• Half-Life 2: Enhancement Mod (V4)
    1,000 replies, posted
[QUOTE=Mr. Someguy;40288098]You should look into the 'snap off' thing for the handle, that way you know if you'll need to model a version with the handle separated, and the handle separated from the grenade. I hope you do end up doing that, it'd be nice.[/QUOTE] I'm not quite sure what you mean x_x
[QUOTE=MrBunneh;40287777][t]http://puu.sh/2Avps[/t][/QUOTE] You've extruded your edges the wrong way, it should look more like this: [img]http://media.moddb.com/images/games/1/11/10744/concrender.jpg[/img]
[QUOTE=glitchvid;40287026]Let's not start this argument again please? Our primary goal has been to improve the detail and fidelity of the textures themselves, we're not looking to fully remove tiling effects, it's not a primary goal. That SAID, we may look into using detail textures to reduce tiling, but we'll see.[/QUOTE] I think he means, using the same texel density, but having a higher resolution. Like say, 512 x 512 fits onto a 128" block perfectly at the scale .25 but 1024 x 1024 fits onto a 256" block perfectly at the scale .25 same texel density, but less repeating.
Exactly. I think that in many, if not most, cases, it's far more distracting and immersion-breaking to see tiling textures than to see textures that are the resolution of those in HL2 vanilla. But it's your mod so do whatever you think is best. Plus there are other ways of fighting repetition, like architecture variety.
[QUOTE=Uberslug;40289417]Exactly. I think that in many, if not most, cases, it's far more distracting and immersion-breaking to see tiling textures than to see textures that are the resolution of those in HL2 vanilla. But it's your mod so do whatever you think is best. Plus there are other ways of fighting repetition, like architecture variety.[/QUOTE] You have a good point, though for me personally, I find both tiling and low res textures to be immersion breaking. I went with detail over less tiling because, as you said "There are other ways of fighting repetition". Whereas with detail, the best you could do is add a $detail map to the low res texture, and hope it doesn't look like crap (which it probably will), unless you make the textures bigger, which is what we're doing. The other thing making the textures bigger will do, is help us to make the textures look more natural too, imo most of the original textures looked cartoony, or oversharpened, so we can fix that, while still having it look more-or-less like the originals.
[QUOTE=Bokito;40287805]I thought the mod was supposed to make HL2 in general look better, using higher res textures and whatnot. Still, even if it wasn't, why make a halfassed attempt where you only spend time on improving the textures' resolution while it can look much better, because frankly, tiling can easily make something look much worse than it actually is.[/QUOTE] I wasn't making a half-assed attempt, and I think I can remove the tiling. Corgi updated the texture though so I'll have to see what's done to it first. :V
[B]So here's the finished Annabelle:[/B] [t]http://i.imgur.com/BKkIjhr.png[/t][B]-"[U]Now this is a more suitable weapon for [I]me[/I]![/U]"[/B] [t]http://i.imgur.com/9ONBfbh.png[/t][t]http://i.imgur.com/ltYt3G6.png[/t] [sub]To those that say I waste time doing the same texture over, or I'm working on the guns too much when I should be working on the environment textures: I never work on just one thing, I work on up to 10 things as once, right now I'm working on 5 different textures, all but one happen to be environment textures.[/sub]
[QUOTE=Stiffy360;40289233]I think he means, using the same texel density, but having a higher resolution. Like say, 512 x 512 fits onto a 128" block perfectly at the scale .25 but 1024 x 1024 fits onto a 256" block perfectly at the scale .25 same texel density, but less repeating.[/QUOTE] I know what he means, I'm just saying that as of yet, we've mainly focused on increasing density.
[QUOTE=glitchvid;40291292]I know what he means, I'm just saying that as of yet, we've mainly focused on increasing density.[/QUOTE] yes, but what I'm saying is, you can use that 4096^2 texture at .5 instead of .25, and not have too much of a loss of quality
[QUOTE=Stiffy360;40291805]yes, but what I'm saying is, you can use that 4096^2 texture at .5 instead of .25, and not have too much of a loss of quality[/QUOTE] Technically, the texel size remains the same, so .5 on a 512^2 texture would be the same as on a 4096^2 texture, but I get what you mean.
[QUOTE=Cows Rule;40279917]There's probably no logical place to slip Lost Coast in without major edits right?[/QUOTE] I had a Lost Coast idea, but no one really responded on it. Imo it's a nice way to slip in Lost Coast, but I might be wrong. Here is the original idea. [QUOTE=supersoldier58]I always imagined you encountering a road block of some sort at the start of sandtraps, once you have left the tunnel (near the beach) forcing you to go through a drainage pipe (like the ones found in city 17 maybe) which would lead you to St. Olga (with another drainage pipe next to it, non enterable ). After shooting down the chopper, it would play a scripted sequence in which it would crash next to the drainage pipes, closing the one you came from and opening the one you couldn't get into before. This is a rough draft of what I was thinking, and of course the drainage pipes would have a sufficient length to them. And the road block could be a gate so that when you to traverse all this so you can open it and let the buggy through.[/QUOTE]
Progress update. This is 1024, original is 2048. [img]http://img198.imageshack.us/img198/1329/metalceiling004awip.png[/img]
[QUOTE=blah2;40292570]Progress update. This is 1024, original is 2048. [img]http://img198.imageshack.us/img198/1329/metalceiling004awip.png[/img][/QUOTE] Lookin' good!
