Detail was added back when textures couldn't be that big so that they had a little more [B]detail.[/B]
They are pretty nearly irrelevant now-a-days because we have 8192² textures.
[QUOTE=BenjaminTennison;39134132]This sure looks much better than Fakefactory's perverted sex-women, but I hope you lads don't forget about trying to do Combination models for the weapons?
I mean, TF2 is going to have every seperate World and View model replaced by Combination (a good thing, less space usage and more efficient because you can even use a lower level of detail if you wanted to)
(It's also a shame that Valve hasn't yet updated every weapon model to only use the Combination models and seperate gun model, not even L4D has them mixed together!)[/QUOTE]
valve did that to be easier to add thousand of weapons on tf2, but if you compare the quality and details from the original view models, they were much much better than the shit it is now
[QUOTE=vexx21322;39138473]Detail was added back when textures couldn't be that big so that they had a little more [B]detail.[/B]
They are pretty nearly irrelevant now-a-days because we have 8192² textures.[/QUOTE]
detail maps with low res textures, look pretty awful imho.
Games that recently came out still use detail maps BF3, deus ex: HR etc.
Working on muzzleflashes, here's the AR2 so far
[img]http://i.imgur.com/ajHug.jpg[/img]
[QUOTE=The Vman;39140259]Working on muzzleflashes, here's the AR2 so far
Pretty images
[/QUOTE]
Needs more lens flare.
But seriously, they do look amazing.
If used properly detail maps can be really helpful. Here's an example of a detail map on a 512x512 facemap
[quote]
[IMG]http://i.cubeupload.com/yN36o9.jpg[/IMG]
[IMG]http://i.cubeupload.com/8kxXUF.jpg[/IMG][/quote]
those irises seem a bit too large.
I think the best use of detail I've seen in a source game was to give a monitor screen some noise.
[QUOTE=H4lf-D3ad;39141016]If used properly detail maps can be really helpful. Here's an example of a detail map on a 512x512 facemap[/QUOTE]
It looks 'ok', but it also looks like the detail on the face is very flat, which can be eliminated when using bigger textures with the details actually being curved on-texture to produce a better effect. Plus you can control where skin pores go with the texture. Where as with a $detail map, it will tile into the hair and eyebrows, also the ears where it then starts to get stretched an look horrible.
I'm liking what I see in this enchantment! I once searched for something similar to improve HL2 graphically, which it well did but it also thought it necessary to 'emphasize' some of Alyx's features...
Two suggestions, if your porting this over to the Alien-swarm build of Source, could the Gman opening sequence be remade in Source-film-maker to show effects not possible in game (or hard to implement)? I might be wrong but I seem to remember it was around then that you could play video files with a func in hammer.
[video=youtube;hSwN_ukIHII]http://www.youtube.com/watch?v=hSwN_ukIHII [/video]
(It's been touched up on with a video editor... But it's an example :smile: )
This is jumping ahead abit... But would you consider changing the explosion at the end of "d3_breen" to something particle-based? To me it just seemed... dodgy. Looking more like a solid object than a ball of flame. Actually I think it was a solid object... I remember spawning it in Gmod.
[QUOTE=Talonite;39141827]I'm liking what I see in this enchantment! I once searched for something similar to improve HL2 graphically, which it well did but it also thought it necessary to 'emphasize' some of Alyx's features...
Two suggestions, if your porting this over to the Alien-swarm build of Source, could the Gman opening sequence be remade in Source-film-maker to show effects not possible in game (or hard to implement)? I might be wrong but I seem to remember it was around then that you could play video files with a func in hammer.
[video=youtube;hSwN_ukIHII]http://www.youtube.com/watch?v=hSwN_ukIHII [/video]
(It's been touched up on with a video editor... But it's an example :smile: )
This is jumping ahead abit... But would you consider changing the explosion at the end of "d3_breen" to something particle-based? To me it just seemed... dodgy. Looking more like a solid object than a ball of flame. Actually I think it was a solid object... I remember spawning it in Gmod.[/QUOTE]
The original intro was done in-game, you can't just take something from Source Filmmaker and throw it in, plus I'm not sure any of us could match the facial animation qualities of Valve.
[QUOTE=Talonite;39141827]I'm liking what I see in this enchantment! I once searched for something similar to improve HL2 graphically, which it well did but it also thought it necessary to 'emphasize' some of Alyx's features...[/QUOTE]
Thank you!
