• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=xalener;42423079]That's cool, but I like seeing shadows on the FP models. Add the fact that they're going for full on full body awareness, and I think global lighting would actually be the way to go in the long run.[/QUOTE] [t]http://cloud-2.steampowered.com/ugc/594760333520161314/0A38D2A0EC12D70DDC880E333D323B6A83D5F355/[/t] [T]http://cloud-4.steampowered.com/ugc/594760333520186537/10399EBE8D184634E0A83E8DA24562C9D5E97D04/[/t] [T]http://cloud-2.steampowered.com/ugc/597010849707030970/AD84BD10EB179C19F9798E3D40567D94BE2CA34C/[/t] Featuring a in-game editor that allows you to rotate the global light X,Y, and Z, change the color and alpha of the light, adjustable FOV, an updated flashlight shader by Ken, and a toggleable volumetric efffect (showcased in the third image, lags really badly but I would like to see how it performs in a GMan cutscene like at the beginnning and end of the game). When I get home tomorrow I'll get some better pictures of the Globallight Editor and maybe show it off on one of Tweevle's trainstation maps.
First AO texture pass. [t]https://dl.dropboxusercontent.com/u/5497487/texture_trash.PNG[/t] [b]EDIT:[/b] Update [t]https://dl.dropboxusercontent.com/u/5497487/trashbin2.PNG[/t]
[QUOTE=Amish Steak;42422869]That might work, although you don't really need P2 lighting. I mean, look at Black Mesa: [IMG]http://cloud-2.steampowered.com/ugc/920115494472115417/9539600BF2764801A112A1ECF9F8911EE6AB9195/[/IMG] Tied with Dear Esther, those games have the most beautiful lighting I've ever seen. Best part of it all, it's not actively calculated, the lighting is built into the map. It's all a matter of increasing the lightmap resolution. It's gonna increase compile time and map size, but you will have some damn-well beautiful maps.[/QUOTE] it's not actively calculated but the lightmaps get loaded into vram which is almost worse in modern computer specs
[QUOTE=Amish Steak;42422869]That might work, although you don't really need P2 lighting. I mean, look at Black Mesa: [IMG]http://cloud-2.steampowered.com/ugc/920115494472115417/9539600BF2764801A112A1ECF9F8911EE6AB9195/[/IMG] Tied with Dear Esther, those games have the most beautiful lighting I've ever seen. Best part of it all, it's not actively calculated, the lighting is built into the map. It's all a matter of increasing the lightmap resolution. It's gonna increase compile time and map size, but you will have some damn-well beautiful maps.[/QUOTE] I decompiled one of the BMS maps awhile back to check how they did a certain light. Almost every single surface has a lightmap scale of 1. I'm not joking. Also a note, lightmap scale of 2 looks just as good and if you use it, it will actually cut your map size in half, lightmap scale of 1 doubles it. Also for the enhancement mod I think they should maybe set the default scale to 8 instead of 16. Though some places look better with a larger lightmap scale too.
[QUOTE=Armageddon104;42424951]I decompiled one of the BMS maps awhile back to check how they did a certain light. Almost every single surface has a lightmap scale of 1. I'm not joking. Also a note, lightmap scale of 2 looks just as good and if you use it, it will actually cut your map size in half, lightmap scale of 1 doubles it. Also for the enhancement mod I think they should maybe set the default scale to 8 instead of 16. Though some places look better with a larger lightmap scale too.[/QUOTE] We'll up it where it looks like it's needed, you forget that the textures also take up a lot of space too, you ain't gunna have a lot of Vram space.
[QUOTE=Armageddon104;42424951]I decompiled one of the BMS maps awhile back to check how they did a certain light. Almost every single surface has a lightmap scale of 1. I'm not joking. Also a note, lightmap scale of 2 looks just as good and if you use it, it will actually cut your map size in half, lightmap scale of 1 doubles it. Also for the enhancement mod I think they should maybe set the default scale to 8 instead of 16. Though some places look better with a larger lightmap scale too.[/QUOTE] I think the default scale should be 4 more than 8.
[QUOTE=miroki;42425231]I think the default scale should be 4 more than 8.[/QUOTE] No, it's pretty art dependant, source doesn't have softness values for it's lights, so putting things too low will result in really bad looking shadows (Since light can be 'hard' and 'soft) because everything will act as a perfect direct spotlight (instead of more diffuse shadows). It should be surface dependent on what the values should be.
