• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=kwant111;40502433]Allright we'll do a little vote, the ones who like the direction the mod is going into press agree. The ones who don't press disagree. Simple as that. Here's a pirate for you're enjoyment. [t]https://dl.dropboxusercontent.com/u/5497487/Hev_wip_pirate.png[/t] [editline]sds[/editline] If we have more disagrees as agrees, we might as well head over to ModDB and leave FP.[/QUOTE] My two cents on it: The thighs seem a little off with the indentation, the shins seem a bit bulgy on the front, the crotch flap or the area underneath the flap could use some tweaking because it looks sorta like either the flap is too big or the crotch is riding up a little high, looks pretty good otherwise so far.
[QUOTE=Sam Za Nemesis;40504102]Source has a barely used $ambientocclusion shader param for the Alien Swarm branch that works nicely with what valve has to give with dynamic lighting, loose baked AO on diffuse isn't a problem either And I don't want to keep repeating what I say but getting back on the radiosity subject, Source's radiosity system is so good that valve has a [B][I][URL="http://www.google.com/patents/US7508391"]PATENT[/URL][/I][/B] for it, the Hedgehog Engine and even Unreal Engine 3 uses a similar technique, Sonic Team directly mentioned valve in their papers, if Source lighting looks bad for you it means [I]you[/I] are doing something wrong[/QUOTE] Fun fact: That vmt parameter [$ambientocclusion] does not create an AO look, it simply mutes specular reflection; it does nothing to give the model shadows where light would be occluded. As for the issue with it having "Bad" lighting, it simply isn't fully dynamic. I never said it was bad (Actually I don't think I ever said anything in this regard), I stated it simply isn't (fully) dynamic, and that we need to bake the AO onto the diffuse. [QUOTE=Mech Bgum;40504257]You're totally missing the point. Baking AO is not the case, it's drawing fake lighting into textures.[/QUOTE] There isn't any "real" lighting baked into the texture, aside from what would be required to show simple scratches and whatnot (Which is what a texture is for....). Poking about, one screw has fake specular painted into the texture. Past that, it's all simpleish diffuse with an AO bake layer ontop.
[QUOTE=kwant111;40502741]Though this is something we might want to rethink alot of times, since this will change the way you view the gun, and going on from previous critcs people don't seem to like that.[/QUOTE] For singleplayer you could leave it (as long as the npcs don't use the animation), I'm personally fine with it looking different in first person since I always use a custom pistol model in source games that's two handed. For any multiplayer or third-person things however, there's no question about it. Having people (especially if they're not all Gordon models) running around using pistols one-handed would just look retarded.
If you're still working on Highway 17, this might be relevant: [url]http://imgur.com/gallery/bdjRR[/url]
[QUOTE=Garrison;40508636]Due to the texture I have to remake it. God damn source.[/QUOTE] I did something like that a while ago, used Sony Vegas for the effects [video=youtube;ZYWdzz_hVgg]http://www.youtube.com/watch?v=ZYWdzz_hVgg[/video] Although I doubt your texture will be 30fps and 80MB :v:
[QUOTE=A_Pigeon;40508493]Loving that red dot master texturer[/QUOTE] It's a map of the gun on a screen so the player knows where all the pieces of the gun are obviously. Duuh. Jeez. God.
[QUOTE=ultradude25;40510215]For singleplayer you could leave it (as long as the npcs don't use the animation), I'm personally fine with it looking different in first person since I always use a custom pistol model in source games that's two handed.[/QUOTE] I'm not sure you could simply replace the model since Ken Chan is making a new animation system. To be precise, there won't be a distinct view model anymore.
[QUOTE=CrystalGamma;40513811]I'm not sure you could simply replace the model since Ken Chan is making a new animation system. To be precise, there won't be a distinct view model anymore.[/QUOTE] Replace the model? Why would you be replacing the model? If you mean the custom model I use, I was saying that I would be fine with the pistol being two handed in this mod (which is different from vanilla HL2), because I already use a two handed model.
