if you guys are still considering adding the gluon/egon gun (let's not discuss about if that's still going to be part of the mod), didn't that gib in hl1 if I remember correctly? it'd be interesting to see that gib just parts of an npc, depending on where you've aimed.
[QUOTE=MrBunneh;40360309]if you guys are still considering adding the gluon/egon gun (let's not discuss about if that's still going to be part of the mod), didn't that gib in hl1 if I remember correctly? it'd be interesting to see that gib just parts of an npc, depending on where you've aimed.[/QUOTE]
[t]http://www.mobygames.com/images/shots/l/385026-wolfenstein-windows-screenshot-using-the-particle-cannon-found.jpg[/t]
I'm pretty sure its because they couldn't pull something like this off in 1999.
oooh, I see. it'd still be nice to see at least some gibbing, at least only for the closest of explosions/weaker npcs like zombies and antlions.
[QUOTE=IM BATMAN;40360363]I'm pretty sure its because they couldn't pull something like this off in 1999.[/QUOTE]
199[b]8[/b].
[QUOTE=Fat-Corgi-Guy;40358339]I wouldn't mind if, say a combine was right next to a grenade when it blew off, and he lost an arm or a leg, just so long as the gibbing isn't like in HL1, or BM:S.[/QUOTE]
It wouldn't even have to be terribly graphic for at least the soldiers and elites, seeing as their limbs aren't their original limbs (most likely). The metrocops are another story though.
[QUOTE=Ekalektik_1;40362642]It wouldn't even have to be terribly graphic for at least the soldiers and elites, seeing as their limbs aren't their original limbs (most likely). The metrocops are another story though.[/QUOTE]
I think it's probably still their original limbs, they just have a lot of robotic parts inside of them.
[t]http://images3.wikia.nocookie.net/__cb20090527202940/half-life/en/images/0/03/Stripped_combine_soldier.jpg[/t]
judging by that, I'd say there's at least some flesh in those there arms.
I would say limit gore to zombies and antlions. Humans/Combine don't really need it that much.
Are you having AI do something other than drop dead? It's kinda unrealistic how they just drop. The force of the bullet would push their body in whatever direction. A death animation than ragdoll would be nice.
[QUOTE=Cows Rule;40362920]I would say limit gore to zombies and antlions. Humans/Combine don't really need it that much.
Are you having AI do something other than drop dead? It's kinda unrealistic how they just drop. The force of the bullet would push their body in whatever direction. A death animation than ragdoll would be nice.[/QUOTE]
Can Source do a death animation that turns into a ragdoll? That's what I hated about HL:S was the lack of death animations, and I hope that isn't why they removed them.
[QUOTE=Magikoopa24;40363157]Can Source do a death animation that turns into a ragdoll? That's what I hated about HL:S was the lack of death animations, and I hope that isn't why they removed them.[/QUOTE]
yeah, think of the headshot/decapitation anims for tf2.
[IMG]http://cloud-2.steampowered.com/ugc/560972542144228984/13EFD9B40768D234372EC84393653E6E6A5FA5B1/[/IMG]
Sadly it isn't fancy as it seems
And L4D, the zombies stumble and fall to their knees.
[QUOTE=Ken Chan;40363239][IMG]http://cloud-2.steampowered.com/ugc/560972542144228984/13EFD9B40768D234372EC84393653E6E6A5FA5B1/[/IMG]
Sadly it isn't fancy as it seems[/QUOTE]
Dynamic DOF?
[QUOTE=RaTcHeT302;40363873]Dynamic DOF?[/QUOTE]
I really hope that doesn't make it in, even thought it's really cool.
[QUOTE=BigJoeyLemons;40363906]I really hope that doesn't make it in, even thought it's really cool.[/QUOTE]
They should just implement it with an option to turn it on and off.
[QUOTE=Margen67;40363930]They should just implement it with an option to turn it on and off.[/QUOTE]
Touché...
