• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=SirLemon;43009939]Maybe this is unrealistic to ask for at this point, but it's a holiday so I'm in a hopeful mood. Any chance we can get a video tour of the town square area? Even if it's far from finished, I'm sure everyone would like to see some on-game footage of the enhancements[/QUOTE] All you'd see is WIP Gordon Freeman models at this point in time.
[QUOTE=EpicRandomnes;43011142]All you'd see is WIP Gordon Freeman models at this point in time.[/QUOTE] No, all you'd see at the moment are 5 or so textures in the whole area replaced. Not much at all to look at, and as stated before character models haven't really even begun to be made.
[QUOTE=Fat-Corgi-Guy;43012751]No, all you'd see at the moment are 5 or so textures in the whole area replaced. Not much at all to look at, and as stated before character models haven't really even begun to be made.[/QUOTE] Just wondering what happened to your mappers, they seemed very prevalent in the beginning of the v5 thread.
[QUOTE=Sally;43012884]Just wondering what happened to your mappers, they seemed very prevalent in the beginning of the v5 thread.[/QUOTE] thats what I was referring to actually
[QUOTE=Sally;43012884]Just wondering what happened to your mappers, they seemed very prevalent in the beginning of the v5 thread.[/QUOTE] Stiffy360 is working on his own stuff most of the time, and we're all waiting for textures and some more stuff to be done mostly. I'd like to see about getting the orignal VMFs from Valve or someone who has them; for now we're going to be forced to decompile the maps, and that's a lot of cleanup work.
[QUOTE=glitchvid;43015491]Stiffy360 is working on his own stuff most of the time, and we're all waiting for textures and some more stuff to be done mostly. I'd like to see about getting the orignal VMFs from Valve or someone who has them; for now we're going to be forced to decompile the maps, and that's a lot of cleanup work.[/QUOTE] Well I know for one thing the SDK vmf files should give you somethings to work on while waiting for the rest of the vmfs
Random development(?) update: Now you can define particle name in particle scripts so the game will spawn the particle you wanted :v: [IMG]http://i.imgur.com/qT5xsaM.png[/IMG]
Is "TAKE A BREAK" going to be there in the full mod? I want to watch Gordon running around playing the game for me. It'd be marvelous. Also it'd contribute to the "WHY WE'RE HAVING A GORDON FACE MODEL" argument.
I've been practicing my modelling a lot lately and broadening my horizons as well as clearing up my schedule so that I can do a lot more mapping for the project. Because it's rather hard to make a game's level without the level's assets you know? Hardly anyone wants to take the effort of helping me with some trees and textures (because they are busy or other things) so I'll need to undertake those myself.
[QUOTE=Stiffy360;43039096]I've been practicing my modelling a lot lately and broadening my horizons as well as clearing up my schedule so that I can do a lot more mapping for the project. Because it's rather hard to make a game's level without the level's assets you know? Hardly anyone wants to take the effort of helping me with some trees and textures (because they are busy or other things) so I'll need to undertake those myself.[/QUOTE] I will do my best to help you with modeling/texturing.
[QUOTE=uaredead2020;42993136]We are talking about Gordon Freeman models and no one mentions Kather's Freeman model? [IMG]http://img.photobucket.com/albums/v457/RideFlame/kathar.jpg[/IMG] look at that model I've always liked this model, it looks a lot like the HL2 boxart and promo art Freeman (in my opinion) [t]http://cdn2.gamefront.com/wp-content/uploads/2011/08/hl2.jpg[/t][/QUOTE] Yes. This one is perfect!
[QUOTE=Seaal;43039584]Yes. This one is perfect![/QUOTE] Wait a second, that's not Gordon Freeman!
What's up next to do for this mod? I'd be glad to help with mapping and textures! @Fat-Corgi-Guy Can you post some sort of checklist so that people know what has been done and what needs to be worked on?