Hmmm, I think you mean 'Enhancement'..wait- that's the [I]perfect[/I] name for this mod! [B][I]'Hal-Life 2: Enchantment mod!' [/I][/B]
[img_thumb]http://i.imgur.com/cBKxL.jpg[/img_thumb] -excuse the mediocre photo shopping, I did this in like 5 mins. :v:
[QUOTE=Talonite;39141827]Two suggestions, if your porting this over to the Alien-swarm build of Source, could the Gman opening sequence be remade in Source-film-maker to show effects not possible in game (or hard to implement)? I might be wrong but I seem to remember it was around then that you could play video files with a func in hammer.
This is jumping ahead abit... But would you consider changing the explosion at the end of "d3_breen" to something particle-based? To me it just seemed... dodgy. Looking more like a solid object than a ball of flame. Actually I think it was a solid object... I remember spawning it in Gmod.[/QUOTE]
Doing the g-man sequences in-game is better, imo, as you don't have to sacrifice picture quality (like in Portal 2).
As for the explosion, yes it will be changed to a particle (or particle's'). And yes, the original explosion model looks crappy.
[QUOTE=Zackin5;39135756]Here's a few images from HL:S mods that add detail maps to the textures:
[t]http://files.gamebanana.com/img/ss/textures/106.jpg[/t][t]http://files.gamebanana.com/img/ss/textures/105.jpg[/t]
It still looks pretty bad.[/QUOTE]
But it still looks a lot better.
[QUOTE=Talonite;39141827]This is jumping ahead abit... But would you consider changing the explosion at the end of "d3_breen" to something particle-based? To me it just seemed... dodgy. Looking more like a solid object than a ball of flame. Actually I think it was a solid object... I remember spawning it in Gmod.[/QUOTE]
Funny you should mention that...
[t]http://i.imgur.com/JvQ0f.jpg[/t]
Half Life 2: Modding Warfare
[QUOTE=The Vman;39143032]Funny you should mention that...
[t]http://i.imgur.com/JvQ0f.jpg[/t][/QUOTE]
how's the whole slo-mo/time stopping thing going to work?
the emitters fire once and the speed, gravity and lifetime/fadein/out settings take care of the rest?
[QUOTE=The Vman;39143032]Funny you should mention that...
[t]http://i.imgur.com/JvQ0f.jpg[/t][/QUOTE]
Nice, but what's the green bean thingy?
[QUOTE=Sergesosio;39144015]Nice, but what's the green bean thingy?[/QUOTE]
maybe some weird beam from the teleport?
[QUOTE=Joazzz;39143979]how's the whole slo-mo/time stopping thing going to work?
the emitters fire once and the speed, gravity and lifetime/fadein/out settings take care of the rest?[/QUOTE]
If you don't give it a lifetime decay operator then the particles live forever. Combine that with drag and the particles will slow to a stop and stay forever.
The new model's thread has been posted: [url]http://www.facepunch.com/showthread.php?t=1238150[/url]
[QUOTE=a-cookie;39144125]maybe some weird beam from the teleport?[/QUOTE]
it's a lens flare you dolts, haven't you seen Transformers
I just couldn't wait for the project to be finished, so I made an artistic rendering of what it should look like. It is now my desktop wallpaper.
[IMG]http://i.imgur.com/gVoDo.jpg[/IMG]
Updated the first post with the new header (yes it's still being called [I]Enhancement mod[/I] for the moment).
[IMG]http://i.imgur.com/CNWZW.png[/IMG]
[QUOTE=Fat-Corgi-Guy;39145434]Updated the first post with the new header (yes it's still being called [I]Enhancement mod[/I] for the moment).
[IMG]http://i.imgur.com/CNWZW.png[/IMG][/QUOTE]
No love for CyBarney?
WHAT IS THIS NAZI BULLSHIT?
Alright guys, I did some concepts for the coast by sketching around on the HL2 map overview, please post your criticism or further ideas.
The image is about 12 mb with a resolution of 8300 x 5700, so click here [QUOTE][t]http://dl.dropbox.com/u/36921974/Verschiedenes/HL2_overview_UPDATE.jpg[/t][/QUOTE] to view it. I'd recommend to download it (right click > save as), so you can zoom in on the details.
edit: fuck dropbox. [URL="http://www.mediafire.com/?wf0atgvbyocy1aw"]Mediafire zip[/URL]
As we're probably goign to remake the skyboxes, I also some suggestions/ ideas for the coast.
