• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=SirLemon;43962913]People keep acting like I'm intentionally trying to piss people off, really[/QUOTE] [QUOTE](I'm not comparing this to CM, this mod seems to have it's shit together a bit more than that) [/QUOTE] I think I know where people are getting that from
[QUOTE=Sally;43966163]I think I know where people are getting that from[/QUOTE] ...I called this mod better that CM...I don't see how this thread would be pissed off by that... [editline]18th February 2014[/editline] [QUOTE=xalener;43965857]I just want you to understand that they've taken it upon themselves to fill in the blanks left by the tech of the generation, and every individual has their own strong idea of what goes in those blanks. You don't just make a bigger texture without adding something someone didn't expect or want. Likewise with eeeeverything else.[/QUOTE] Oh I understand that entirely, I'm just saying some sounds really don't need to be changed. The new gunshots, explosions, etc I really like, but some sounds should be left as is (which is what I wanted to get across with the analogy I made with the CM headcrabs)
I never understood why people replace the noise for headcrabs.
The only time I did it I tried to get the sounds in a similar vein by using Tasmanian devil screams
Low poly with bakes, ive sent it away to corgi for texturing so i can concentrate on the animations/compile. [IMG]http://i58.tinypic.com/6gbxat.png[/IMG]
High poly skull for more spookness when you're encountered Barnacle.
[QUOTE=nomad1;43962185]I think they are from some paid stock sound library. I'm only guessing because I heard a wooden break sound from man of steel that I had heard before in half life 2.[/QUOTE] Yeah, that's what I wanted to say, I just didn't think that the mod team would have to pirate it, silly me. I did hear the wood sound in Man of Steel, I've also noticed the electric spark sound used in a lot of movies/TV series. [QUOTE=tehstrelok;43960938]That reminded me that I cleaned the original breathe sound long, long ago would this do? I´ve cleaned some of the other classic hl1 ambience sounds so now they are smooth[/QUOTE] Could you release them? It would fit with the Classic HL sound pack I made for Black Mesa and HL1 Remastered pack xalener from BM forums did [video=youtube;yfm_snCzGX8]http://www.youtube.com/watch?v=yfm_snCzGX8[/video] [video=youtube;EFRq_vNZt_U]http://www.youtube.com/watch?v=EFRq_vNZt_U[/video]
I'm a bit late to the whole sound-design party, but here's how I see it. People like all the remastered gun sounds because they're not actually remasters per se. The main reason they feel better is because they make the gun sound more complex and powerful without changing much at all. [media]http://www.youtube.com/watch?v=2A4kTdwjIaw[/media] Note that in these sounds (most of them, anyway), only two major differences can be noticed between these and the stock sounds. A.) These are slightly deeper and sound more powerful. They still sound like the stock sound effects, but they're changed [I]just[/I] enough to make the thing feel a lot more satisfying. B.) There's a lot more "happening" in these sounds. Take the SMG for example. In the stock effect, the gunpowder goes off and that sound echoes across wherever the player happens to be. That's it. In this redone one, the gunpowder explodes, the trigger is audibly released and things seem to physically happen inside the SMG itself. That little click is what changes the SMG from a block of matter that births bullets into a full, intricate machine that launches bullets at an almost audibly lethal velocity. It's the same with the grenade beep. The beep itself is good as it is, but the actual grenade still sounds like a small ceramic cylinder that happens to chirp. What I'd suggest is, instead of touching the beep itself, try adding things like the safety lever pinging off after the grenade is thrown or changing the impact sound to be deeper and sound heavier (bearing in mind that unlike firearms which are hollow and contain what amounts to a tiny Rube-Goldberg machine, grenades are mostly solid and dense). Just as long as you don't go overboard. There's a line between making a firearm sound complex and making a firearm sound like a Michael Bayformer. That's how I see it at least. Also, if you or anyone needs any, I'm still free to make those vector infographics a la this one. [QUOTE=RaTcHeT302;43924348] [t]http://i.imgur.com/lfVjcLP.png[/t] [/QUOTE] Btw, it fills me with happiness to know that someone found that helpful enough to save :v:.
