• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=PieClock;40489062]I never heard of this mod before, but read through this whole thread just there now. This looks great, awesome work on it so far. If there's one thing I gotta request a complete change on is some of the weapon sounds. The SMG sounds awful, but things like the crossbow are fine.[/QUOTE] Well actually, there already are some new sounds in the current alpha. I might put up a video once my SMG is finished. [b]OLD:[/b] [t]https://dl.dropboxusercontent.com/u/5497487/Hev_wip_legs.png[/t] [b]NEW:[/b] [t]https://dl.dropboxusercontent.com/u/5497487/hev_suit_wip_04.png[/t] Edited the belt, kevlar pieces, and adjusted hes entire body to give him a more slim appearance.
[QUOTE=Fat-Corgi-Guy;40488729]The trigger and grip seem to be in the same location to me. [t]http://images.wikia.com/half-life/en/images/a/a4/Smg1_B.jpg[/t][t]http://static.glitchvid.com/images/fp_posts/hle/smgwithao.png[/t][/QUOTE] Fair enough, I was thinking of the world model. Incidentally, your post made me realise for the first time ever that the world model and viewmodel don't match up on proportions. Aside from the gap between the trigger guard and the upper portion of the weapon. [img]http://combineoverwiki.net/images/a/a4/Smg1_B.jpg[/img][img]http://combineoverwiki.net/images/b/bb/MP7_HL2.jpg[/img][img]http://puu.sh/2KJKb.jpg[/img] Honestly, I never picked up on it, and I don't think I would have, but you're exactly right. The w_model has fictional proportions, but the v_model has more MP7ish proportions. But I can now see exactly where you're coming from with this.
[QUOTE=PieClock;40489062]I never heard of this mod before, but read through this whole thread just there now. This looks great, awesome work on it so far. If there's one thing I gotta request a complete change on is some of the weapon sounds. The SMG sounds awful, but things like the crossbow are fine.[/QUOTE] The worst part about sound design is no one knows how to crit sound design. Not even sound designers, really. I'd love to be able to lend a hand with the mod's audio, but colleeeeeeeeeeeeege Plus you already appear to have a guy. Fuck, I should be working right now.
[video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=byRXzjBacgk[/video] Now, who's going to spam-shouting Jason with me?
[QUOTE=Ken Chan;40490056][video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=byRXzjBacgk[/video] Now, who's going to spam-shouting Jason with me?[/QUOTE] I know it's not too specific to this mod in particular, but doesn't the way that citizens/players in Gmod hold melee weapons look a bit silly to anyone else? I mean, I've held a crowbar before and it's not easy running while carrying that thing above your head.
[QUOTE=mySvenLabs;40490407]I know it's not too specific to this mod in particular, but doesn't the way that citizens/players in Gmod hold melee weapons look a bit silly to anyone else? I mean, I've held a crowbar before and it's not easy running while carrying that thing above your head.[/QUOTE] Keep in mind that the suit likely has strength enhancements, but the real problem comes with the fatigue that could be caused even with the enhanced strength, but I think we can go on the assumption that gordon is used to it.
[QUOTE=Ken Chan;40490056][video=youtube;byRXzjBacgk]http://www.youtube.com/watch?v=byRXzjBacgk[/video] Now, who's going to spam-shouting Jason with me?[/QUOTE] Am I the only one who thinks those walk animations are horrendous? They don't at all match how fast the player is moving, and they're really stiff.
[B]SMG update[/B] [t]http://i.imgur.com/qt95Lz4.png[/t][t]http://i.imgur.com/T56k7dt.png[/t] Almost done with the base texturing, then I need to weather it, make a specular map, and do some edits to the normal map.
[QUOTE=Fat-Corgi-Guy;40491833][B]SMG update[/B] [t]http://i.imgur.com/qt95Lz4.png[/t][t]http://i.imgur.com/T56k7dt.png[/t] Almost done with the base texturing, then I need to weather it, make a specular map, and do some edits to the normal map.[/QUOTE] Work on the texture for the grip, it looks very low detail compared to the rest of it.
[QUOTE=Snood_1990;40491873]Work on the texture for the grip, it looks very low detail compared to the rest of it.[/QUOTE] That part's very small on the UV, plus the player's hand will cover it 90% of the time.
[QUOTE=Fat-Corgi-Guy;40491833][B]SMG update[/B] [t]http://i.imgur.com/qt95Lz4.png[/t][t]http://i.imgur.com/T56k7dt.png[/t] Almost done with the base texturing, then I need to weather it, make a specular map, and do some edits to the normal map.[/QUOTE] I just noticed the markings around the fire-selection switch. It made me chuckle. (Yes, I know that's how it is in real life on that weapon)
honestly the texture job leaves alot to be desired, like it's barerly an improvement from the original corgi you should leave the weapon texturing to somebody who's actually competent
[QUOTE=Yourself;40492238]honestly the texture job leaves alot to be desired, like it's barerly an improvement from the original corgi you should leave the weapon texturing to somebody who's actually competent[/QUOTE] as if you are?
[QUOTE=Yourself;40492238]honestly the texture job leaves alot to be desired, like it's barerly an improvement from the original corgi you should leave the weapon texturing to somebody who's actually competent[/QUOTE] Are you serious? Do you even know how hard it is to texture? It's isn't final, so how can you judge? [sub][sub]I'm mad now :c[/sub][/sub]
[QUOTE=Yourself;40492238]honestly the texture job leaves alot to be desired, like it's barerly an improvement from the original corgi you should leave the weapon texturing to somebody who's actually competent[/QUOTE] Ok guys lets kick out the person who started the mod,is one of the 3 leaders, has taken every criticism of his work, and has finished half of the enviroment textures in a[I] few weeks.[/I] Yep.
