• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Fat-Corgi-Guy;43990035][B]Better texture-wise?[/B] [t]http://i.imgur.com/pAYfE6B.png[/t][/QUOTE] The text is wrapped in a odd way. Not sure it's something you'd notice ingame but it's the first thing I noticed here (the 0080 specifically).
[QUOTE=Tuskin;43990194]I see what you did here [img]http://puu.sh/7436N.jpg[/img][/QUOTE] Also, are you going to do something about the low-res looking digits, like the "0080-0" here? EDIT: hopefully before that date ... :v:
[QUOTE=CrystalGamma;43992754]Also, are you going to do something about the low-res looking digits, like the "0080-0" here? EDIT: hopefully before that date ... :v:[/QUOTE] what is upscaling an image
[QUOTE=Fat-Corgi-Guy;43990035][B]Better texture-wise?[/B] [t]http://i.imgur.com/pAYfE6B.png[/t][/QUOTE] I really like how it's not shiny anymore which is somethign that always bugs me about other games and things. I feel like today game devs slaps light reflecting on everything, not carring if it's acurate or not. I know, I am nitpick at this point but it's just my opinion.
[QUOTE=Dom Pyroshark;43995138]I really like how it's not shiny anymore which is somethign that always bugs me about other games and things. I feel like today game devs slaps light reflecting on everything, not carring if it's acurate or not. I know, I am nitpick at this point but it's just my opinion.[/QUOTE] Valve is extremely guilty of this in tf2
[QUOTE=Sally;43995154]Valve is extremely guilty of this in tf2[/QUOTE] Because that's supposed to look like that. It's a game that tries to go for artistic/comic style without giving a crap for realism.
[QUOTE=CrystalGamma;43992754]Also, are you going to do something about the low-res looking digits, like the "0080-0" here? EDIT: hopefully before that date ... :v:[/QUOTE] Yeah that is the only flaw I can see with it, the numbers don't follow the crispness of the rest of the texture, they should be more high res, clear, but a little dirty and worn.
[QUOTE=Dom Pyroshark;43995138]I really like how it's not shiny anymore which is somethign that always bugs me about other games and things. I feel like today game devs slaps light reflecting on everything, not carring if it's acurate or not. I know, I am nitpick at this point but it's just my opinion.[/QUOTE] While material shading is going to get better really soon now that modern console hardware can do Physically Based Rendering, you have to remember that all materials reflect specular light you'd be surprised how shiny things are IRL.
[QUOTE=glitchvid;43998198]While material shading is going to get better really soon now that modern console hardware can do Physically Based Rendering, you have to remember that all materials reflect specular light you'd be surprised how shiny things are IRL.[/QUOTE] Textures also look less flat when you exaggerate the shadows and highlights a bit. Downside is that everything looks like it's wet or plastic.
[QUOTE=Sergesosio;43998365]Textures also look less flat when you exaggerate the shadows and highlights a bit. Downside is that everything looks like it's wet or plastic.[/QUOTE] No I mean like, if you study materials and how surfaces work in real life, and how we model them in CGI; it's really complex. Suffice to say a lot of what developers are doing now is how materials actually interact with light. If you want to look into it more there are some keywords: BRDF, Physically based rendering, cook torrance, physics of light. Also 'Remember Me' had great posts about how they implemented it: [url]http://seblagarde.wordpress.com/[/url] And Killzone Shadowfall had publications about it too. [url]http://www.guerrilla-games.com/publications/index.html[/url] [url=http://filmicgames.com/archives/547]Also, Everything is shiny.[/url]
hm... perphaps the first page of the thread should be updated with new pictures
I am not saying that the reflecting shouldn't be there but on on quite few of materials it should be reduced greatly. Especially those that are supposed to look worn off. Best example: roads on Highway 17. Tell me, how many shiny roads did you see that aren't wet or freshly new? I was just for lunch and even though it was raining in the morning, the road was nowhere to be as shiny as games tends to display. And roads in HL2 weren't maintained for years and some of those Combine enerfy stations or whatever they are looked in quite the bad shape. Which reminds me, you think you could add into the game several types with differently worned off look? Like, around City 17 they would be used and scratched while in the citadel shiny and new looking? Just an idea.
I was thinking that too, it'd be neat if the chargers in the citadel were in pristine condition.
Its a good idea to have new looking ones in the citadel. Gonna be making the little health vials next cant wait to start.
