing, but I feel it should be faster moving, because right now it does look slow and slimy.
[QUOTE='[CWG]RustySpannerz;39720641']I think it looks amazing, but I feel it should be faster moving, because right now it does look slow and slimy.[/QUOTE] Water in canals doesn't really flow, it just sits. The only time you'd see it moving was if there was a wind in the air.
Shouldn't it be flat then? I live by a lake and I can confirm when water 'sits', it's just a big flat surface until something interrupts it.
[QUOTE='[CWG]RustySpannerz;39720641']I think it looks amazing, but I feel it should be faster moving, because right now it does look slow and slimy.[/QUOTE] Its probably because of the scale the normalmap is on, I'll play with it a bit and post some more videos.
How hard would it be to use the Source 2011 water? Ala Portal 2
[QUOTE=Spot of Tea;39725777]How hard would it be to use the Source 2011 water? Ala Portal 2[/QUOTE] That is the SRC 2011 water. [editline]HL2 Enhancement[/editline] Incoming video, T-minus 10 minutes. [editline]HL2 Enhancement[/editline] T-minus 30 minutes (Time is going backwards :() [editline]HL2 Enhancement[/editline] Here. [video=youtube;x6C-JF0dMIk]http://www.youtube.com/watch?v=x6C-JF0dMIk[/video]
Ooh, I cannot wait for this mod to come out.
[QUOTE=glitchvid;39726056]That is the SRC 2011 water. [editline]HL2 Enhancement[/editline] Incoming video, T-minus 10 minutes. [editline]HL2 Enhancement[/editline] T-minus 30 minutes (Time is going backwards :() [editline]HL2 Enhancement[/editline] Here. -vid-[/QUOTE] Could you try and make the waves and surface on the surface of the water more clear? Right now it looks like it's reflecting too much, and has that slime effect like stated above.
[QUOTE=supersoldier58;39726850]Could you try and make the waves and surface on the surface of the water more clear? Right now it looks like it's reflecting too much, and has that slime effect like stated above.[/QUOTE] Since Source doesn't have dynamic surface water, waves sometimes need to be faked. Because if the surface were completely flat and albeit realistic, it wouldn't really look that appealing. But I agree, the water looks a bit too murky
[QUOTE=Snood_1990;39721119]Water in canals doesn't really flow, it just sits. The only time you'd see it moving was if there was a wind in the air.[/QUOTE] could make something like the water from de_lake in cs:go then
[QUOTE=supersoldier58;39726850]Could you try and make the waves and surface on the surface of the water more clear? Right now it looks like it's reflecting too much, and has that slime effect like stated above.[/QUOTE] Yeah, I see your point, I'll modify the "bumpyness" of the reflection. Previous video in non-youtube-raped-ness (MKV) !! 1080P -- WILL RAPE PAGE !! (Moved to link) [url]http://static.glitchvid.com/videos/new/fp/modifiedwater.mkv[/url] Video incoming once it encodes. [editline]12[/editline] [video=youtube;yoZAkkj-g5M]http://www.youtube.com/watch?v=yoZAkkj-g5M[/video] New. - MKV version: [url]http://static.glitchvid.com/videos/new/fp/waterv3.mkv[/url] [editline]12[/editline] Even newer. [video=youtube;DEuf5Utjkrg]http://www.youtube.com/watch?v=DEuf5Utjkrg[/video] MKV Version: [url]http://static.glitchvid.com/videos/new/fp/waterchangesv4.mkv[/url]
It might have been the lighting of the room giving it that slimy appearance. I think it looks a lot better in that second video. EDIT: The second MKV, I mean.
I like water discussion better than grass discussions.
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