[QUOTE=DONOTWANT;42175514]
Actually they're over-the-top, unrealistic action-movie-esque particles made by some guy going by V-Man. Personally I think they're hideous.
[video=youtube;MqeoV5934MM]https://www.youtube.com/watch?v=MqeoV5934MM[/video][/QUOTE]
Yes let's post an unrelated video from two years ago
[video=youtube;49arPhzqHb4]http://www.youtube.com/watch?v=49arPhzqHb4[/video]
The "Personal Experimentation" scenes from HL2 are things for the enhancement mod, a lot of the particles are more realistic than vanilla HL2
[QUOTE=kaze4159;42175578]Yes let's post an unrelated video from two years ago
[video=youtube;49arPhzqHb4]http://www.youtube.com/watch?v=49arPhzqHb4[/video]
The "Personal Experimentation" scenes from HL2 are things for the enhancement mod, a lot of the particles are more realistic than vanilla HL2[/QUOTE]
Damn, that looks really nice actually
[QUOTE=kaze4159;42175578]Yes let's post an unrelated video from two years ago[/QUOTE]
Yes... unrelated.
[QUOTE=kaze4159;42175578]a lot of the particles are more realistic than vanilla HL2[/QUOTE]If you say so. :rolleyes:
[QUOTE=DONOTWANT;42176431]Yes... unrelated.
If you say so. :rolleyes:[/QUOTE]
Are you trying to act like a smug asshole? Because it's working.
I forget if this was already discussed, but have you guys considered trying to add per-object motion blur?
I don't like screen-based MB, but I think a small amount of per-object mb looks really good on moving objects/characters.
[QUOTE=DONOTWANT;42176431]Yes... unrelated.[/QUOTE]
Lol that's an explosion I made for Gmod ages ago. Has nothing to do with the mod.
And if you've got any suggestions as to how [I]you [/I]would like the particles to look, please I'm all ears!
[QUOTE=kaze4159;42175578]Yes let's post an unrelated video from two years ago
[video=youtube;49arPhzqHb4]http://www.youtube.com/watch?v=49arPhzqHb4[/video]
The "Personal Experimentation" scenes from HL2 are things for the enhancement mod, a lot of the particles are more realistic than vanilla HL2[/QUOTE]
Darn, we need that, we need that!
[QUOTE=DONOTWANT;42175514]
They're obviously particles created by Gman playing a flying V. Actually they're over-the-top, unrealistic action-movie-esque particles made by some guy going by V-Man. Personally I think they're hideous.
-snip-[/QUOTE]
[URL="http://vocaroo.com/i/s0czPuP7IQT9"]ok[/URL]
[QUOTE=xalener;42179365][URL="http://vocaroo.com/i/s0czPuP7IQT9"]ok[/URL][/QUOTE]
Your voice is fabulous. Have you considered voice acting?
[QUOTE=tehstrelok;42179096]Darn, we need that, we need that![/QUOTE]
We have that (well most of that) just not all of it's been implemented fully yet.
[QUOTE=Jocken300;42179577]Your voice is fabulous. Have you considered voice acting?[/QUOTE]
Yeah, but I wouldn't know where to look. :T
[QUOTE=xalener;42179751]Yeah, but I wouldn't know where to look. :T[/QUOTE]
[t]http://media.steampowered.com/steamcommunity/public/images/apps/224260/a20b52ced99d542927f5015cf6b024d31ed7735c.jpg[/t]
[I]-shameless advertisement for another mod I work on that could use more voiceactors-[/I]
ooh. I'd gladly help out there.
[QUOTE=xalener;42179365][URL="http://vocaroo.com/i/s0czPuP7IQT9"]ok[/URL][/QUOTE]That was pretty funny. I like how you said my post in a voice that's easy to ridicule regardless of what's being said, that was pretty clever. Don't confuse my laziness & my criticism for passive-aggression. I simply didn't bother looking to see how old the video is. Yes I didn't like the particle effects in that video & his new particles are significantly better than before, but I still think they look pretty strange.But you know me, I [i]never[/i] suggest things on this thread.