I always loved it's atmosphere, the desolated feeling, the overcast and dull sky, and I'd love to improve this setting even more.
Here are some images kinda describing what I mean:
[t]http://farm6.staticflickr.com/5041/5277018709_3ab41a7d51_z.jpg[/t]
[t]http://3.bp.blogspot.com/-uVYfJojq7nY/Tq1LgQw2GvI/AAAAAAAACXY/i_MxAMTSrOA/s1600/IMGP7893.JPG[/t]
[t]http://static3.depositphotos.com/1002365/152/i/950/depositphotos_1526185-Overcast-weather-at-ocean-coast.jpg[/t]
[T]http://assets.byways.org/asset_files/000/005/202/102_1615.jpg?1258502877[/T]
[T]http://www.syalishan.com/Q1%20report%202007/Q107trip4.JPG[/T]
Some distant thunder, the chilly wind howling between the cliffs, seagulls, their screeching taken away by the wind... The waves splashing against the cliffs, omen of the upcoming autumn storms...
The Dear Esther Remake just captured this mood, and I'd love to reproduce it in Half Life.
[QUOTE=Fat-Corgi-Guy;39130661]Like this?
[img_thumb]http://i.imgur.com/ZsLoF.jpg[/img_thumb][img_thumb]http://i.imgur.com/tz964.jpg[/img_thumb][img_thumb]http://i.imgur.com/bICWa.jpg[/img_thumb][/QUOTE]
Here's a (Overly long) tip that I think should help you with adding dirt to things.
Regardless of whatever art form you are doing, you need to consider how it interacts with its surroundings. It's hard to put into words, but it's simple once you get the understanding of the concept.
I feel the best way to explain it is to use an example of what I mean. I'll just put it in quotes cause why not.
[QUOTE]Ok, so for instance, let's consider this smog. In concept the idea fits and makes sense, but in execution something seems off about it. The texture looks fine so there's nothing wrong in how you applied it. The colors are believe able so thats not the issue. That just leaves its composition or in this case placement. Something about where the smog is situated is causing it to look a little odd.
Now that we've narrowed down the source of the issue, we can correct it. We know we need to adjust the smog to make it more believable. This is where you need to consider how it interacts with its surroundings.
Ok so let's imagine some smoggy dirt stuff just flew into someone's face. Most likely the first thing they would do is rub their eyes to get it out. Knowing that we can tweak the texture to encompass that by realistically erasing most of the dirt around his eyes.
Now let's consider the wound. Would Barney really let dirt and dust just sit ontop an open and bleeding wound. It would probably start stinging so he most likely would wipe it off instinctually.
Other things to be consider would be his mouth and nose. Unless Barney's gone off his rocker I doubt he would enjoy breathing in / tasting debrie, so I don't think he'd enjoy all that dust around and on his mouth.
You would also want to consider sweat. By that I mean thinking about how him sweating would affect the situated grime. You would also want to consider where we sweat the most on the face. Not sure but I imagine it'd be on our brow and the back of the neck.
By considering this stuff and making alterations you can make it look more plausible and more appealing to the eye. We humans see each other almost 24/7. Naturally as a result we have a really fine tuned way of detecting little things that might seem off. That's why even something as simple as an undersized iris becomes easily noticeable, and hence the reason why you need to really consider the little details when making a human texture.[/QUOTE]
Sorry if it's a bit wordy, I tend to post really elaborately when it comes to stuff like art. Anyways I hope this helps, and I gotta say, I'm really liking where this mod is going.
[editline]8th January 2013[/editline]
Also sorry if I might have came off as bossy or rude. I always worry that I'll come off like a cunt when giving critiques or advice.
Speaking of the coastline, could you possibly add some moving clouds to the 3D skybox?
[QUOTE=Bloodshot12;39147429]Speaking of the coastline, could you possibly add some moving clouds to the 3D skybox?[/QUOTE]
Definitely can
explosions, clouds, muzzleflashes, even a goddamn galaxy
VMan, is there anything that you can not make?
just curious
A bit like this?
[img_thumb]http://i.imgur.com/m3k1B.jpg[/img_thumb][img_thumb]http://i.imgur.com/P6qf0.jpg[/img_thumb][img_thumb]http://i.imgur.com/niNdU.jpg[/img_thumb]
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