• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
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[QUOTE=Fat-Corgi-Guy;40543296]Also that model seems a bit too smooth round some edges that should be sharper, though maybe that's just me...[/QUOTE] no way dude. gotta get those wide edges catchin the light
So um I puked on my way to college so I won't be going anywhere today. I will work a bit on the airboat and post my process since my stomach hurts.
[QUOTE=nomad1;40548132]So um I puked on my way to college so I won't be going anywhere today. I will work a bit on the airboat and post my process since my stomach hurts.[/QUOTE] Just don't puke on your keyboard and such. That's not fun.
[QUOTE=nomad1;40548132]So um I puked on my way to college so I won't be going anywhere today. I will work a bit on the airboat and post my process since my stomach hurts.[/QUOTE] You need bed rest son, no computer until you're better.
Can I take a stab at that can's texture please? Also please don't tweak the HL2 Crane's behaviour. There are those of us that use it frequently and have grown accustomed to it's behaviour.
[QUOTE=Ereunity;40548824]Also please don't tweak the HL2 Crane's behaviour. There are those of us that use it frequently and have grown accustomed to it's behaviour.[/QUOTE] This is exactly why it was so confusing when Valve changed the buggy's handling and boost after 6 years. I still don't know how it works now because it's not documented anywhere, I just know that tapping the boost button doesn't do shit any more.
Juniez's gun: [t]http://cloud-2.steampowered.com/ugc/558722001495574996/15E8774782917A576C0699136608F0BE88A1595B/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001495569532/F4C85CA19CB51521D4C688747C1C10E02AAEEED8/[/t] [t]http://cloud.steampowered.com/ugc/558722001495562059/09E67AEAF98C5328B7EF09E898709181512F915C/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001495557671/0127FEB08BDDF6D3F56FED58EC887847719E9604/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001495544345/C5BA28311E5FE5B86B2E1AEA1DA43B14B281DDB8/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001495549705/14CD0C699CE3D82D9A21C49633409DA1212CB0EC/[/t]
[QUOTE=EarlCdwards;40548877]This is exactly why it was so confusing when Valve changed the buggy's handling and boost after 6 years. I still don't know how it works now because it's not documented anywhere, I just know that tapping the boost button doesn't do shit any more.[/QUOTE] They were lazy and just replaced the Buggy code with the Jalopy when developing EP2 so when they updated HL2 with the OB code we got Jalopy settings with the Buggy model.
[QUOTE=kwant111;40549029]Juniez's gun: [t]http://cloud-2.steampowered.com/ugc/558722001495557671/0127FEB08BDDF6D3F56FED58EC887847719E9604/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001495549705/14CD0C699CE3D82D9A21C49633409DA1212CB0EC/[/t][/QUOTE] Add a new pair of HD hands to that and get ready for an eyegasm!
[QUOTE=kwant111;40549029]Juniez's gun: [t]http://cloud-2.steampowered.com/ugc/558722001495549705/14CD0C699CE3D82D9A21C49633409DA1212CB0EC/[/t][/QUOTE] Model looks sexy, only issue I have is that it looks like you buttered it up before putting it ingame... Really, simple fix: I'd love to see what I can do with it (if you put the files on the SVN... if it's ok with Juniez).
yeah I had the gloss/spec set up for an IBL renderer and from what I gather point specular gives off a lot sharper shine
[QUOTE=Juniez;40549317]yeah I had the gloss/spec set up for an IBL renderer and from what I gather point specular gives off a lot sharper shine[/QUOTE] The way source handles spec is a bit different: [t]https://developer.valvesoftware.com/w/images/9/90/Shadetree.jpg[/t] You'd want to have a phong mask to determine how bright the phong is, then a exponent mask: this is how diffuse or "sharp" the specular is. You'd really want to play with extracting the AO, and cavity types (also normalmap information) to get the best to bake into these shader parameters. For example, on sharp corners, you'd want to make the specular much more diffuse, but raise the total brightness.
[QUOTE=kwant111;40549029]Juniez's gun: [t]http://cloud-2.steampowered.com/ugc/558722001495574996/15E8774782917A576C0699136608F0BE88A1595B/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001495569532/F4C85CA19CB51521D4C688747C1C10E02AAEEED8/[/t] [t]http://cloud.steampowered.com/ugc/558722001495562059/09E67AEAF98C5328B7EF09E898709181512F915C/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001495557671/0127FEB08BDDF6D3F56FED58EC887847719E9604/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001495544345/C5BA28311E5FE5B86B2E1AEA1DA43B14B281DDB8/[/t] [t]http://cloud-2.steampowered.com/ugc/558722001495549705/14CD0C699CE3D82D9A21C49633409DA1212CB0EC/[/t][/QUOTE] honestly i still think the other one that was being worked on in the thread looks better, because it resembles more of a real gun. this is just recreating the same thing in super HD, while it looks amazing (it really does) I just find the artistic liberty that corgi/andtheguythatmodeledthegunandicantrememberhisnameohgodimsorry took when remodelling and texturing. but I can see were other people would prefer this to that, because they are equally high quality except one is closer to the original then the other (and i prefer the other)
[QUOTE=Snood_1990;40548311]You need bed rest son, no computer until you're better.[/QUOTE] Can't sleep to be honest. I tried but trucks kept going past my house. Here is some progress on the airboat. The propeller I still need to model. [IMG]http://i.imgur.com/zK7dwwo.png[/IMG]
Don't really like it, it's a good model, but the textures looks so flat, it looks like it belongs in TF2 tbh especially in this shot [thumb]http://cloud-2.steampowered.com/ugc/558722001495544345/C5BA28311E5FE5B86B2E1AEA1DA43B14B281DDB8/[/thumb] It might work better in an engine that has better lighting techniques, like the cryengine 3 or something.
