Honestly I think it's fine the way it is and wouldn't make much sense to make the citadel bigger. It's rotated to give an effect of being farther away of course and that adds to the overall gameplay and atmosphere of those sections.
Adding new gameplay sections sounds like a bad idea, no offense to the mappers but I doubt it would mesh well with the current pacing of HL2. Shouldn't we just focus on better textures and models and some shaders and lighting effects?
[QUOTE=Armageddon104;42684399]Honestly I think it's fine the way it is and wouldn't make much sense to make the citadel bigger. It's rotated to give an effect of being farther away of course and that adds to the overall gameplay and atmosphere of those sections.
Adding new gameplay sections sounds like a bad idea, no offense to the mappers but I doubt it would mesh well with the current pacing of HL2. Shouldn't we just focus on better textures and models and some shaders and lighting effects?[/QUOTE]
That's what we are mainly focusing on. The only changes to gameplay would be sections we feel could be improved in some form or manner, but keeping the gist of what it originally was.
Like on the coast and canals, we would improve some of the routes taken. (some areas were just weird)
[t]http://sdonkart.com/images/hl2em/image2_small.png[/t]
I'd love to sit on that if I say so myself.
(Don't worry 2048x wont be the final version)
[editline][/editline]
What is everyone else working on?
[QUOTE=kwant111;42692430][t]http://sdonkart.com/images/hl2em/image2_small.png[/t]
I'd love to sit on that if I say so myself.
(Don't worry 2048x wont be the final version)
What is everyone else working on?[/QUOTE]
I don't think the bench should be bent at the edges. It gives me the impression that it's made out of metal.
[QUOTE=Amish Steak;42692831]I don't think the bench should be bent at the edges. It gives me the impression that it's made out of metal.[/QUOTE]
It had that on the original model to.
[QUOTE=Amish Steak;42692831]I don't think the bench should be bent at the edges. It gives me the impression that it's made out of metal.[/QUOTE]
Wood gets dents in it too
[QUOTE=Amish Steak;42692831]I don't think the bench should be bent at the edges. It gives me the impression that it's made out of metal.[/QUOTE]Is this going to be the crossbow discussion all over again?
crossbow is clearly metal, and to top it off it uses that simple square metal framework stuff
the remade bench looks metal both in texture and model design to me, and that doesn't bother me at all so long as it fits in with the aesthetics of the surroundings
[QUOTE=Antivirus_404;42683728]Ehh...
Reading all the new posts (there were about 120 of them) I slowly started to lose faith in this mod. Basically, when people argue about improving something and they say no, then I don't think this mod's gonna go far. If this goes on, it'll just be HL2 with improved graphics. And that isn't why I come here regularly.[/QUOTE]
Like the creators of the mod point out every so often, the discussions in the thread don't necessarily reflect the actual progress or features of the mod.
Also, I think the bench only looks metal because of the lighting, not the texture. Though maybe it can be lightened a little? It looks nice, otherwise.
I was watching the 2003 E3 demo and a thought occurred to me. You know when they showed the pharapod and that huge fucking train of Antlions came out of the ground? I think it would be really cool to see the Nova Prospekt fight ramped way up. The security in vanilla is kinda measly considering what they're guarding, and I think it would be great if there were way more enemies [B]*and also*[/B] waaay more antlions for you to control.
[QUOTE=kwant111;42692430][t]http://sdonkart.com/images/hl2em/image2_small.png[/t]
I'd love to sit on that if I say so myself.[/QUOTE]
Agreed :smile:
The texture looks wooden, but you may want to add a bit of he wood grain to the specular, or the normal map just to make it look a little more wooden. Just a thought.
[QUOTE=kwant111;42692430]What is everyone else working on? [/QUOTE]
Right now I'm still doing train station textures...
[t]http://i.minus.com/ibgcCP59aL3Zom.png[/t]
Gotta fix up a few parts though, make it look a bit closer to the original with the cracks.
[QUOTE=kwant111;42692430][t]http://sdonkart.com/images/hl2em/image2_small.png[/t]
I'd love to sit on that if I say so myself.
(Don't worry 2048x wont be the final version)
[editline][/editline]
What is everyone else working on?[/QUOTE]
It looks like polished wood, but I'd think it'd be a rougher wood that wouldn't reflect as much. At the moment it looks like a hard wood floor.
[QUOTE=supersnail11;42695264]It looks like polished wood, but I'd think it'd be a rougher wood that wouldn't reflect as much. At the moment it looks like a hard wood floor.[/QUOTE]
Needs some love with an exponent and a better spec map. Give it to corgi; I'm sure he can handle it.
[QUOTE=Fat-Corgi-Guy;42695006]Agreed :smile:
The texture looks wooden, but you may want to add a bit of he wood grain to the specular, or the normal map just to make it look a little more wooden. Just a thought.
Right now I'm still doing train station textures...
[t]http://i.minus.com/ibgcCP59aL3Zom.png[/t]
Gotta fix up a few parts though, make it look a bit closer to the original with the cracks.[/QUOTE]
That concrete is blurry in the distance. Sharpen it please. :downs:
[QUOTE=Fat-Corgi-Guy;42695006]Agreed :smile:
The texture looks wooden, but you may want to add a bit of he wood grain to the specular, or the normal map just to make it look a little more wooden. Just a thought.
Right now I'm still doing train station textures...
[t]http://i.minus.com/ibgcCP59aL3Zom.png[/t]
Gotta fix up a few parts though, make it look a bit closer to the original with the cracks.[/QUOTE]
Looks really good, but those white specs.... I didn't know that 100 birds could get in that hallway without the metropolice noticing, and shit their hearts galore.