[QUOTE=SimplePlanz69;43082437]What's up next to do for this mod? I'd be glad to help with mapping and textures! @Fat-Corgi-Guy Can you post some sort of checklist so that people know what has been done and what needs to be worked on?[/QUOTE] Another modding project I followed maintained a series of progressbars for various aspects of the development process. Something similar could be helpful here, just something like: Textures: ██________ (20%) Models: █_________ (10%) Maps: ███████__ (80%) SMG Reskins: █████████████████ (800%) Or whatever.
[QUOTE=p0rtalplayer;43083311]Another modding project I followed maintained a series of progressbars for various aspects of the development process. Something similar could be helpful here, just something like: Or whatever.[/QUOTE] Ok... Textures: █________ (14%) Models: |_________ (5%) Maps: |__ (1%)
[QUOTE=Fat-Corgi-Guy;43083576]Maps: |__ (1%)[/QUOTE] Honestly, that's more than I thought we were at.
[QUOTE=Fat-Corgi-Guy;43083576]Ok... Textures: █________ (14%) Models: |_________ (5%) Maps: |__ (1%)[/QUOTE] Corgi, stop. You're getting me hyped.
Another update on game code: Weapon muzzle flash and smoke are handled in weapon scripts now: [IMG]http://i.imgur.com/mRR9SvL.png[/IMG] Also, the game will check is the attachment invalid: [IMG]http://cloud-3.steampowered.com/ugc/473173346106872164/4CE3D65108F7A6DBBD7ACA9D3512CD30D6BFF27F/[/IMG] If nothing goes wrong, particle will be shown correctly: [IMG]http://cloud-4.steampowered.com/ugc/473173346106872935/8785999EAC34AAFB12CC039BD5BA747B5FC14DF2/[/IMG] For example, if you downloaded weapon skin and it uses different muzzle attachment name or you think the smoke shouldn't emit this early/late, you could edit the weapon script.
I didn't know the ASW engine accepted the same model version that hl2 uses.
[QUOTE=Sally;43095422]I didn't know the ASW engine accepted the same model version that hl2 uses.[/QUOTE] it's backwards compatible iirc [editline]6th December 2013[/editline] as much as source can be "backwards compatible"
Pretty sure all models are compatible HL2 to current. It's current to HL2 you have to worry about.
[QUOTE=gk99;43095773]Pretty sure all models are compatible HL2 to current. It's current to HL2 you have to worry about.[/QUOTE] Not all models are compatible. On new engine, they are using a new encoding format for models, some Source 1 models could create a engine buffer overflow, as far as I know, NPC models and Cinematic Physics models will crash the game. Because SFM's HL2 Base have most recent engine version models(IDST1 version), so they can be loaded in ASW, but they doesn't support model optimizations in engine.
nice hud
[QUOTE=SimplePlanz69;43082437]What's up next to do for this mod? I'd be glad to help with mapping and textures![/QUOTE] Forgot to reply to this, heh. Ok, do you have any pictures or a portfolio of your work? Have you done many 2048^2048 textures before? Add me on steam so we can talk more easily too.
[video=youtube;CXPMJ8BSjSY]http://www.youtube.com/watch?v=CXPMJ8BSjSY[/video] This work better then I expected :v:
As long as that lens flare will be optional in Enhancement Mod ...
...and the screen smudges & the camera tilting.
[QUOTE=DONOTWANT;43110887]...and the screen smudges & the camera tilting.[/QUOTE] [URL="http://store.steampowered.com/app/220/?snr=1_7_15__13"]This[/URL] will do!
"screen smudges", lens flares, and film grain you [I]can[/I] turn on/off. [editline]200000000000000013[/editline] Yes [I]Marphy[/I], it's just so optimistic that you could turn these features off, especially when it's coming from a dev who's played and worked on the mod. :v:
Oh, I'm sorry. What is it [I]supposed[/I] to be called? Light Orbs? Lens Dust? Whatever it is, it's ugly & distracting. [QUOTE=Ken Chan;43111318][URL="http://store.steampowered.com/app/220/?snr=1_7_15__13"]This[/URL] will do![/QUOTE]Yes, because those are clearly the only reasons anyone is interested in the mod. :downs:
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