[QUOTE=endorphinsam;40549383]honestly i still think the other one that was being worked on in the thread looks better, because it resembles more of a real gun. this is just recreating the same thing in super HD, while it looks amazing (it really does) I just find the artistic liberty that corgi/andtheguythatmodeledthegunandicantrememberhisnameohgodimsorry took when remodelling and texturing. but I can see were other people would prefer this to that, because they are equally high quality except one is closer to the original then the other (and i prefer the other)[/QUOTE] That andtheguythatmodeledthegunandicantrememberhisnameohgodimsorry is me, the same guy who compiled Juniez gun.. shocking.
I will not play this mod until Kliener get cleavage.
[QUOTE=A_Pigeon;40550323]I will not play this mod until Kliener get cleavage.[/QUOTE] No he's going to be singing this song: [url]http://www.youtube.com/watch?v=gyYIjn0V1Uc[/url] :v:
[QUOTE=A_Pigeon;40550323]I will not play this mod until Kliener get cleavage.[/QUOTE] We've made major strides since then... [B][I]Major[/I][/B] strides...
maybe we make a fusion of juniez's and kwant's mp7 because juniez's is just off, probably because of those textures.
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juniez's waaaacky [B]dynamic [/B]shader adventures feat. kwant [t]https://dl.dropboxusercontent.com/u/1157653/work/smg1/ep2_outland_11a0004.jpg[/t] [t]https://dl.dropboxusercontent.com/u/1157653/work/smg1/ep2_outland_110000.jpg[/t] [t]https://dl.dropboxusercontent.com/u/1157653/work/smg1/d1_eli_010001.jpg[/t] NOTES and things i learned today -i'm probably going to tone down the shininess on the plastic, giving it the same shine as the metal is ridiculous (also as a side note, they most definitely do not have the same specular value but apparently source doesn't even care) -phong and point specular is nice, but there are some times where no point lighting exists --lighting sampled from lightmaps is always uniform, it doesn't have a direction -- not a very pleasant way to light things and it ends up looking dull in those moments --because of that you [i]can[/i] just make a very very glossy phong map to make it always have influence on the texture, but then it ends up looking very matte and 'cartoony' - see the sheckley scene --you can also create visual interest without lighting by using edge wear and cavity maps to kind of 'highlight' shape and form (probably the best and i also already know how to do it so yea) EX: [t]https://dl.dropboxusercontent.com/u/1157653/work/smg1/ep2_outland_090000.jpg[/t] with (also shown: the most boring lighting situation you'll find your sub-machine gun in) [t]https://dl.dropboxusercontent.com/u/1157653/work/smg1/ep2_outland_090003.jpg[/t] without --you can also use environment map specular because they always exist regardless of actual lighting data, but it sometimes doesn't fit, or.... -envmaps always switch very very abruptly and it's kind of distracting if you're paying attention to that kind of stuff -fuk u compression -source crashes a lot when you alt-tab out
[QUOTE=Juniez;40551502]SMG1[/QUOTE] Better, but it still looks cartoony/flat, the exception of the very top picture, which just needs more detail.
i think it looks amazing
[QUOTE=Juniez;40551502]juniez's waaaacky [B]dynamic [/B]shader adventures feat. kwant[/QUOTE] Looks absolutely fantastic, you've almost got the shading down to a tee. My only issues are that the holes could be modelled in, I still think it's within the polycount to do so. And I think my main gripe in comparison with that and our current one is that it looks a little stubby and small. [thumb]https://dl.dropboxusercontent.com/u/1157653/work/smg1/ep2_outland_020006.jpg[/thumb] [thumb]http://i.imgur.com/dnrv724.jpg[/thumb] Notice ours looks a bit more larger and fuller in the hands. Other than that it really rocks my socks.
actually I can't spare that because they're floaters in the highpoly. this is because floaters are fast to make and honestly, I only made the model to test out source's shaders, so I couldn't take like 5 days on it (it took 7 hours spread over 2 days)
I like them both. I think Juniez has got the realism down really well, it just looks amazing. But I think it needs to be dirtier, or more rustic. And I hate to say that because games usually overdo dirt and grime. But it is needed in the HL2 universe. FCG's definitely looks most HL2y, but I think the colours are a little too subdued. It just needs something to help it stand out more.
Juniez, do you want me to work with you on the texture, see what we can come up with togeather?
sure thing dude add me on steam and yeah
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