[QUOTE=SirLemon;44045245]Maybe make the grass slightly less saturated[/QUOTE]
The apocalypse doesn't mean everything is desaturated. The reason HL2 stands out is [I]because[/I] the world is still colorful despite it's dire situation.
As for roads, ideally I think the road should have just moderate cracks for detail with decal cracks replacing the textured in cracks, so it doesn't look repetitive. Lots of manual work, and it might be intense (are decals demanding?), but it'd probably look better.
[QUOTE=SimplePlanz69;44047110]The skidmarks themselves are blurry and unfitting -they also look like they are floating because of the alpha or RGB channel setup. I am working on a road texture right now (map compiling as I type) and I will post that. I have not added the dirt mask yet though[/QUOTE]
Ooh can I make one too
road texturezzzz
[QUOTE=Mr. Someguy;44049530]The apocalypse doesn't mean everything is desaturated. The reason HL2 stands out is [I]because[/I] the world is still colorful despite it's dire situation.
As for roads, ideally I think the road should have just moderate cracks for detail with decal cracks replacing the textured in cracks, so it doesn't look repetitive. Lots of manual work, and it might be intense (are decals demanding?), but it'd probably look better.[/QUOTE]
decals are cheap (I'd assume they'd count as 2 tris per decal) but don't have any control options (rotation, scale). overlays have controls for decal size and rotation controls but iirc are more expensive.
You also cant select which brush they render on, ultimately making them fuck up easy
[QUOTE=Firegod522;44046791][T]http://cloud-2.steampowered.com/ugc/3296937216987656054/CA2DEA778A6508A140B81DF51B61D60A57803721/[/t]
How's this
[url]https://dl.dropboxusercontent.com/u/3779442/Screenshots/Road037b-new2.jpg[/url][/QUOTE]
What resolution are you doing those textures at? They look like 512^512 with detail maps layered over the original or just detail in photoshop layered over it. You should go for 2048^2048 textures.
[url=http://imgur.com/a/TNDmK]This might help you.[/url]
[QUOTE=tehstrelok;44046817]post about full bodies...that doesn't sound right.[/QUOTE]
That's our plan B for the full body awareness, really though we want to go with the player model route and see what we can rig up, if it doesn't end up turning out right we'll just go with "[I]planB[/I]" with the viewmodels.
[QUOTE=Fat-Corgi-Guy;44049825]That's our plan B for the full body awareness, really though we want to go with the player model route and see what we can rig up, if it doesn't end up turning out right we'll just go with "[I]planB[/I]" with the viewmodels.[/QUOTE]
Honestly, I hope it comes out to PlanB.
[QUOTE=gk99;44049935]Honestly, I hope it comes out to PlanB.[/QUOTE]
If done right the player model way (our Plan A) will work out much better than with viewmodels. As stated in the description, think of ARMA, those games use player model bodies and arms. Note that we would be redoing all the animations of the NPCs and player anyway so it'd be indepth reloads for all, not just the stock reloads and animations which really look like crap now.
[QUOTE=MrBunneh;44049735]decals are cheap (I'd assume they'd count as 2 tris per decal) but don't have any control options (rotation, scale). overlays have controls for decal size and rotation controls but iirc are more expensive.[/QUOTE]
I just use decal as a catch-all term for any texture that is put ontop of another texture, like a sign, or blood, or grate, etc.
[QUOTE=Fat-Corgi-Guy;44049983]If done right the player model way (our Plan A) will work out much better than with viewmodels. As stated in the description, think of ARMA, those games use player model bodies and arms. Note that we would be redoing all the animations of the NPCs and player anyway so it'd be indepth reloads for all, not just the stock reloads and animations which really look like crap now.[/QUOTE]
Yeah, but I'm looking at it from a separate modding standpoint. Just as a quick example: say you make the pistol two-handed. What if someone were to play the mod, not like it, and want to revert? The viewmodel option would be great for this issue in, at minimum, two cases:
1.) They prefer just the original stock animation
2.) They have a favored custom animation made by someone else.
I mean, say you leave it one-handed. I personally use a two-handed skin for every Half-Life 2 game/mod I play. I'm just seeing it as better from a consumer view, and I already really like that style of FBA from my days of playing L4D profusely.
