• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Grenade Man;42433890]This sounds exactly like something fakefactory would say. I'm not even joking.[/QUOTE] Difference being that FF is mostly wrong on the matter, while Corgi is right because it actually IS better ingame (I'd say go have a look but that is impossible right now)
Textures will look blurry in-engine if not sharpened. (Textures after being imported and compressed in VTFedit) Non sharpened. [t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/no_sharpen.png[/t] Sharpened: [t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/sharpen.png[/t]
If the problem's just the blurriness at distance then I'd think it's the mipmap filtering that needs to be changed. If the textures look good close up (i.e. when they're being rendered at at least 1 screen pixel per texel) then the source is fine and you only need to change the mipmap filter to make those sharper.
2k maps for environment textures are crazy by next gen limits and certainly insane by current gen limits
Decided to make a little scene quicly just to see how they fit, crits on the bench and clock are always welcome! (something about that clock still bugs me though..) [t]https://dl.dropboxusercontent.com/u/5497487/train_scene.PNG[/t] Edit: How is this even late? :v: Edit: I get it because I modelled a clock...
[QUOTE=BMCHa;42435562]If the problem's just the blurriness at distance then I'd think it's the mipmap filtering that needs to be changed. If the textures look good close up (i.e. when they're being rendered at at least 1 screen pixel per texel) then the source is find and you only need to change the mipmap filter to make those sharper.[/QUOTE] [I]going beyond the limits on a aged engine.[/I]
[QUOTE=BMCHa;42435562]If the problem's just the blurriness at distance then I'd think it's the mipmap filtering that needs to be changed. If the textures look good close up (i.e. when they're being rendered at at least 1 screen pixel per texel) then the source is find and you only need to change the mipmap filter to make those sharper.[/QUOTE] Corgi is already using Hamming (Although I think he switched to Blackman), which is sorta the 'best' you can get in terms of keeping quality over mips. You really do have to sharpen, just run a single pass over it, it makes it look a ton better without raping it. [editline]6th October 2013[/editline] [QUOTE=kwant111;42435965]Decided to make a little scene quicly just to see how they fit, crits on the bench and clock are always welcome! (something about that clock still bugs me though..) [t]https://dl.dropboxusercontent.com/u/5497487/train_scene.PNG[/t][/QUOTE] Commit, I wanna see what magic corgi can do with the texture.
[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] If you make a duplicate layer of the texture and do a high pass filter, then set its blend mode to soft or hard light, you have a lot finer control over the sharpening. It might be worth looking into.
kwant does a great job
[QUOTE=kwant111;42435965]Decided to make a little scene quicly just to see how they fit, crits on the bench and clock are always welcome! (something about that clock still bugs me though..) [t]https://dl.dropboxusercontent.com/u/5497487/train_scene.PNG[/t][/QUOTE] I love everything but the edges of the benches should have a very slight roundness to them, like old worn wood. And the clock is a bit too low-poly for my taste and doesn't have that much detail. Think you could try making it similar to this? [t]http://img28.imageshack.us/img28/6932/prop3s.jpg[/t] [I]Source for those interested: [url]http://forums.epicgames.com/threads/933515-City-17-train-station-environment[/url] (I actually tried contacting the guy who made those about letting us use his models in the mod, never heard back).[/I]
[url]http://www.facepunch.com/members/441346-Logithx[/url] he used to post on fp some time ago
[QUOTE=Fat-Corgi-Guy;42438391] [I]Source for those interested: [url]http://forums.epicgames.com/threads/933515-City-17-train-station-environment[/url] [/I][/QUOTE] [img]http://img546.imageshack.us/img546/9283/78336934.jpg[/img] omfg
Don't care for the shadows or gravel, but those textures are amazing. And what happened to Corgi doing a tutorial about making textures.
[QUOTE=NixNax123;42438619][img]http://img546.imageshack.us/img546/9283/78336934.jpg[/img] omfg[/QUOTE]make it look like that
[QUOTE=Armageddon104;42439107]Don't care for the shadows or gravel, but those textures are amazing. And what happened to Corgi doing a tutorial about making textures.[/QUOTE] The textures are mediocre, but great thing is the lighting.
[QUOTE=artDecor;42439155]make it look like that[/QUOTE] Yes make it look like Unreal Tournament 3.
[QUOTE=NixNax123;42438619][img]http://img546.imageshack.us/img546/9283/78336934.jpg[/img] omfg[/QUOTE] If you make it look like this, I'm going to give you a thousand bucks. I don't care how.
It looks like fallout in the unreal engine
[QUOTE=NixNax123;42438619][img]http://img546.imageshack.us/img546/9283/78336934.jpg[/img] omfg[/QUOTE] I wish people were allowed to release a fan remake of games without legal repercussions. It would be nice to see Half-Life 2 on a nicer engine.
[QUOTE=megafat;42441282]I wish people were allowed to release a fan remake of games without legal repercussions. It would be nice to see Half-Life 2 on a nicer engine.[/QUOTE] Did the Black Mesa team ask for permission or something?
But black mesa was on source.
[QUOTE=Magmacow358;42442465]Did the Black Mesa team ask for permission or something?[/QUOTE] to the best of my knowledge, provided that you are not making a game with profiting from it in mind, it's all good. they didn't have to ask permission, and I don't think they actually did anyway. However in the case of BMS, it's interesting to note how Valve requested that 'Source' be removed from the mod title. not really 'giving permission' but just a little favor Valve asked so that the mod won't be mistaken as an official IP.
Valve is really cool with how you use their IPs, as long as you don't make a profit from it. Meanwhile for example if you made a free remake of deus ex on unreal engine 3, I doubt square enix would be that friendly with you.
[IMG]http://i.imgur.com/n32QexR.png[/IMG]
[QUOTE=NixNax123;42438619][img]http://img546.imageshack.us/img546/9283/78336934.jpg[/img] omfg[/QUOTE] CSGO kinda looks like that, is the csgo sdk available?
[QUOTE=tehstrelok;42445974]CSGO kinda looks like that, is the csgo sdk available?[/QUOTE] Yeah, I actually ported the d1_trainstation_01 map to CSGO back when the closed beta first began :v: Of course it had no NPCs and some sections of the map would make you crash but it was pretty cool to see Trainstation with dat CSM. I was planning on doing dm_lockdown but never got to it.
[img]http://img40.imageshack.us/img40/1613/x550.jpg[/img] 20 big ones to whoever can identify what this is a reproduction of and where it is in the game. :v:
[QUOTE=Snood_1990;42446813][img]http://img40.imageshack.us/img40/1613/x550.jpg[/img] 20 big ones to whoever can identify what this is a reproduction of and where it is in the game. :v:[/QUOTE] Train station ticket booth?
[QUOTE=Karmal Khan;42446860]Train station ticket booth?[/QUOTE] d1_trainstation_01 now gimme my reward
[QUOTE=Snood_1990;42446813][img]http://img40.imageshack.us/img40/1613/x550.jpg[/img] 20 big ones to whoever can identify what this is a reproduction of and where it is in the game. :v:[/QUOTE] King Dong shop.
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