Almost done, just some final details. [t]https://dl.dropboxusercontent.com/u/5497487/trash_bin_final.PNG[/t]
[QUOTE=kwant111;42425391]Almost done, just some final details. [t]https://dl.dropboxusercontent.com/u/5497487/trash_bin_final.PNG[/t][/QUOTE] Mind showing us a pic of it in-game? (when the touches are finished of course)
We'll use lightmap scales of 8 and 2 where it can be used effectively (interiors and ravenholm) otherwise we'll stick with 16. Since outside is probably going to use dynamic lighting, we'll mostly likely set it to 16 outside. We'll also use env_projectedtexture as well.
[QUOTE=kwant111;42425391]Almost done, just some final details. [t]https://dl.dropboxusercontent.com/u/5497487/trash_bin_final.PNG[/t][/QUOTE] Going on it took you about 40 minutes to make this texture could you make a video next time of your process?
[B]More walls...[/B] [t]http://i.imgur.com/UkOjLPd.jpg[/t][t]http://i.imgur.com/Tb5pVSU.jpg[/t]
Everything looks very blurred to me. Also for all the garbage cans I'd suggest modeling each piece of garbage instead of flat plane with a garbage texture. Better yet make a few more junk models to add to the hl2 junk set and put them in the garbage cans randomly, so you can take bits out if you want to. Full physics garbage digging.
[QUOTE=Fat-Corgi-Guy;42426406][B]More walls...[/B] [t]http://i.imgur.com/UkOjLPd.jpg[/t][t]http://i.imgur.com/Tb5pVSU.jpg[/t][/QUOTE] The broken wall tile is very repetitive, even on a short stretch of wall. Might want to add extra 'stranded' tile pieces on the stripped portion as well. Other than that, looks nice.
[QUOTE=Sally;42425596]Going on it took you about 40 minutes to make this texture could you make a video next time of your process?[/QUOTE] It's not super complicated, he doesn't seem to have baked any normals or worn any sort of edges, all he probably did was paint with random brushes over the specular and add a simple base diffuse.
[QUOTE=Cheshire_cat;42426872]The broken wall tile is very repetitive, even on a short stretch of wall. Might want to add extra 'stranded' tile pieces on the stripped portion as well. Other than that, looks nice.[/QUOTE] I think he could get away with doing 512x1024 textures for that type of tile to prevent repeating so often. 1024x512*
[QUOTE=Armageddon104;42426596]Everything looks very blurred to me. Also for all the garbage cans I'd suggest modeling each piece of garbage instead of flat plane with a garbage texture. Better yet make a few more junk models to add to the hl2 junk set and put them in the garbage cans randomly, so you can take bits out if you want to. Full physics garbage digging.[/QUOTE] Yeah, looks like it has some 'detail' layers just on top of the actual tile 'picture'/layer, it should have some sort of selective blending, like multiply or something.
[QUOTE=Fat-Corgi-Guy;42418501][B]Better?[/B] [t]http://i.imgur.com/h3L9PWo.jpg[/t][t]http://i.imgur.com/O4abwsE.jpg[/t] [t]http://i.imgur.com/9Xtj4ko.jpg[/t][t]http://i.imgur.com/Qqx1CiR.jpg[/t][/QUOTE] I love you.
[QUOTE=Armageddon104;42426596]Everything looks very blurred to me.[/QUOTE] May I go out on a limb here and assume it looks blurred from a distance (not close up though, I know it isn't close up) because it doesn't have a really huge-ass sharpen filter applied to it like the original textures? And we're used to seeing the original textures like that, so seeing something that isn't sharpened 100 times appears almost blurry? I refuse to sharpen my textures as much as the original HL2 ones anyways, because they look really crappy closer up when that's done. [QUOTE=glitchvid;42427401]Yeah, looks like it has some 'detail' layers just on top of the actual tile 'picture'/layer, it should have some sort of selective blending, like multiply or something.[/QUOTE] There are no detail layers or detail textures applied to that actually. [QUOTE=Cheshire_cat;42426872]The broken wall tile is very repetitive, even on a short stretch of wall. Might want to add extra 'stranded' tile pieces on the stripped portion as well. Other than that, looks nice.[/QUOTE] I didn't really think it tiled that repetatively, I could make it tile less, but then the placements of the missing tiles would be completely different from the original texture's which I figured people wouldn't want. [QUOTE=Sally;42427099]I think he could get away with doing 512x1024 textures for that type of tile to prevent repeating so often. 1024x512*[/QUOTE] No. Just no. The new textures are all 2048^2048, I'm not going lower because then they look like shit close up and won't be high quality textures (1 big main reason this mod even exists). I could make a 2048^4096 texture, but scaling would be harder.