[QUOTE=Fat-Corgi-Guy;40291197][B]So here's the finished Annabelle:[/B] [B]-"[U]Now this is a more suitable weapon for [I]me[/I]![/U]"[/B] [sub]To those that say I waste time doing the same texture over, or I'm working on the guns too much when I should be working on the environment textures: I never work on just one thing, I work on up to 10 things as once, right now I'm working on 5 different textures, all but one happen to be environment textures.[/sub][/QUOTE] Now before all discussion on the Annabelle dies off, I need to set the record straight and say that the Annabelle actually has the features of the 357. It may use the shotgun viewmodel and sounds, but it uses 357 ammo and has the same accuracy, so it is a rifle. I thought it was just a shotgun that used 357 ammo until I took a closer look at how it worked today.
[QUOTE=Blade Rx69;40293396]Now before all discussion on the Annabelle dies off, I need to set the record straight and say that the Annabelle actually has the features of the 357. It may use the shotgun viewmodel and sounds, but it uses 357 ammo and has the same accuracy, so it is a rifle. I thought it was just a shotgun that used 357 ammo until I took a closer look at how it worked today.[/QUOTE] The way it operates is like a double barrel shotgun firing slug rounds. Hopefully they do make it operate like a rifle though. [editline]15th April 2013[/editline] [QUOTE=MrBunneh;40288322]I'm not quite sure what you mean x_x[/QUOTE] Awhile back I suggested that when the Grenade is thrown, there's a 'ping' noise and the lever pops off. That way you can model a more detailed hitbox that includes the lever. So when you find a new grenade, it's not as likely to roll away from you. But when you want to roll an active grenade, you still can.
Speaking of that beep, we need a better soundeffect for that..
[QUOTE=Mr. Someguy;40293740] Awhile back I suggested that when the Grenade is thrown, there's a 'ping' noise and the lever pops off. That way you can model a more detailed hitbox that includes the lever. So when you find a new grenade, it's not as likely to roll away from you. But when you want to roll an active grenade, you still can.[/QUOTE] Oh, so you want a version of the model both with and without the handle on? I can do that.
[QUOTE=Mr. Someguy;40293740]Awhile back I suggested that when the Grenade is thrown, there's a 'ping' noise and the lever pops off. That way you can model a more detailed hitbox that includes the lever. So when you find a new grenade, it's not as likely to roll away from you. But when you want to roll an active grenade, you still can.[/QUOTE] Or you could just do 1 model, with a bodygrouped handle. It wouldn't have a varied hitbox, but considering how often you'd even [I]notice[/I] if the grenade rolled differently is very small. Plus it'd be a lot less work.
[QUOTE=SFC003;40293904]Speaking of that beep, we need a better soundeffect for that..[/QUOTE] what beep?
[QUOTE=Fat-Corgi-Guy;40294051]Or you could just do 1 model, with a bodygrouped handle. It wouldn't have a varied hitbox, but considering how often you'd even [I]notice[/I] if the grenade rolled differently is very small. Plus it'd be a lot less work.[/QUOTE] I'd say the grenade hitbox/physbox needs to be kept to just a simple cylinder either way.
[QUOTE=Snood_1990;40294334]I'd say the grenade hitbox/physbox needs to be kept to just a simple cylinder either way.[/QUOTE] if it was anything else it couldn't roll
[QUOTE=Meatpuppet;40294314]what beep?[/QUOTE] The grenade makes a "blip" sound when it's thrown...
Grenade is now UV mapped and baked. sending off to corgi when he gets online. what other weapons still haven't been made, again? edit: wait I forgot I can't compile it yet, sorry corgi :c
Ar2?
Are the weapons going to be reanimated at all? Personally, some of the animations are pretty bland and boring, and the grenade anims just look weird [editline]15th April 2013[/editline] [QUOTE=xalener;40294829]Ar2?[/QUOTE] If I recall correctly, the plan is for it to look something like [URL="http://th09.deviantart.net/fs36/PRE/f/2008/261/3/2/Overwatch_Pulse_Rifle_Textured_by_SgtHK.jpg"]this[/URL] Not sure of who's doing it or how far along it is
the animations have to be entirely redone for the full body awareness that's due to be implemented in this mod.
[QUOTE=ojcoolj;40294857]Are the weapons going to be reanimated at all? Personally, some of the animations are pretty bland and boring, and the grenade anims just look weird [editline]15th April 2013[/editline] If I recall correctly, the plan is for it to look something like [URL="http://th09.deviantart.net/fs36/PRE/f/2008/261/3/2/Overwatch_Pulse_Rifle_Textured_by_SgtHK.jpg"]this[/URL] Not sure of who's doing it or how far along it is[/QUOTE] I'm doing the AR2 and definitely don't want the weapon to look like that reference. There's a lot of things wrong with it.
This might be un-needed but since we're doing speedloaders, how about if we only have 5 revolver ammo in reserve, the speedloader itself has only 5 bullets when reloading. So maybe bodygrouped bullets for the speedloader?
[QUOTE=ojcoolj;40295910]This might be un-needed but since we're doing speedloaders, how about if we only have 5 revolver ammo in reserve, the speedloader itself has only 5 bullets when reloading. So maybe bodygrouped bullets for the speedloader?[/QUOTE] That would be way too much trouble for such a small thing that not many would notice.
it's as easy as bodygrouping the rounds. however, I doubt it'd be noticeable unless you were only loading your last two rounds or less.
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