[QUOTE=Proj3ct_ZeRo;43967683]Low poly with bakes, ive sent it away to corgi for texturing so i can concentrate on the animations/compile. [IMG]http://i58.tinypic.com/6gbxat.png[/IMG][/QUOTE] That looks reeeeeeeeally great man! [t]http://i4.minus.com/jpquDncoTTCBQ.png[/t]
never change the item pickup sound, that's so iconic
I think the gun sounds and maybe the explosion sounds are the only ones that need changing imo. I really hated the HL2 guns sounds as the were pewpew rather than feeling like something someone would actually use. The most this mod is going to do is texture improvement, lighting improvement, more details in lackluster areas, without ending up with it being too cluttered, and higher-poly models. the rest will be left rather unchanged. Keep in mind that we won't keep everything the same, because let's face it, some things are absolutely atrocious.
[QUOTE=Stiffy360;43970634]. I really hated the HL2 guns sounds as the were pewpew rather than feeling like something someone would actually use.[/QUOTE] I really liked the gun sounds because of that pewpewness, I could easily identify what they were compared to me running around in most fps games with a shitstorm of bullets going everywhere. So if they were to be still distinguishable when they are updated then there wouldn't be a problem. But as you can see with the grenade tick attempts that is a hard thing to do.
[QUOTE=Sally;43971402]I really liked the gun sounds because of that pewpewness, I could easily identify what they were compared to me running around in most fps games with a shitstorm of bullets going everywhere. So if they were to be still distinguishable when they are updated then there wouldn't be a problem. But as you can see with the grenade tick attempts that is a hard thing to do.[/QUOTE] His still sound distinct, except they have more power to back them up. He retained the style of the weapon sounds for the most part.
[QUOTE=Stiffy360;43971511]His still sound distinct, except they have more power to back them up. He retained the style of the weapon sounds for the most part.[/QUOTE] That´s what I´m aiming for. Regarding the nade sound again, the timer will then remain as it is since nobody wants it changed and I won´t be able to create something better in the same fashion... for now but will work on other sounds like safety pin, spoon release, and the impact noises, and as always will post previews so they can be reviewed and changed if needed.
[QUOTE=halfer;43968470] Could you release them? It would fit with the Classic HL sound pack I made for Black Mesa and HL1 Remastered pack xalener from BM forums did[/QUOTE] b-but I'm here tho
[B]What is this? Actual content???[/B] [t]http://i2.minus.com/i7ZFxpudIII0D.png[/t]
[QUOTE=Fat-Corgi-Guy;43988788][B]What is this? Actual content???[/B][/QUOTE] That turned out pretty nice. Some of the glow seems a little soft, and the texture seems a bit airbrushed but that's just me being nitpicky. Good job on it.
That is fucking beautiful.
[QUOTE=Fat-Corgi-Guy;43988788][B]What is this? Actual content???[/B] [t]http://i2.minus.com/i7ZFxpudIII0D.png[/t][/QUOTE] Look awesome, any idea when we'll be able to see it in-game?
[QUOTE=Lt_C;43988837]That turned out pretty nice. Some of the glow seems a little soft, and the texture seems a bit airbrushed but that's just me being nitpicky. Good job on it.[/QUOTE] The glow I just edited in with photoshop 'cause I felt like it, yeah it is a bit soft. Just kinda my style of texture work really for that second one, I'll try and make them a bit more crisp in the future/before release if it becomes a problem. [editline]20th February 2014[/editline] [QUOTE=SirLemon;43988887]Look awesome, any idea when we'll be able to see it in-game?[/QUOTE] Probably once ZeRo's done animating it and we've scripted in some of the new, extra animations.
Top work, good job.
[QUOTE=Fat-Corgi-Guy;43988890]The glow I just edited in with photoshop 'cause I felt like it, yeah it is a bit soft. Just kinda my style of texture work really for that second one, I'll try and make them a bit more crisp in the future/before release if it becomes a problem. [editline]20th February 2014[/editline] Probably once ZeRo's done animating it and we've scripted in some of the new, extra animations.[/QUOTE] Extra animations? Including what?
I love it man! few things, its obviously a work in progress but obviously, sharpen, that is all keep it up :) also I will render out a glow map for you so you can get some properly baked in light also this weekend ill get on the animations been pretty busy but will have some free time then.
A comparison screenshot would be awesome
[B]Better texture-wise?[/B] [t]http://i.imgur.com/pAYfE6B.png[/t]
I can't really tell because it's not rendered the same way as the previous screenshot. :(
It doesn't look much higher quality than the current model. What's the texture size?
I see what you did here [img]http://puu.sh/7436N.jpg[/img]
[QUOTE=Fat-Corgi-Guy;43990035][B]Better texture-wise?[/B] [t]http://i.imgur.com/pAYfE6B.png[/t][/QUOTE] The wear and tear looks a bit more genuine
Nice, keep refining man! for those interested the texture is 2048x2048.
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