• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=code_gs;41907781]I may just be blind, but I don't see a difference.[/QUOTE] Look at the edges of the tiles, see how they catch the light better and reflect it, giving the impression that there's a slight gap between each tile.
The bottom one looks more glossy and reflects a little more light rather than the top, at least that's what I'm seeing. [QUOTE=lintz;41907797]Look at the edges of the tiles, see how they catch the light better and reflect it, giving the impression that there's a slight gap between each tile.[/QUOTE] Fuck I didn't notice that. I need glasses.
Oh, I can see the difference now. Personally (I can't tell if it's just the angle of the screenshot) it just looks like there are linear holes in the cracks. [t]http://puu.sh/46GBM.jpg[/t]
The red-ish tiles in between the big ones appear to be lower than the others in shot #2. If it's not particularly expensive it'd be a really good thing to use on a lot of the tiles. Also, is there anyway that Source could support tessilation or displacement mapping?
Displacement mapping is something that can be done quite easily in a vertex shader, but GPU tessellation isn't happening in DX9. CPU tessellation is a possibility but it's much more expensive (how much so depending on your use of it). If you're looking to use it on world surfaces then you'd probably be best off with pixel shader based solutions. Essentially, it's [i]possible[/i] but probably not very practical.
[QUOTE=NoobSauce;41907809]Fuck I didn't notice that. I need glasses.[/QUOTE] No you don't, glitchvid just posted a bad example. A surface that's almost entirely flat is a pretty bad way to showcase something that's made to create the opposite effect.
[QUOTE=DONOTWANT;41908598]No you don't, glitchvid just posted a bad example. A surface that's almost entirely flat is a pretty bad way to showcase something that's made to create the opposite effect.[/QUOTE] That was sorta the point. Most of the surfaces are mostly flat ingame. [editline]20th August 2013[/editline] [QUOTE=Fat-Corgi-Guy;41908499]The red-ish tiles in between the big ones appear to be lower than the others in shot #2. If it's not particularly expensive it'd be a really good thing to use on a lot of the tiles. Also, is there anyway that Source could support tessilation or displacement mapping?[/QUOTE] The red tiles are physically below the large ones, [url=http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/tile_fullsheet.png]that's how the texture is designed[/url]. [editline]quack[/editline] Here's some stone with a parallax effect on it. [t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/stonefrombeforetime.png[/t] Ingame it wouldn't add to much, and it would have a ton of aliasing. [editline]quack2[/editline] It would look more like [t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/stone_aliased.png[/t]
Is that real phong for brushes? I would love that.
[QUOTE=BMCHa;41908571]Displacement mapping is something that can be done quite easily in a vertex shader, but GPU tessellation isn't happening in DX9. CPU tessellation is a possibility but it's much more expensive (how much so depending on your use of it). If you're looking to use it on world surfaces then you'd probably be best off with pixel shader based solutions. Essentially, it's [i]possible[/i] but probably not very practical.[/QUOTE] What about for terrain? Anything to help out Half Life 2's shitty, [I]shitty[/I] terrain. I mean, I think CPU tessellation was used in Halo Wars for terrain and Halo: Reach's water, and those were 360 games :T
[QUOTE=glitchvid;41906980]No mesh displacement. [t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/ktor_tiles_nodisplace_8b.png[/t][/QUOTE] Is that Phong on Brushes in Source or just a model? If it is Phong on Brushes in Source someone take Garry as a hostage until he adds that function into Gmod as-well.
[QUOTE=Civil;41918653]Is that Phong on Brushes in Source or just a model? If it is Phong on Brushes in Source someone take Garry as a hostage until he adds that function into Gmod as-well.[/QUOTE] I imagine it would take a lot of modifying of vmt files to get them to work. If you apply phong to every single brush texture all hell would break lose and everything would look a lot shinier.
[QUOTE=cubis;41918874]I imagine it would take a lot of modifying of vmt files to get them to work. If you apply phong to every single brush texture all hell would break lose and everything would look a lot shinier.[/QUOTE] Wow. Just by adding a shader into gmod doesnt mean every vmt will suddenly have it enabled, I would use it for custom textures.
[QUOTE=Civil;41918653]Is that Phong on Brushes in Source or just a model? If it is Phong on Brushes in Source someone take Garry as a hostage until he adds that function into Gmod as-well.[/QUOTE] It's an OpenGL render, and it's not phong; It's cook-torrance.
-snip- Why do you have to do that glitchvid. :(
[QUOTE=Armageddon104;41921473]-snip- Why do you have to do that glitchvid. :([/QUOTE] Sorry :( But it's killing me wondering what you were gonna' post.
[QUOTE=Civil;41918958]Wow. Just by adding a shader into gmod doesnt mean every vmt will suddenly have it enabled, I would use it for custom textures.[/QUOTE] I was joking.