[QUOTE=kwant111;42692430][t]http://sdonkart.com/images/hl2em/image2_small.png[/t]
I'd love to sit on that if I say so myself.
(Don't worry 2048x wont be the final version)
[editline][/editline]
What is everyone else working on?[/QUOTE]
That's gonna need a normal map. I very much doubt that spec is going to do much of anything in Source.
Normal maps on wood tend to really look shit unless it's matte and up close, like on a viewmodel weapon. Wood grain is just too subtle to justify having it it defined with a normal map on a like this. I think the spec just needs some tweaking and it'll be fine.
[QUOTE=Armageddon104;42695921]That concrete is blurry in the distance. Sharpen it please. :downs:[/QUOTE]
Alright so I don't know how else to convince you that this [I]IS[/I] sharpened a ton already, but to show you the texture:
[t]http://i.imgur.com/7hpPKTm.jpg[/t]
Please, sharpening it anymore will do nothing at this point. My guess is the reason why the textures are blurry is problems with the mipmaps (note I do not know much about mip maps, so if this is could be incredibly stupid) since I'm using 2048^2048 textures that are rescaled in the VMT, the mipmap gets scaled for the size of teh image, it being 8 times the size of the original it gets blurrier faster 'cause it's covering the same surface area as the original, even though it's bigger.
[QUOTE=Amish Steak;42696030]Looks really good, but those white specs.... I didn't know that 100 birds could get in that hallway without the metropolice noticing, and shit their hearts galore.[/QUOTE]
Heh yeah, still fiddling with those, the original texture had a ton of spots like that though, maybe I just need to change the texture of the concrete a bit more to make it fit better?
[QUOTE=Fat-Corgi-Guy;42697588]Alright so I don't know how else to convince you that this [I]IS[/I] sharpened a ton already, but to show you the texture:
[t]http://i.imgur.com/7hpPKTm.jpg[/t]
Please, sharpening it anymore will do nothing at this point. My guess is the reason why the textures are blurry is problems with the mipmaps (note I do not know much about mip maps, so if this is could be incredibly stupid) since I'm using 2048^2048 textures that are rescaled in the VMT, the mipmap gets scaled for the size of teh image, it being 8 times the size of the original it gets blurrier faster 'cause it's covering the same surface area as the original, even though it's bigger.
Heh yeah, still fiddling with those, the original texture had a ton of spots like that though, maybe I just need to change the texture of the concrete a bit more to make it fit better?[/QUOTE]
uh sorry but i demand at least 8192^8192 textures
[QUOTE=a-cookie;42697616]uh sorry but i demand at least 8192^8192 textures[/QUOTE]
Are you kidding?
[QUOTE=Ken Chan;42698012]Are you kidding?[/QUOTE]
yes, it's called a joke
[QUOTE=Ken Chan;42698012]Are you kidding?[/QUOTE]
No.
(3.2317x10^616)^(3.2317x10^616) textures pls.
Specifically for that can.
[QUOTE=xalener;42696201]That's gonna need a normal map. I very much doubt that spec is going to do much of anything in Source.[/QUOTE]
models support $phong, It'll look very nice.
[QUOTE=Fat-Corgi-Guy;42697588]
My guess is the reason why the textures are blurry is problems with the mipmaps (note I do not know much about mip maps, so if this is could be incredibly stupid) [/QUOTE]
Try use the "box" filter along with the "sharpen soft" filter. I have found that that usually works best. If you need it sharper still then use the "sharpen medium"
[QUOTE=Stiffy360;42698298]Try use the "box" filter along with the "sharpen soft" filter. I have found that that usually works best. If you need it sharper still then use the "sharpen medium"[/QUOTE]
Ah, fixed it! I can't thank you enough man!
hm... any progress on the gunfire enlighting the surroundings? the original beta actually had that
[url]http://www.youtube.com/watch?v=y_EFqr2Bl1I[/url]
[QUOTE=tehstrelok;42702263]hm... any progress on the gunfire enlighting the surroundings? the original beta actually had that
[media]http://www.youtube.com/watch?v=y_EFqr2Bl1I[/media][/QUOTE]
I wonder why none of that was in the final game. the physics traps were probably the most cool thing they could have done and they didn't include them in the final game?
There were a few, just not as much. They were all really obvious and on the nose, too. It would be cool to have some more littered around, maybe even hidden. Like a sawblade launcher inside a wall or a punji sticks trap in a pit somewhere covered by a pallet or a plank that can be taken off with a gravgun. Stuff that's more obviously built in defense instead of SAW-like torture porn traps that all happen to be made of cars.
So is this floor better now?
[t]http://i.minus.com/io9tyoaRfqRk5.png[/t][t]http://i.minus.com/ibdCbJOSpTW7tP.png[/t][t]http://i.minus.com/ibrkzG5aTI9lO2.png[/t]
[QUOTE=Fat-Corgi-Guy;42703721]So is this floor better now?
[t]http://i.minus.com/io9tyoaRfqRk5.png[/t][t]http://i.minus.com/ibdCbJOSpTW7tP.png[/t][t]http://i.minus.com/ibrkzG5aTI9lO2.png[/t][/QUOTE]
It's a big improvement, nice work. However, there's a lot of pot-holes in the concrete, which makes it seem like crumbly and wet sand.
The floor-wall transition looks a bit abrupt, as does that wall corner on the left.
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