• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=samuel2213;41857234]Will this mod be getting Phong for the map textures themselves? I have always found it odd that models can get phong, but the map textures are stuck with simple cubemaps.[/QUOTE] I'm working with Ken Chan right now on seeing if we can get it implemented.
I wouldn't care what kind of HUD you will implement, there are many more awesome things in this mod. But I still want to complain about the default HUD. If you will keep the HUD to its default style, add some more animations, because when I look at it now, it just looks too plain and static. Not interesting to look at. When you picked up a weapon in the beta, the HUD popped up and said Acquired: <weapon name>. In the retail, this is gone. It felt quite intrusive (because it occupied a pretty large part on the screen), but maybe you can fix that, for example, put the same thing, but somewhere where Aux Power is right now? This is just one of these examples. If you don't want to implement something like that, make whatever HUD you want, just make it more interesting to look at.
[QUOTE=glitchvid;41857305]I'm working with Ken Chan right now on seeing if we can get it implemented.[/QUOTE] Perhaps you could get in contact with this guy who got it working? [MEDIA]http://www.youtube.com/watch?v=vBM79u1jMz8[/MEDIA]
Completely out of track with this thread since I've been without internet for a good deal of time. Can anyone sum up the past week or so in discussion/content?
HUD arguments
By the way, how is the gravity gun doing? Last time I heard of it people were talking about the tape on the dial, then I haven't heard of it since.
Time to put something totally unrelated: [video=youtube;luTuHU6-Pu8]http://www.youtube.com/watch?v=luTuHU6-Pu8[/video] So I did.
if you guys have full body awareness along with global lighting you should make it so the player's shadow is casted
[QUOTE=Ken Chan;41861042]Time to put something totally unrelated: [video=youtube;luTuHU6-Pu8]http://www.youtube.com/watch?v=luTuHU6-Pu8[/video] So I did.[/QUOTE] What card is that on?
[QUOTE=Ken Chan;41861042]Time to put something totally unrelated: [video=youtube;luTuHU6-Pu8]http://www.youtube.com/watch?v=luTuHU6-Pu8[/video] So I did.[/QUOTE] can we get to see this in hl2 maps?
[QUOTE=The Pink Scotti;41862604]can we get to see this in hl2 maps?[/QUOTE] Ofcourse! I'm working on creating a video showcasing the new global lighting on a HL2 map, but I need some suggestions for good maps to demonstrate it. Anyone got any? Exact map names please! I know pretty much all of the maps up until the Coast but then it starts getting fuzzy.
[QUOTE=IM BATMAN;41862653]Ofcourse! I'm working on creating a video showcasing the new global lighting on a HL2 map, but I need some suggestions for good maps to demonstrate it. Anyone got any?[/QUOTE] one of the city war maps probably the one with the horse, right before you get to the citadel
The train station plaza, it's iconic. Or the coast.
[QUOTE=soullink;41862706]The train station plaza, it's iconic. Or the coast.[/QUOTE] i said the city war maps because there's a lot of geometry and things going on i don't think the coast would be good because most of the geometry would just cast a big shadow over most things
this part in the chapter entanglement and Water hazard [T]http://images.wikia.com/half-life/en/images/0/0e/Depot_corridor.jpg[/T] [T]http://88.191.124.77/phillip/media/2013/03/1024-tree-hl2-wh-88.jpg[/T]
I forgot to mention, it should probably be a mostly outdoors map because right now the global light tends to go through certain walls and do all kind of horrible things on primarily indoors maps. For indoors maps we could manually place env_projectedtextures or just fix it going through things. EDIT: Yeah, I'll still add a light there in Entanglement and see how it looks, guess it could be the indoor map. Still need a good outdoors map for the global light though.
[QUOTE=IM BATMAN;41862653]Ofcourse! I'm working on creating a video showcasing the new global lighting on a HL2 map, but I need some suggestions for good maps to demonstrate it. Anyone got any?[/QUOTE] Something that currently looks fucking horrible. Anywhere from the Coast to the end of the game :P
[QUOTE=IM BATMAN;41862857]I forgot to mention, it should probably be a mostly outdoors map because right now the global light tends to go through certain walls and do all kind of horrible things on primarily indoors maps. For indoors maps we could manually place env_projectedtextures or just fix it going through things. EDIT: Yeah, I'll still add a light there in Entanglement and see how it looks, guess it could be the indoor map. Still need a good outdoors map for the global light though.[/QUOTE] [img]http://img.bhs4.com/B0/1/B0142EB042C1319C614CEB2542631223B7F7B82A_large.jpg[/img]
[QUOTE=NixNax123;41862947][img]http://img.bhs4.com/B0/1/B0142EB042C1319C614CEB2542631223B7F7B82A_large.jpg[/img][/QUOTE] This is d3_c17_13, btw.