[QUOTE=Proj3ct_ZeRo;44013378]Its a good idea to have new looking ones in the citadel. Gonna be making the little health vials next cant wait to start.[/QUOTE] Is there some way to add little jiggleboned bubbles in there? So when you move the thing around the bubbles move to the high point?
Using a material proxy we will see what we can come up with.
[QUOTE=SirLemon;44014104]Is there some way to add little jiggleboned bubbles in there? So when you move the thing around the bubbles move to the high point?[/QUOTE] Technically, yes. But a material proxy would also do a similar job, and also a less 'expensive' job.
Talking about material proxy, would it be possible to have a crowbar that gets blood stained when you hit flesh? in black mesa source they do that, for the crowbar it would be fitting, there I changed the vmts for my personal gameplay in black mesa and so only the crowbar gets covered in blood and not the arms or any other weapon. Maybe the shotgun could also get blood stained for when you blast somebody from very close.
[QUOTE=tehstrelok;44020738]Talking about material proxy, would it be possible to have a crowbar that gets blood stained when you hit flesh? in black mesa source they do that, for the crowbar it would be fitting, there I changed the vmts for my personal gameplay in black mesa and so only the crowbar gets covered in blood and not the arms or any other weapon. Maybe the shotgun could also get blood stained for when you blast somebody from very close.[/QUOTE] To be fair the black mesa blood on the crowbar didn't look the best
[QUOTE=SirLemon;44021026]To be fair the black mesa blood on the crowbar didn't look the best[/QUOTE] It's still a nice feature though. The only thing that needs fixing is the low-res and how easy it really was, IE blood covering the crowbar from like hitting a vortigaunt in the toe.
[QUOTE=SirLemon;44021026]To be fair the black mesa blood on the crowbar didn't look the best[/QUOTE] it was a low res texture
[QUOTE=tehstrelok;44022276]it was a low res texture[/QUOTE] And also horribly alpha-mapped.
[QUOTE=tehstrelok;44020738]Talking about material proxy, would it be possible to have a crowbar that gets blood stained when you hit flesh? in black mesa source they do that, for the crowbar it would be fitting, there I changed the vmts for my personal gameplay in black mesa and so only the crowbar gets covered in blood and not the arms or any other weapon. Maybe the shotgun could also get blood stained for when you blast somebody from very close.[/QUOTE] it would be pretty cool to perhaps have it really subtlety on the rest of the weapons and hands too. basically just a little splatter here or there as opposed to the litre of blood that gets dumped on you in bm:s :v:
Viewmodels are an effect so blood spatter wouldn't be possible on the hands without a separate viewmodel skin
I like how I said I didn't like the BM blood splatters and get dumb stamps, then the next 5 posts are people saying what was wrong with the BM blood splatters and some get agree stamps :v:
-sniep-
[QUOTE=SimplePlanz69;44024946]Viewmodels are an effect so blood spatter wouldn't be possible on the hands without a separate viewmodel skin[/QUOTE] Not necessarily. It could be done as easily as setting the blood alpha to a proxy controlled by code and applying that to an overlaid mesh surrounding the crowbar/hands. Switch alpha on and off at will with no muss and no fuss.
[QUOTE=SimplePlanz69;44024946]Viewmodels are an effect so blood spatter wouldn't be possible on the hands without a separate viewmodel skin[/QUOTE] How did black mesa do it? When I was playing it seemed that the blood and gook would always pick a weird random spot to display, leading to ugly artifacts and awful clipping (+being low res). bringing this up since that would mean it was random and not just a skin, and if it's not just a model re-skin then it nullifies your point about it being impossible to do other ways [editline]sd[/editline] didn't mean to come off as a jerk though
[QUOTE=endorphinsam;44026406]How did black mesa do it? When I was playing it seemed that the blood and gook would always pick a weird random spot to display, leading to ugly artifacts and awful clipping (+being low res). bringing this up since that would mean it was random and not just a skin, and if it's not just a model re-skin then it nullifies your point about it being impossible to do other ways [editline]sd[/editline] didn't mean to come off as a jerk though[/QUOTE] Decals. Just like bullet holes in HL2, and No More Room in Hell uses them as well for weapon and hand viewmodel blood.
[QUOTE=SirLemon;44025244]I like how I said I didn't like the BM blood splatters and get dumb stamps, then the next 5 posts are people saying what was wrong with the BM blood splatters and some get agree stamps :v:[/QUOTE] I like how you actually care about ratings :v: Besides, it wasn't that. If anything, you came off a bit arrogant.
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