[QUOTE=DONOTWANT;42181126]That was pretty funny. I like how you said my post in a voice that's easy to ridicule regardless of what's being said, that was pretty clever. Don't confuse my laziness & my criticism for passive-aggression. I simply didn't bother looking to see how old the video is. Yes I didn't like the particle effects in that video & his new particles are significantly better than before, but I still think they look pretty strange.But you know me, I [I]never[/I] suggest things on this thread.[/QUOTE]
If you don't think things look right but don't explain why then your post is nothing but a pointless waste of space.
I'm not psychic. If you don't like the look of things then [I]​why don't you[/I] [I]tell me why?[/I]
[QUOTE=DONOTWANT;42181126]That was pretty funny. I like how you said my post in a voice that's easy to ridicule regardless of what's being said, that was pretty clever. Don't confuse my laziness & my criticism for passive-aggression. I simply didn't bother looking to see how old the video is. Yes I didn't like the particle effects in that video & his new particles are significantly better than before, but I still think they look pretty strange.But you know me, I [i]never[/i] suggest things on this thread.[/QUOTE]
you know your name is DONOTWANT
well we DONOTWANT your terrible criticism
[QUOTE=SFC003;42181689]you know your name is DONOTWANT
well we DONOTWANT your terrible criticism[/QUOTE]
You're so clever and funny. That thing you did with his name there? Brilliant.
[QUOTE=Jocken300;42181704]You're so clever and funny. That thing you did with his name there? Brilliant.[/QUOTE]
i like your original avatar with your username on it. original.
all of you shut up
[editline]13th September 2013[/editline]
any new progress on the rpg?
[QUOTE=DONOTWANT;42181126]That was pretty funny. I like how you said my post in a voice that's easy to ridicule regardless of what's being said, that was pretty clever.[/QUOTE]
I can't help that that's how it reads. And no, you never really suggest things. You just tell people what they're doing "wrong" without suggesting any alternative paths to take or giving [U]CONSTRUCTIVE CONSTRUCTIVE CONSTRUCTIVE CONSTRUCTIVE CONSTRUCTIVE[/U] criticism.
"strange" is not helpful.
"unrealistic" is not helpful.
"bad" is not helpful.
"awful" is not helpful.
"Hollywood" is not helpful.
"too much fire" is helpful.
"the initial blast is too slow" is helpful.
"I wish there was more readable blobs of blood in the bullet hits" is helpful... *I also wish there were more readable blobs of blood in the bullet hits, too bad you can't use advanced shaders on particles afaik; I'd love to see something with the sheen and refractive properties of The Last Of Us's blood hits*
So far, most of your complaints have been that something is "bad," and the reason you give is some personal bullshit that only has bearing on your interpretation of what you want to be done: "Half life is supposed to be _____". Like I said, such major stylistic choices are up to THEM. If you don't like it, they're not going to change for you. They're not going to abandon a lifetime of artistic growth and remove themselves personally from a project that is VOLUNTARY. They're not going to just change how they percieved a game for almost a god damn decade (fuck HL2 is old) because it doesn't match up with how YOU perceived it.
"wah, they're not recreating MY interpretation of Half Life 2!" This is why no one agrees with you. This is why every time you have a major complaint the next three pages are of people yelling at you. This is why I snapped and read your post outloud in a mocking voice.
[QUOTE=xalener;42181938]I also wish there were more readable blobs of blood in the bullet hits, too bad you can't use advanced shaders on particles afaik; I'd love to see something with the sheen and refractive properties of The Last Of Us's blood hits*[/QUOTE]
The guys on the team specifically asked for a mistier blood impact so you can blame them for that. It still looks pretty sweet ingame, especially when you hit someone with the shogun, like at :52 in this vid:
[media]http://www.youtube.com/watch?v=C6LxW86uTEI[/media]
Oh yes, we talked a bit about that in the comments section of that vid :P
I guess misty blood is the better alternative for Source though.