[QUOTE=Fat-Corgi-Guy;42430043]May I go out on a limb here and assume it looks blurred from a distance (not close up though, I know it isn't close up) because it doesn't have a really huge-ass sharpen filter applied to it like the original textures? And we're used to seeing the original textures like that, so seeing something that isn't sharpened 100 times appears almost blurry? I refuse to sharpen my textures as much as the original HL2 ones anyways, because they look really crappy closer up when that's done. [/QUOTE] That's just not true, unless you plan on using lossless/uncompressed textures (which we simply cannot do, at all) sharpening is pretty much going to be required, since DXT1/3/5 does a good job of eliminating small detail unless it is brought out (sharpened). Plus it doesn't look right unless you run a sharpen over those textures; and unless your editing program has a crappy sharpen filter (Eyeon fusion, I'm looking at you) it should be perfectly easy to just hit Filters -> Sharpen -> Sharpen
personally i like how Corgi did the textures. there is a slight blur to them but imo it's for the better. makes it look natural. also keep up the good work with the textures! they will be helping [i]a lot[/i] of Source mods and games, not just Half-Life 2. :smile:
Now we can finally throw that high poly can away in a fitting trashbin Mr. Metrocop. [t]https://dl.dropboxusercontent.com/u/5497487/trash_can_360.gif[/t]
for a while i thought the progress here was slow but the quickly completed trash can has restored my hope all praise be to Trashcan iä iä Trashcan fhtagn
[QUOTE=kwant111;42431200]Now we can finally throw that high poly can away in a fitting trashbin Mr. Metrocop. [t]https://dl.dropboxusercontent.com/u/5497487/trash_can_360.gif[/t][/QUOTE] hands down the most ravishing trashcan i have laid my eyes on
I always thought the sharpen filter on the HL2 textures was a unifying style guide. I've been sharpening my textures recently and they look a ton better in-engine.
[QUOTE=Fat-Corgi-Guy;42430043] No. Just no. The new textures are all 2048^2048, I'm not going lower because then they look like shit close up and won't be high quality textures (1 big main reason this mod even exists).[/QUOTE] Sorry I didn't know the base size for the walls were, what you should of understood is that its going to more wider than in height. [QUOTE]I could make a 2048^4096 texture, but scaling would be harder[/QUOTE] But it wouldn't need to scale in the first place. If you are meaning in photoshop its just repeats x amount of times then you add different tiles to it. If you mean mapping wise then they would need to learn how to use fit all then copy the y scale onto the x scale and work from there.
[QUOTE=SpotEnemyBoat;42406510]Didn't he also take some sounds from tehstrelok? That I noticed.[/QUOTE] yes he did, he "borrows" a lot without asking
[QUOTE=tehstrelok;42432379]yes he did, he "borrows" a lot without asking[/QUOTE] Yeah didn't he "borrow" models from other games, Metro 2033 being one? And I think the ship and the airplane were from another game.
YOu kind of have to use a sharpen filter as source blurs its textures a lot in-engine.
[QUOTE=Fat-Corgi-Guy;42430043]May I go out on a limb here and assume it looks blurred from a distance (not close up though, I know it isn't close up) because it doesn't have a really huge-ass sharpen filter applied to it like the original textures? And we're used to seeing the original textures like that, so seeing something that isn't sharpened 100 times appears almost blurry? I refuse to sharpen my textures as much as the original HL2 ones anyways, because they look really crappy closer up when that's done. ... No. Just no. The new textures are all 2048^2048, I'm not going lower because then they look like shit close up and won't be high quality textures (1 big main reason this mod even exists). I could make a 2048^4096 texture, but scaling would be harder.[/QUOTE] This sounds exactly like something fakefactory would say. I'm not even joking.
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