[URL="http://seblagarde.files.wordpress.com/2013/08/gdce13_lagarde_harduin_light.pdf"]I figure since there was a shitton of discussion about the Remember Me tech talks, I'll post this here.[/URL]
I was going to make my own 3D-looking HUD. It probably better in my head than it'd really look, but I still think a fake-viewmodel HUD it is a neat idea. I'd love to see someone try this: • position some weapon w_models inside a selfilum magenta custom map to be the same size compared to the weapon belt &/or newly picked-up items. • light the model only with a point_light placed in or slightly behind the player's camera. • make the magenta parts transparent, turn the picture to grayscale, then tint it & increase transparency to match the HL2 HUD. • overlay this on an in-game screenshot with the HUD disabled for the full effect. • if I wasn't so bad at it, I would have attempted making models of the numbers, health & armor icons to use in place of the text.
Recommendations from a non-programmer: Have you guys seen the UI/HUD from CSGO? If i'm correct the entirety of it was just made with Adobe Flash and worked on Source with a vector graphics rendering engine called [url=http://gameware.autodesk.com/scaleform/features]Scaleform[/url] from Autodesk, problem is that it costs quite a bunch. [img]http://gameware.autodesk.com/sites/gameware.autodesk.com/images/scaleform/features/workflow.png[/img] This would probably solve any complications upon coding, editing the user interface. I've seen a free alternative, a library which is part of what Scaleform has from [url=http://tulrich.com/textweb.pl?path=geekstuff/gameswf.txt]here[/url], you should check it out (there's also a few free flash editors out there).
I m start now work in RPG I put pic later :)
[QUOTE=Francisco;41948365]Recommendations from a non-programmer: Have you guys seen the UI/HUD from CSGO? If i'm correct the entirety of it was just made with Adobe Flash and worked on Source with a vector graphics rendering engine called [URL="http://gameware.autodesk.com/scaleform/features"]Scaleform[/URL] from Autodesk, problem is that it costs quite a bunch. [IMG]http://gameware.autodesk.com/sites/gameware.autodesk.com/images/scaleform/features/workflow.png[/IMG] This would probably solve any complications upon coding, editing the user interface. I've seen a free alternative, a library which is part of what Scaleform has from [URL="http://tulrich.com/textweb.pl?path=geekstuff/gameswf.txt"]here[/URL], you should check it out (there's also a few free flash editors out there).[/QUOTE] Apparently there is a version of scaleform in the UDK (Which is free), but I'm unsure how customizable it is for source [URL]http://gameware.autodesk.com/scaleform/support/faqs#q2[/URL] [editline]24th August 2013[/editline] Also there is a tutorial (a bit unoptimized) on the valve dev wiki for implementing flash, if you do plan on implementing it you can take a look at what this person has done: [URL]https://developer.valvesoftware.com/wiki/Implementing_Adobe_Flash[/URL]
[QUOTE=Sam Za Nemesis;41950979]Scaleform is quite bad to use, and GameSWF is absolutely horrible, it's license is really good but it's impossible to port and has really weak support for anything, it's still a great marvel though[/QUOTE] What about Gnash, Swfdec, or Lightspark?
You know I don't think we need to worry much about re-doing the actual hud. the current one is fine, if not just requiring a new texture like shown in the concepts
The only editing the HUD needs is new icons for a few guns. Such as the crossbow.
[QUOTE=xalener;41931997][URL="http://seblagarde.files.wordpress.com/2013/08/gdce13_lagarde_harduin_light.pdf"]I figure since there was a shitton of discussion about the Remember Me tech talks, I'll post this here.[/URL][/QUOTE] It would be cool to have a physically based HL2, but not in the direction this mod is going. it's a ton of work ontop that.
not to mention all of the textures will have to be redone to utilize it
[QUOTE=Juniez;41958869]not to mention all of the textures will have to be redone to utilize it[/QUOTE] arent they all being redone anyways though?
no idea but you have to keep in mind that physically based renderers take very different texture parameters and not a lot of people are familiar with that workflow (albeido / metalness (substance ??) / roughness / sometimes either a seperate AO map or cavity map) vs (diffuse / specular / gloss) and you also have to keep in mind that physically based rendering needs to have either area lights or image based lighting to take full advantage and source doesn't even have point specular on brushes lol
Far from being final. [t]http://i.imgur.com/cksL8ot.png[/t] [img]http://i.imgur.com/QbW5ZAd.png[/img] [img]http://i.imgur.com/OWBXx2q.png[/img] The lightbulb is a placeholder. Also looking for a more digital-ish font. [QUOTE=SFC003;41963074]replace the lightbulb with the suit battery and your set[/QUOTE] I don't think it would really make much sense, the flashlight uses a different power source. [t]http://i.imgur.com/LuO7sVP.png[/t]
[QUOTE=RaTcHeT302;41962224]Far from being final. The lightbulb is a placeholder. Also looking for a more digital-ish font.[/QUOTE] They all have different meters Finally, I am no longer out of breath when I use a flashlight.
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