[QUOTE=Yourself;40492238]honestly the texture job leaves alot to be desired, like it's barerly an improvement from the original corgi you should leave the weapon texturing to somebody who's actually competent[/QUOTE] woah you're cool
[QUOTE=Yourself;40492238]honestly the texture job leaves alot to be desired, like it's barerly an improvement from the original corgi you should leave the weapon texturing to somebody who's actually competent[/QUOTE] Wow, why dont you show us a bit of your work first?
[QUOTE=Yourself;40492238]honestly the texture job leaves alot to be desired, like it's barerly an improvement from the original corgi you should leave the weapon texturing to somebody who's actually competent[/QUOTE] Watch out, you're gonna cut yourself being so edgy.
i'm not taking sides but using that argument ("you can't do it so you can't judge") is still stupid
[QUOTE=Yourself;40492238]honestly the texture job leaves alot to be desired, like it's barerly an improvement from the original corgi you should leave the weapon texturing to somebody who's actually competent[/QUOTE] Your right, this: [t]http://i.imgur.com/qt95Lz4.png[/t] Is barely any better looking then this: [t]http://combineoverwiki.net/images/a/a4/Smg1_B.jpg[/t][t]http://combineoverwiki.net/images/b/bb/MP7_HL2.jpg[/t] I mean, not only are they are the same gun but they even have the same color scheme!
plastic doesn't wear that hard / like that painted lighting is old stuff -metal should have a darker diffuse if you're not painting lighting in the flash hider uses more triangles than the sight
[QUOTE=Yourself;40492238]honestly the texture job leaves alot to be desired, like it's barerly an improvement from the original corgi you should leave the weapon texturing to somebody who's actually competent[/QUOTE] I appreciate that you're being honest, but I have 6 (going into 7 years) of texture experience, I think I know how to make a decent texture. That's also a WIP (work-in-progress) shot, there's still a lot more to be done, as I stated in the actual post. Speculars, shaders, and normals make a big difference in how it appeals to the viewer's eye, those have not been added yet, but they will be.
[QUOTE=Juniez;40493186]plastic doesn't wear that hard / like that painted lighting is old stuff -metal should have a darker diffuse if you're not painting lighting in the flash hider uses more triangles than the sight[/QUOTE] You ... do know that most texture is defined by "painted on lighting" right ? That's what a texture IS. I'm sure there are some engines that use normal maps and colormaps, then make the texture in the engine itself; but Source ain't one.
[QUOTE=glitchvid;40493298]You ... do know that most texture is defined by "painted on lighting" right ? That's what a texture IS. I'm sure there are some engines that use normal maps and colormaps, then make the texture in the engine itself; but Source ain't one.[/QUOTE] diffuse - color (different from lighting because this is like scattered 'diffuse' reflections as opposed to direct light reflection) spec - shininess (how strongly direct lighting should reflect) gloss - sharpness of the shininess normals - precomputed light data (baked / generated, you shouldn't be messing about here) is pretty much the standard current-gen workflow, lighting is a combination of normals / spec and is done pretty much dynamically in any game that supports pixel shaders (like source)
[QUOTE=Juniez;40493333]diffuse - color spec - shininess gloss - sharpness of the shininess normals - precomputed light data (baked / generated, you shouldn't be messing about here) is pretty much the standard current-gen workflow, lighting is a combination of normals / spec and is done pretty much dynamically in any game that supports pixel shaders (like source)[/QUOTE] Yet AAA game companies still have "painted on lighting", even your textures do.
Oh god, there will go 2 more pages because of an WIP texture arguing. Seriously, can we stop arguing about every single pixel on work in progress stuff? Its WIP, everything is subject to change.
[QUOTE=Fat-Corgi-Guy;40493355]Yet AAA game companies still have "painted on lighting", even your textures do.[/QUOTE] I haven't painted in lighting in a long, long time unless you're talking about conscript stuff, but those were using handheld specs (256^2 / 512^2 diffuse, no spec/normal) [QUOTE=Matsilagi;40493380]Oh god, there will go 2 more pages because of an WIP texture arguing. Seriously, can we stop arguing about every single pixel on work in progress stuff? Its WIP, everything is subject to change.[/QUOTE] how are things going to change unless you tell them what's what? I haven't said anything in the last thread (or throughout the entire creation of both those weapon textures) and well
[QUOTE=Juniez;40493333]diffuse - color (different from lighting because this is like scattered 'diffuse' reflections as opposed to direct light reflection) spec - shininess (how strongly direct lighting should reflect) gloss - sharpness of the shininess normals - precomputed light data (baked / generated, you shouldn't be messing about here) is pretty much the standard current-gen workflow, lighting is a combination of normals / spec and is done pretty much dynamically in any game that supports pixel shaders (like source)[/QUOTE] Listen to this dude.
Let's take a look at a texture from a game, here's one from L4D2: [t]http://i.imgur.com/MLgDw61.png[/t] Hmmm, looks like it has painted on lighting.
[QUOTE=Matsilagi;40493380]Oh god, there will go 2 more pages because of an WIP texture arguing. Seriously, can we stop arguing about every single pixel on work in progress stuff? Its WIP, everything is subject to change.[/QUOTE] Juniez does have a point; painted lighting is a really oldschool technique, and doesn't look good on broad areas like the side of a mostly flat gun. It's just fine for still renders but as soon as you start moving at ingame pace with that thing it will be quite the immersion breaker. As a side note, saying it's a work in progress to stave off criticism is an awful excuse. Nothing is subject to change outside of the author's own arbitrary will unless it's brought up here.
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