After several days of work & computer-related delays I've given up on trying to make my own hud design. Not that anybody cares. [QUOTE=glitchvid;41855031]Wow calm down. I'm pretty much the only one here who's doing the older style shit, and at this point it's more of a pet project, I can pretty much assure you it won't show up ingame: We'll probably go with something resembling the current hud.[/QUOTE]I am calm, the fact that you think I'm not highlights the problem. I'm not trying to be as hostile about this as everyone's interpreting it. I'm not mad, I'm just confused. [QUOTE=glitchvid;41855031] I'm pretty much the only one here who's doing the older style shit, and at this point it's more of a pet project, I can pretty much assure you it won't show up ingame: We'll probably go with something resembling the current hud.[/QUOTE]That's nice to know, but I wasn't complaining about you posting your stuff. I like your stuff. :) [QUOTE=The Vman;41855131]That's because it [B]is[/B] an opinion. Just like how other people have the opinion that the low-tech elements [I]do[/I] fit. Just because you have reasoning behind your opinion doesn't elevate it to a fact, everybody has reasoning behind their opinions.[/QUOTE]But when I point out the logical inconsistencies, like having LCD numbers despite the weapon-belt having a lot of moving & overlapping parts that could never work as LCD. That is not an opinion. However, I do understand making & posting the mock-ups for fun. Even I'm not that thick. [QUOTE=samuel2213;41857957]Perhaps you could get in contact with this guy who got it working?[/QUOTE]After seeing the paralax-corrected cubemaps, I don't think they need any help. And is it just me or does it get a little glitchy at 0:11? [QUOTE=Ken Chan;41861042]Time to put something totally unrelated: [URL]http://www.youtube.com/watch?v=luTuHU6-Pu8[/URL] So I did.[/QUOTE]I hope the lighting isn't so sharp in-game. Natural lighting is usually a lot softer.
I`m back, it was a torture being away with so much I could miss in 2 weeks, but no worries, I`ll get back to work
Man, you didn't miss shit.
tomorrow, video preview of some sounds at last
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[QUOTE=sargent99;41869132]Hey everyone Name:Kais Neihoum country:Libya Skills:I have skills in 3DSMAX and Photoshop,here some EX for my work: [url]http://im36.gulfup.com/Gc681.png[/url] [url]http://s12.postimage.org/hfct2rrnx/sasas.jpg[/url] [url]http://gamebanana.com/models/2809[/url] [url]http://gamebanana.com/models/2739[/url] [url]http://files.gamebanana.com/img/ss/srends/5133929d99638.jpg[/url] [url]http://s2.postimage.org/pl44xnxah/sasas.png[/url] [url]http://s21.postimg.org/6ffnrag0n/m1911.png[/url] Thx.[/QUOTE] This has to be one of the best first posts I've ever seen from any new Facepunch member. Looks great!
[QUOTE=sargent99;41869132]Hey everyone Name:Kais Neihoum country:Libya Skills:I have skills in 3DSMAX and Photoshop,here some EX for my work: [url]http://im36.gulfup.com/Gc681.png[/url] [url]http://s12.postimage.org/hfct2rrnx/sasas.jpg[/url] [url]http://gamebanana.com/models/2809[/url] [url]http://gamebanana.com/models/2739[/url] [url]http://files.gamebanana.com/img/ss/srends/5133929d99638.jpg[/url] [url]http://s2.postimage.org/pl44xnxah/sasas.png[/url] [url]http://s21.postimg.org/6ffnrag0n/m1911.png[/url] Thx.[/QUOTE] Best first post ever.
[QUOTE=sargent99;41869132]Hey everyone Name:Kais Neihoum country:Libya Skills:I have skills in 3DSMAX and Photoshop,here some EX for my work: [url]http://im36.gulfup.com/Gc681.png[/url] [url]http://s12.postimage.org/hfct2rrnx/sasas.jpg[/url] [url]http://gamebanana.com/models/2809[/url] [url]http://gamebanana.com/models/2739[/url] [url]http://files.gamebanana.com/img/ss/srends/5133929d99638.jpg[/url] [url]http://s2.postimage.org/pl44xnxah/sasas.png[/url] [url]http://s21.postimg.org/6ffnrag0n/m1911.png[/url] Thx.[/QUOTE] Did you produce game-optimised versions of those? In their current state they aren't really ready for putting into a game. In terms of high poly versions they look great, though.
ah! there is sargent99, I kindly asked him to assist us, he will be a great addition
Ok, here it is, any suggestions on what should be different regarding the sounds? NOTE: None of the skins and stuff are to be taken as part of the mod, only some highlighted sounds if most people like them. The gauss, explosions and shotgun pump are different from last time, I also had some ideas for the healthpacks, maybe they can have a distinct sound depending on the size, do you like them? [video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=xgOFKCYePKg[/video]
I still prefer HL2's default subdued explosions. I think you should go less Hollywood and more newsreel. Also that TAU charge is a bit painful in the ears. When I did it, I was looking to emulate the hum of an electrical motor. Maybe loose the melodic "OOOOAAARRRRRRRRRRRR" element. It comes on a bit too hard and is borderline deafening. Also like I said before, I'd just change the way the charge works if I knew how. Right now the looping forces everything you put into it to be 11khz for some reason. It probably is what's making that screech even screechier.
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