• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Snood_1990;42543319][IMG]http://img845.imageshack.us/img845/2421/jtfe.jpg[/IMG] Optimised down to 1274 tris. As you can see the lack of edges on the cylinders isn't really apparent until you view it at a very specific angle. The wooden bit of the board has been reduced and looks a bit flat as a result, a better normal map to pop it out like it was before should fix this.[/QUOTE] Do something to smooth out thast sharp edge in the center of the cylinders (like add an extra 2 tris per cylinder) and it's perfect
[QUOTE=SirLemon;42546172]Do something to smooth out thast sharp edge in the center of the cylinders (like add an extra 2 tris per cylinder) and it's perfect[/QUOTE] He literally just unsmoothed the edge on purpose.
[QUOTE=Snood_1990;42543319][IMG]http://img845.imageshack.us/img845/2421/jtfe.jpg[/IMG] Optimised down to 1274 tris. As you can see the lack of edges on the cylinders isn't really apparent until you view it at a very specific angle. The wooden bit of the board has been reduced and looks a bit flat as a result, a better normal map to pop it out like it was before should fix this.[/QUOTE] Don't forget you can always create LODs to increase performance. You could still use that older version (1600 poly) as LOD 0 with a few units of distance, and then use this one for medium distances and lastly, for long distances, a very optimized version of it which could be something like a basic box with baked texture from the highest poly model, atleast that's what I'd do. You don't really need to add 3 LODs, two are probably enough, the 3 LODs idea was intended to please the graphics enthusiasts, hehe.
If you're absolutely dead set on keeping those rolls inset into the frame, you might think of making each row one long cylinder (I can't tell if they poke out or not on my phone, but if not, this'll work). It would cut about ⅓ of your tri count right off. The other possibility is to move the rolls so they're flush with the backing and make the rolls floating geometry. Won't save quite as much as the first option, but it's an option, nevertheless.
[QUOTE=ferdam;42546984] You don't really need to add 3 LODs, two are probably enough, the 3 LODs idea was intended to please the graphics enthusiasts, hehe.[/QUOTE] Babe, "r_lod 0" all the way.
[QUOTE=glitchvid;42547308]Babe, "r_lod 0" all the way.[/QUOTE] I have no problems with that too, but I've seen people here discussing about performance and optimizing mesh so hard that I thought I could give the solution with LODs, haha.
[QUOTE=ferdam;42547828]Ibut I've seen people here discussing about performance and optimizing mesh so hard that I thought I could give the solution with LODs.[/QUOTE] Source does a pretty good job of handling prop rendering actually, the main issue is going to be eating all the Vram.
1600 triangles is like nothing and the 326 triangle difference is especially very much nothing (and would probably cost more to switch out the different lods) [I] half life 2 enhased[/I]
[QUOTE=Juniez;42548834]1600 triangles is like nothing and the 326 triangle difference is especially very much nothing (and would probably cost more to switch out the different lods) [I] half life 2 enhased[/I][/QUOTE] how2moderngamedesign. Seriously I'm like constantly stuck in 2004 with Source stuff, it's a bad habit. :v:
Solution, Fade the prop :v Cheap, easy to do, and it works. and it's not like you are going to see the prop in busy areas.
[QUOTE=Stiffy360;42551995]Solution, Fade the prop :v Cheap, easy to do, and it works. and it not like you are going to see the prop in busy areas.[/QUOTE] I uploaded the thing to the SVN so you mappers can have a mess around with it in-game.