I've been a fan of FBA ever since I played Mirror's Edge. However, I still think that sometimes I would want to play HL2EM with the gameplay as close to the original as possible. To me, BM's menu of customization (always running, etc) was really a great highlight for those who wanted the new effects/such and those who didn't, as it gave the player more breathing room.
As for playermodel tied to viewpoint or legs simply drawn beneath the player, it seems that the former would forgo any customizability as the playermodel would literally be the viewmodel. Full body awareness isn't really a big part of the Half-life formula--ARMA and Mirror's Edge implemented them for different reasons (realistic combat simulation, gameplay focused on physical movement). Classic FPSes like Half-Life really don't have any need to implement them, besides a little more immersion (though some have argued that it breaks immersion because player is not character, is tacky, blah blah blah). That's why I think the best option is to simply draw legs under the player (L4D) and have it toggleable.
[QUOTE=cardboardtheory;44050289]I've been a fan of FBA ever since I played Mirror's Edge. However, I still think that sometimes I would want to play HL2EM with the gameplay as close to the original as possible. To me, BM's menu of customization (always running, etc) was really a great highlight for those who wanted the new effects/such and those who didn't, as it gave the player more breathing room.
As for playermodel tied to viewpoint or legs simply drawn beneath the player, it seems that the former would forgo any customizability as the playermodel would literally be the viewmodel. Full body awareness isn't really a big part of the Half-life formula--ARMA and Mirror's Edge implemented them for different reasons (realistic combat simulation, gameplay focused on physical movement). Classic FPSes like Half-Life really don't have any need to implement them, besides a little more immersion (though some have argued that it breaks immersion because player is not character, is tacky, blah blah blah). That's why I think the best option is to simply draw legs under the player (L4D) and have it toggleable.[/QUOTE]
I agree. I personally prefer just the viewmodels because, like you said, breathing room, though I get why some people like legs
Here we go discussing this again- seriously this was decided upon a looooooong while ago, I ask that you save your judgement until videos of such features surface for the mod.
I don't mean to be an ass about it, but it seems we've decided upon a lot of things earlier on with the community's feedback and whatnot- then once we've finalized we're doing it people get [I]cold feet[/I] and don't want it anymore.
[QUOTE=Fat-Corgi-Guy;44050564]Here we go discussing this again- seriously this was decided upon a looooooong while ago, I ask that you save your judgement until videos of such features surface for the mod.
I don't mean to be an ass about it, but it seems we've decided upon a lot of things earlier on with the community's feedback and whatnot- then once we've finalized we're doing it people get [I]cold feet[/I] and don't want it anymore.[/QUOTE]
well, could it perhaps be considered that after you do the animations for the new characters and whatnot, you could separate the legs and torso/arms meshes and animations into separate model files? this way you could still have the full body awareness while still allowing modular 3rd party customization and allow toggling of the FBA effect in it's whole.
Do the full body awareness. If people don't like it, fuck 'em. They can edit the player model texture so Gordon's invisible from the shoulders down.
Devs should never have to work on optional features to make a game look old when the entire point of the project is to make the game look new. Fuck. That.
[QUOTE=DONOTWANT;44053176]Do the full body awareness. If people don't like it, fuck 'em. They can edit the player model texture so Gordon's invisible from the shoulders down.
Devs should never have to work on optional features to make a game look old when the entire point of the project is to make the game look new. Fuck. That.[/QUOTE]
While I personally think you're right, you should try to stop being so aggressive when typing, people can really take it the wrong way (it has happened before)
[QUOTE=DONOTWANT;44053176]Do the full body awareness. If people don't like it, fuck 'em. They can edit the player model texture so Gordon's invisible from the shoulders down.
Devs should never have to work on optional features to make a game look old when the entire point of the project is to make the game look new. Fuck. That.[/QUOTE]
Nobody, apart from SirLemon, is really against FBA. I'm just against the method being used right now.
All that road talk made me want to make a new texture.