I think the pistol looks fine one-handed but I wouldn't disagree to making it two-handed by just improving upon the original animation. Also can just make it so the firstperson animation is two-handed as well, but that will be tricky if you want the animation to maintain the same amount of frames as the default while making sure the animation looks decent.
[QUOTE=ultradude25;40514251]Replace the model? Why would you be replacing the model? If you mean the custom model I use, I was saying that I would be fine with the pistol being two handed in this mod (which is different from vanilla HL2), because I already use a two handed model.[/QUOTE] Well, I thought you meant you wanted replace the gun model if the EM team decided to use a one-handed one like vanilla HL2.
OK, here's some more map-bug busting: I was playing through HL2 (again), and reached d3_c17_12. I looked in the Developer Console and saw that entity "waepon_ar2" couldn't be created. I then decided to decompile d3_c17_12 (using BSPSource) and look in the VMF for anything related to [B]waepon_ar2[/B] [U]Okay.. what did you find?[/U] I found out that the entity is a [URL="https://developer.valvesoftware.com/wiki/Game_weapon_manager"]game_weapon_manager[/URL], with the weapon name limiting to 4. [U]You want us to do anything about it?[/U] My own fix is through making a "_commentary.txt", which makes a new such entity with the weapon name corrected. I hope you guys fix this from the map itself with this enhancement mod! I'll [URL="http://oi40.tinypic.com/4s1yxx.jpg"]link[/URL] to the picture [U]Uhm, what? I can't see it! [/U]It's the red, highlighted box under the purple one. The purple box above is a [URL="https://developer.valvesoftware.com/wiki/Game_ragdoll_manager"]game_ragdoll_manager[/URL], which is just fine! [U]What'll we learn from this, you think [/U]You can playtest and check for bugs yourself, I mostly think about fixing even errors in the Developer Console.
[QUOTE=mixshifter;40514345]I think the pistol looks fine one-handed but I wouldn't disagree to making it two-handed by just improving upon the original animation. Also can just make it so the firstperson animation is two-handed as well, but that will be tricky if you want the animation to maintain the same amount of frames as the default while making sure the animation looks decent.[/QUOTE] Idk. I kinda would like it if they made the hand "involvement" minimal so it would play nice with the inevitable Oculus Rift/ Razer Hydra mods. [editline]3rd May 2013[/editline] [QUOTE=Sam Za Nemesis;40504102]Source has a barely used $ambientocclusion shader param for the Alien Swarm branch that works nicely with what valve has to give with dynamic lighting, loose baked AO on diffuse isn't a problem either And I don't want to keep repeating what I say but getting back on the radiosity subject, Source's radiosity system is so good that valve has a [B][I][URL="http://www.google.com/patents/US7508391"]PATENT[/URL][/I][/B] for it, the Hedgehog Engine and even Unreal Engine 3 uses a similar technique, Sonic Team directly mentioned valve in their papers, if Source lighting looks bad for you it means [I]you[/I] are doing something wrong[/QUOTE] I'm interested. In fact, what assets use it? What does it look like?
OK, just reached around d3_citadel_03... game_weapon_manager now complains about entity [B]weapon*[/B], its origin is at "7680.23 -1464.75 2185" Later, there's also a [B]filter_activator_class[/B] looking for "[B]weapon_*[/B]". This entity is on origin "7680 -1472 2216" (What is this one for? The gravity gun charging up?) NOTE: Classname [B]weapon_*[/B] makes one final cameo in [B]d3_breen_01[/B], it's basically trying to limit the amount of dropped AR2's to 4 (just like in [B]d3_c17_12[/B])
[QUOTE=BenjaminTennison;40518569]OK, just reached around d3_citadel_03... game_weapon_manager now complains about entity [B]weapon*[/B], its origin is at "7680.23 -1464.75 2185" Later, there's also a [B]filter_activator_class[/B] looking for "[B]weapon_*[/B]". This entity is on origin "7680 -1472 2216" (What is this one for? The gravity gun charging up?) NOTE: Classname [B]weapon_*[/B] makes one final cameo in [B]d3_breen_01[/B], it's basically trying to limit the amount of dropped AR2's to 4 (just like in [B]d3_c17_12[/B])[/QUOTE] The limiting is so you don't pick up any ar2's on your way up. The filter I believe is for the gravity gun, I'll have to look at the vmf to see what does what.