[QUOTE=pinecleandog;42507883]looks fakefactory has given up[/QUOTE] [IMG]http://24.media.tumblr.com/9e582fc3f6212fbf786e4aed4ecd18cd/tumblr_mute1jHYaX1rft865o1_1280.png[/IMG] [B]EXCELLENT![/B]
[QUOTE=Fort83;42528286]I'm pretty sure this has either been discussed or suggested before but I'd hope to see an extended train ride at the beginning of the game perhaps with being able to see some C17 life outside of the train as you pass by areas, in addition to perhaps some more folks on said train. As well when you arrive at the train station you are in one of 2, perhaps 3? cars that is used for people to ride in, but at the station there is only 1 spot in which someone can get off the train (those steps), maybe make a few more for the other cabin doors?[/QUOTE] The train is now less tall so the citizens can get on and off without the stairs. There's also three passenger cars, and another citizen gets off the car in front of you (in vanilla he was on the platform already when you got off). I don't think we should add much more citizens, since the emptiness of the place adds to the atmosphere IMO.
[QUOTE=Doritos-pope;42552151][IMG]http://24.media.tumblr.com/9e582fc3f6212fbf786e4aed4ecd18cd/tumblr_mute1jHYaX1rft865o1_1280.png[/IMG] [B]EXCELLENT![/B][/QUOTE] [IMG]http://i.imgur.com/1LCo22v.jpg[/IMG]
Good god please, no more Fake Factory posts for a while.
Wish the FF thread had not closed, I downloaded the newest version to document the changes (and Torture myself). Hell I have a 3 hour stream of it on my Twitch Page, me and a buddy comment on it. I want somewhere to talk about it, but it would feel like a waste to make a thread just for that.
Yeah. Stop talking about Fakefactory and Cinematic Mod.
[QUOTE=Stiffy360;42551995]Solution, Fade the prop :v Cheap, easy to do, and it works. and it's not like you are going to see the prop in busy areas.[/QUOTE] Nah, there's only like 2 of them in each area; and fading would be enough of a visual hindrance (To me at-least, fuck that) that the minor visual perf wouldn't be beneficial. The only thing that probably needs LODs would be the Citizen models (if we're re-doing them); maybe a few of the more complicated new train station props.
Just like the graphical changes to Another World on 3DO (port by Interplay), old pervert's mind is never important lest you want nothing but a huge dong. [highlight](User was banned for this post ("Posting about FakeFactory/Cinematic Mod" - Uberslug))[/highlight]
[QUOTE=BenjaminTennison;42555900]Fakefactory's Cinematic Mod is uneccessary indeed, like the graphical changes to Another World on 3DO (port by Interplay). Eric Chahi made backlash on how it gives the game an entirely different feel and makes everything completely flat, no wonder too many changes can make more complaints...![/QUOTE] I swear I will ground you, young man.
YES, WE GET IT, WE DON'T LIKE FF. NOW FOR THE LOVE OF JESUS TAP-DANCING CHRIST CAN WE DROP THE SUBJECT?!
hey guys stop thanks
fakefactory is a pretty good mod [highlight](User was banned for this post ("Posting about FakeFactory/Cinematic Mod" - Uberslug))[/highlight]
[QUOTE=Uncle Bourbon;42557205]fakefactory is a pretty good mod[/QUOTE] Damn you and your differing opinions.
[QUOTE=SirLemon;42556675]YES, WE GET IT, WE DON'T LIKE FF. NOW FOR THE LOVE OF JESUS TAP-DANCING CHRIST CAN WE DROP THE SUBJECT?![/QUOTE]NOT UNTIL A NEW FF THREAD IS MADE [highlight](User was banned for this post ("Posting about FakeFactory/Cinematic Mod" - Uberslug))[/highlight]
Just use the HL & Portal thread - it's more relevant there than it is here.
Wow you guys really made me come out of retirement for this shit. [B]Stop posting about FakeFactory and Cinematic Mod[/B]
so what's the current progress on the 357? last time i checked it wasn't done
[QUOTE=SuperEmoBros;42557884]so what's the current progress on the 357? last time i checked it wasn't done[/QUOTE] anyone remember [B]this shit[/B] [IMG]http://puu.sh/4SD1P.jpg[/IMG]
[QUOTE=SuperEmoBros;42557884]so what's the current progress on the 357? last time i checked it wasn't done[/QUOTE] I'm still working on it, I'll post when there's something worth posting. However if you guys want to use Juniez' models I completely understand, they are amazing.
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