[img]http://shrani.si/f/2m/HR/3Ph6EUmT/test0011.jpg[/img]
A problem with the Coast levels is that, unlike in EP2, there isn't much obscuring parts of the road at all, so the tiling of any texture is extremely evident... Which is why I like the idea of making a bland-ish road texture and adding road wear manually with decals.
[editline]26th February 2014[/editline]
I also think that the old car props you see around need a liiiiittle more variety.
A sharp normal map might be what you need now.
I will have my texture posted once I fix the damn areaportals preventing my map from compiling
[QUOTE=gk99;44053625]Nobody, apart from SirLemon, is really against FBA. I'm just against the method being used right now.[/QUOTE]
let's see it in action first.
I wonder, is it possible to have Source do this seamless mix between dynamic and static lighting, like in this Trackmania 2 screenshot? I'm not sure if Portal did it that way, so sorry if it seems like a bit of a dumb question.
[t]http://puu.sh/7bKiS.jpg[/t]
[editline]27th February 2014[/editline]
[QUOTE=RaTcHeT302;43298039]It's a nice song.
[video=youtube;ImCml8KDO1s]http://www.youtube.com/watch?v=ImCml8KDO1s[/video]
[/QUOTE]
Yup, recognized it instantly. Actually, now that I think of it, that song kinda fits in with songs from HL2.
[QUOTE=gk99;44053625]Nobody, apart from SirLemon, is really against FBA. I'm just against the method being used right now.[/QUOTE]
Yeah I'm with you on this, I'm absolutely for FBA, but it really should have that plan b method, since it's hard to appeal to everyone so letting them easily change the model to something they like would be the best thing to do.
CS:GO has baked lighting and then fades in dynamic lighting, although the dynamic lighting doesn't always match the baked lighting.
[QUOTE=Yanzl;44055114]All that road talk made me want to make a new texture.
[img]http://shrani.si/f/2m/HR/3Ph6EUmT/test0011.jpg[/img][/QUOTE]
Oooh, that looks REALLY good. All I think it needs is a bit more cracks on the stripes. I see some cracks go under them, but they don't seem to affect the actual stripes.
[QUOTE=gk99;44053625]Nobody, apart from SirLemon, is really against FBA. I'm just against the method being used right now.[/QUOTE]
Don't put words in my mouth, I said I see why people get it, and just stated my personal preference, which would be a toggle-able option. If this mod wants to put FBA in im fine with that
Also, I like the idea of being able to see the citadel from the coast. Maybe it could be optional since there doesn't seem to be a consensus over what's best?
[QUOTE=SirLemon;44061397]Don't put words in my mouth, I said I see why people get it, and just stated my personal preference, which would be a toggle-able option. If this mod wants to put FBA in im fine with that[/QUOTE]
Sorry.
[editline]26th February 2014[/editline]
[QUOTE=MR2;44062314]Also, I like the idea of being able to see the citadel from the coast. Maybe it could be optional since there doesn't seem to be a consensus over what's best?[/QUOTE]
I think it'd be a little silly to add a whole option for that.
[QUOTE=gk99;44062378]Sorry.
[editline]26th February 2014[/editline]
I think it'd be a little silly to add a whole option for that.[/QUOTE]
I just don't see the point in it being gone. If it's gonna be covered up by fog, fine, but it just disappearing out of the blue is dumb. I still think that the best solution is to have it there but have some fog sprites in front of it so it's not as prominent as in the city. Thing is 3 kilometers tall, you're not getting out if its view anytime soon.
[QUOTE=Ott;44061374]CS:GO has baked lighting and then fades in dynamic lighting, although the dynamic lighting doesn't always match the baked lighting.[/QUOTE]
That's because the dynamic lighting only appears in shades of grey. If you ambient is grey, it blends.
[t]http://cloud-4.steampowered.com/ugc/595871100783218518/A36939F47E75E79EE76D2304874A45C0ACBC5064/[/t]
Are we doing away with fog on the coast though? Last I checked that, the consensus was split there too.
Personally I think we should, that way you could go for a more awe-inspiring design by mapping out the coast in the distance and allowing the player to look back over the bay and think "Wow, I came from there".
I'm still hoping for that 'wasteland bridge spanning the bay, too. :v:
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