[IMG]http://cloud-2.steampowered.com/ugc/558722001456231550/6EE522E7014A469F45A38B3A2904045647C8438E/[/IMG] Suggest what we should put here.
a better font, please also does gordon talk now?
Trying out some texture stuff, nothing serious though. [t]http://cloud-2.steampowered.com/ugc/558722001455886752/DFC3A7B19B8ADAA4400A211969D26B5AEDED2DF5/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001455890208/2F858AA55FCCAEB1EA8A5DACF9E6E68AEE007C14/[/t]
I really love how the new SMG looks ingame
[QUOTE=kwant111;40524679]Trying out some texture stuff, nothing serious though. [t]http://cloud-2.steampowered.com/ugc/558722001455886752/DFC3A7B19B8ADAA4400A211969D26B5AEDED2DF5/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001455890208/2F858AA55FCCAEB1EA8A5DACF9E6E68AEE007C14/[/t][/QUOTE] that looks nice
Looks brilliant.
[QUOTE=kwant111;40524679]Trying out some texture stuff, nothing serious though. [t]http://cloud-2.steampowered.com/ugc/558722001455886752/DFC3A7B19B8ADAA4400A211969D26B5AEDED2DF5/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001455890208/2F858AA55FCCAEB1EA8A5DACF9E6E68AEE007C14/[/t][/QUOTE] Reminds me of the beta SMG.
[QUOTE=Ken Chan;40524665][IMG]http://cloud-2.steampowered.com/ugc/558722001456231550/6EE522E7014A469F45A38B3A2904045647C8438E/[/IMG] Suggest what we should put here.[/QUOTE]Don't put anything; Gordon doesn't talk.
[QUOTE=Bumbanut;40525299]Don't put anything; Gordon doesn't talk.[/QUOTE] ........ This is for DEATHMATCH.
[QUOTE=Bumbanut;40525299]Don't put anything; Gordon doesn't talk.[/QUOTE] It's for the MP gestures. I'd say we should have some commands like 'move up/go' where your character points in a direction you choose.
[QUOTE=Ken Chan;40524665][IMG]http://cloud-2.steampowered.com/ugc/558722001456231550/6EE522E7014A469F45A38B3A2904045647C8438E/[/IMG] Suggest what we should put here.[/QUOTE] Could it be different depending on whether you're playing as a rebel or a Combine soldier? If you're the latter it could make you use the arm movements the soldiers use and maybe say some of the things they say in single player ("target compromised, move in", "containment proceeding", "contact confirm, prosecuting" etc.)
[img]http://img580.imageshack.us/img580/2347/smg1new.jpg[/img] Did some more work on my version of the SMG texture. +WIP eotech texture.
[QUOTE=SFC003;40525310]........ This is for DEATHMATCH.[/QUOTE]God damn it, just realized that...
[video=youtube;bJvgdGC7ULY]http://www.youtube.com/watch?v=bJvgdGC7ULY[/video] And his last words was "Jason!"...
You should totally make it toggleable in regular HL2 though. Yelling random stuff during cutscenes is always fun
[QUOTE=Rent-a-BoxHouse;40526176]You should totally make it toggleable in regular HL2 though. Yelling random stuff during cutscenes is always fun[/QUOTE][QUOTE=Bumbanut;40525299]Gordon doesn't talk.[/QUOTE]
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