Is there a way to have a "cone" of blood come out of the would-be exit wound? Can you control the system to that degree? I've never gotten in depth with source's particle editor before.
[QUOTE=xalener;42182068]Oh yes, we talked a bit about that in the comments section of that vid :P
I guess misty blood is the better alternative for Source though.
Is there a way to have a "cone" of blood come out of the would-be exit wound? Can you control the system to that degree? I've never gotten in depth with source's particle editor before.[/QUOTE]
It already does fly out in a cone, albeit it's fairly subtle.
[QUOTE=The Vman;42181433]If you don't think things look right but don't explain why then your post is nothing but a pointless waste of space.
I'm not psychic. If you don't like the look of things then [I]​why don't you[/I] [I]tell me why?[/I][/QUOTE]
For starters, when I posted the video I was half asleep & I didn't even remember your name was vman. I remember avatars far better than user names, so it didn't even occur to me. I just googled "vman" & that's the first video I saw, thought that's what he was talking about & posted what I thought. I didn't post any real criticisms with it because I didn't think you'd read them, but I'm not taking back anything I said about your work.
Truthfully I'm having trouble articulating what I disliked about your 2013 Demo Reel particles, but I'll give it a shot. The smoke particles you used with the headcrab canister looks to opaque, especially since the soft-paricles don't work well. It makes the smoke look thick & dark, but the environmental geometry sticks through it & is significantly lighter. Pause 0:06 seconds in to see what I mean. The smoke in the following segments look better, but that might be because the there's no environmental geometry. With the Cryengine 3 experiment, I can't tell if that's what it's supposed to be, but is the fire supposed to be in rows? I can't really explain what it is about the fire particles that seem off to me, but they don't appear to mesh very well, as if I can see the fire particles overlapping each other in both clips, not just the one with the rows. The muzzleflashes look pretty good, but again the flashes seem a too opaque & the smoke to big/thick. The AR2 muzzle flash also looks oddly large. The explosion of the barrel by the APC seemed way too big & I'm not keen on the ropes of smoke that come out, especially with how they penetrate the environmental geometry. I have similar thoughts about the rest of it, but you've gotten the idea.
Imagine drama in a thread like this...
Question, will this mod make any modifications to the maps themselves? The reason I ask this is because a lot of enhancement mods that attempt to bring an older game into the future end up turning into something like [URL="http://www.youtube.com/watch?v=qGx4gzfveoA"]this[/URL] when the maps are less complex than the visual enhancements made to other aspects of the game.
man i'd forgotten how sexy the shotgun muzzleflash is
[QUOTE=The Vman;42166422]Source has actually already had soft particles since HL2 EP2. The only problem is that the depthbuffer only goes to a distance of 512 units, so if you're more than 512 units away from the particle, the softening won't be applied.
Been working with the guys to see if there's a way to increase the distance on the depthbuffer.[/QUOTE]
Kinda late on this, but it works in SFM, as (kinda) displayed in [url=https://www.youtube.com/watch?v=lmVsOl9qAhs]End of the Line[/url]
McVee says there's no distance limit in SFM. I don't know if it's a shader property or whatever, but you could look there.
[QUOTE=Smug Bastard;42183005]Question, will this mod make any modifications to the maps themselves? The reason I ask this is because a lot of enhancement mods that attempt to bring an older game into the future end up turning into something like [URL="http://www.youtube.com/watch?v=qGx4gzfveoA"]this[/URL] when the maps are less complex than the visual enhancements made to other aspects of the game.[/QUOTE]
I think Corgi said the only additions would be little hidden sections similar to some of the lambda stashes.
[QUOTE=overwatch pvt;42183447]I think Corgi said the only additions would be little hidden sections similar to some of the lambda stashes.[/QUOTE]
I think me means improved overall map details
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