[QUOTE=Margen67;40363930]They should just implement it with an option to turn it on and off.[/QUOTE]
Just saying, that was literally one of the first ideas for this mod :v:
I wonder, would a blur/dof effect be possible while reloading as BLACK had? Optional of course.
[url]http://youtu.be/CcQx9_JNQMM?t=22s[/url]
I wonder if it would be possible to have DOF only for HL2's "cust scenes"? During gameplay it would limit view distance, and that would be bad like BF3.
[QUOTE=Margen67;40363930]They should just implement it with an option to turn it on and off.[/QUOTE]
I want the ability to change the focus point and aperture size. I like DOF in games as long as it only blurs out the shit that's "miles" away or the shit that's inches from your face.
[QUOTE=Magikoopa24;40363157]Can Source do a death animation that turns into a ragdoll? That's what I hated about HL:S was the lack of death animations, and I hope that isn't why they removed them.[/QUOTE]
Some of the first generation Source games actually do that to a certain extent (assuming it wasn't broken by updates and such).
The models force themselves into a delta'd position for a split second as they die, to make the fatal shot feel punchier. For example if you headshot a metrocop, you can see how his back will fall over much more quickly. I think it doesn't occur in Gmod, so you can make the comparison easily between the two.
Left 4 Dead did it best, but it's a fairly complex system as I understand.
[editline]21st April 2013[/editline]
Games like CoD and TF2 do it, but it's not as refined as L4D's system. It's a simple animation, then ragdoll. In those games, you can kill someone full sprint and they might play an animation where they fall over from a standing position. Or in TF2 you'll stab a Heavy in the back, see his 'stabbed' animation play, then suddenly snap into ragdoll and fall over.
L4D's system is [I]much[/I] more refined. Different death animations for moving and not moving, convincing flinches for each hit, even when the death animation is playing (unloading an SMG magazine into an Infected playing the 'drop to knees' death animation is sooo satisfying), plus they appear to keep their momentum and position when transitioning from animation to ragdoll.
Actually I always felt in L4D that it never really looked like you shot anything, in terms of the animation. They flinch way too late, or fall to their knees after a whole 15 seconds after being [I]shotgunned[/I] in the chest. Not really what would happen in real life, I think.
Ideally what we could have, but I doubt will come that close, I believe monsters in Alien Swarm had death animations. they'd squirm a bit before gibbing.
Hunters in Ep2 also had that small animation where they quickly stumble off to one side and collapse.
In fact, I think I saw one do it in gmod once.
Anyone who is reading: [url]http://steamcommunity.com/gid/103582791434202837[/url]
I am setting up a meeting to discuss the name of the mod so if you want you're saying about the name, do it in the chat and please dont post them on the forum. It will begin in 5 minutes starting now.
[b]Edit:[/b]
Make that 10 minutes.
[QUOTE=kwant111;40366904]Anyone who is reading: [url]http://steamcommunity.com/gid/103582791434202837[/url]
I am setting up a meeting to discuss the name of the mod so if you want you're saying about the name, do it in the chat and please dont post them on the forum. It will begin in 5 minutes starting now.
[b]Edit:[/b]
Make that 10 minutes.[/QUOTE]After long and careful consideration, the name has been decided - "Half-Life 2: Enhancement Mod".
[QUOTE=Snood_1990;40347894]I was wondering if we could texture/model the citizens and zombies like the zombies from L4D2. There's a whole article about it that I can't find at the moment.[/QUOTE]
The following is entirely theory I have done little to back it up bar from a few basic gradient maps on heightmaps.
You will end up with a normal map (made form hipoly), a diffuse map (greyscale with 255 values) and a number of gradient maps (255x1px images) which will be mapped to the diffuse via shader. Creating a texture with 255 unique colours. This ups the processor use but lowers the ram use. So the model can have a number of hi res alternate skins without going over texture budget.
Divide the sheet into sections. Each section should represent a distinctly coloured piece. So a person can wear different coloured trousers, shirt and jacket. Consider the sheet as 4 seperate pieces (3 for the different sections and an extra piece for other stuff like logos, ties, shoes, arm bands, wraps, flags)
Each section will take up a different part of the gradient. So with 255 different colours on the gradient you can have 255 different "values" on the diffuse.
Assign each piece with a range of values on the diffuse and thus range of colours on the gradient.
Trousers values 1-70
Shirt values 71-140
Jacket values 141-210
Other values 210-255
(change the sections accordingly. A colourful shirt will require a range of different colours and shades of these colours. If the model has very few details or extra coloured pieces thenthe "other" section can be reduced)
Texture each section using a palette limited to the size of the partition allocated.
So trousers are assigned a palette of 70 different colours. (these are used for shading and highlighting)
shirt and jacket likewise.
Each section should be texture on a seperate layer. so there should be 4 different layers each with a limited colour palette. Extract the gradient using photoshop. This should give you 4 layers of greyscale images, each with a gradient with colours which were originally on the "coloured" sheet.
Using levels limit each layer to its range. So previously the trouser layer was greyscale with with values 1-255. Use layers to make it 1-70 (values). Each layer should now occupy a distinct partition of the 1-225 greyscale image. All that remains is to take the gradients from all the layers (each gradient should contain the palette you used for its respective layer) and to put them into 1 gradient. The gradient has 255 pixels. The gradient for the trousers should occupy the first 70 pixles. Do the same for all.
Now combining all the layers you should have complete partitioned greyscale image with 255 values and a corresponding gradient with 255 colours. Then make a shader mapping the colours to the greyscale diffuse.
Its alot of work but if you have a citizen with 2048 sheets with 3 varients (each being as distinct as you like) then you have 3x 4mb images. If you use this method (assuming the greyscale diffuse will be 4mb which it wont be) you have 1x4mb + 3 tiny gradient maps.
Pros:
Reduced Ram use (huge difference in use)
Allows for easier implementation of proceedural techniques.
Cons:
Longer time to make (until you get used to the method)
Slightly more processor use (not an issue on modern machines)
Slightly limited palette
Variations will have problems with complex patterns (can be solved with clever value assignment or have patterns proceedurally added. You'd need a seperate pattern sheet and a pattern asignment sheet showing where the pattern is added)
Stuff to keep in mind texture compression may change the greyscale diffuse slightly so try to keep colours on the gradient reasonably close to each other. If there are 2 colours which "bleed" into each other place a spacer pixel on the gradient between with a colour which can be "bled" into both without much problem.
A similar thing is used in dawn of war to allow people to customise the colours of their armies (albiet a very small gradient). I think its possible border lands used this for its guns and I believe Just Cause used these techniques for environment textures (adding cracks to stuff as you damage it, combine with parallax for good effect)
Alot of texturers will argue that the old way is the best way and you have more control but do you need a 4mb image for treebark where most of the colours are from a very limited palette or 6 different texture sheets for different jackets when the only difference is the colour. Bricks are generally the same size and shape, all that varies is the colour of the bricks and the dirtiness, perfect candidate for these techniques if you include a grungy overlay texture (possbily drawing from the same gradient so the colours blend perfectly)
I know this wont be put into the mod but it is something for the texturers, modellers and mappers to consider.
[/latereply]
sorry for offtopic
[QUOTE=mdeceiver79;40370897]Looooooooooong post[/QUOTE]
Dude, we'd basically just need different randomized blood decals on them + bodygroups. All the citizens are supposed to wear the same garb, aka the green shirt, white sweater/shirt thing, blue jacket and pants. They shouldn't be a whole crap-loda' colors, it wouldn't be canon then. Though you could do something like the $detail maps on the zombies in L4D2 to give them slight color differences in their clothes for dirt, radioactive sludge, and grass stains.
To be fair, it wouldn't be beyond canon for refugees to wear non-standard clothing. All the major refugee characters do already, and the rebels during the street war wear old non-standard sweaters.
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