• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Raptors!;44170016]Not to shit on your parade guys, but you really need deadlines if you want this project to at least enter early alpha. I know there is talent in here, but 5 threads and not even an early build? Kinda weird, especially with a team that big. [editline]8th March 2014[/editline] Unless there is a build I'm not aware of, I would like to be proven wrong.[/QUOTE] There is a build, it's private and only for devs/testers though. The entire game's already on the ASW engine, albeit a little broken here or there and lots of WIP stuff shoved in. Also you should know any mods that mod on Source start to get into [I]"Valve Time"[/I]. :v: [QUOTE=i_speel_good;44169399]I think it's because Corgi's version is more realistically faded (not perfect black/white) and the grunge is more blurry but Strelok's is just more pleasing to the eye with its clear contrast and detailed grunge.[/QUOTE] [I]Clear_Strelok's[/I] texture is more vibrant and all the tiles are completely set into straight lines, there's no deviation of a straight line that I can tell. Mine are slightly faded and color-matched to the original textures more-or-less exactly. They're also more crooked while still maintaining a mostly straight line to give the appearance this place has been in use for quite a while, considering the state of the rest of the place and all the torn up tiles. It's also more like the original texture in that sense. The blurryness was caused by the mipmap filter, I have re-applied a much better filter (thank you Stiffy for showing me that) since I took those pictures above but never took updated ones. [B]So here, have some pictures of the textures now:[/B] [t]http://i.minus.com/iFOo7YnHAS5tg.png[/t][t]http://i.minus.com/in37WI6BV63BZ.png[/t] [t]http://i.minus.com/ibr42Qr7pPZBE.png[/t][t]http://i.minus.com/i6iONH8wAXKzz.png[/t]
Nice to see bump maps on them
[QUOTE=DONOTWANT;44167877]But was he talking about CPs or Soldiers? Which leads you back to Uncle Bourbon's original statement "my imagined reason is that the vest requires a transhuman wearer with the appropriate augmentations in order to work"[/QUOTE] I don't know, lets think: 1.) When do you ever see a soldier on a normal non-manhunt patrol?
I think the normals could be toned down on the flat parts of the tile, because it looks like the layer of dust got a normal map generated for it and it looks weird. I could be wrong though, since it looks like there's a slight sharpen filter on all of the screenshots.
[QUOTE=Uberslug;44171199]I think the normals could be toned down on the flat parts of the tile, because it looks like the layer of dust got a normal map generated for it and it looks weird. I could be wrong though, since it looks like there's a slight sharpen filter on all of the screenshots.[/QUOTE] The reason the screenshots look so sharp is probably because of the new filter Corgi mentioned. Since the game textures are sharpened already, and the filter got rid of the added blurriness from before, that means all the original textures are unnaturally sharp... Unless he was just talking about a filter to the texture, then I agree with you. The tiling of the white splotches on the texture is a bit noticeable, especially here: [t]http://i7.minus.com/i6iONH8wAXKzz.png[/t]
[QUOTE=Hideyoshi;44171611] The tiling of the white splotches on the texture is a bit noticeable, especially here: [t]http://i7.minus.com/i6iONH8wAXKzz.png[/t][/QUOTE] I agree. What I think could make it look a bit better, is if you took the base texture, tiled it to a 4096x texture, then added some random scratches and stains etc to the tiled version. So while it would in a way still be that same tile texture, there would be variations on the wear. Anyone get what I'm saying?
[QUOTE=Uberslug;44171199]I think the normals could be toned down on the flat parts of the tile, because it looks like the layer of dust got a normal map generated for it and it looks weird. I could be wrong though, since it looks like there's a slight sharpen filter on all of the screenshots.[/QUOTE] 99% of the dust should be put into the spec map, it'd look so sexy. But, the normals have a bigger problem: they used the diffuse for a base; and so the black tiles are made 'lower' than the tan tiles, which isn't how tiles work. Tiles with a good normal should look something similar to: [t]http://static.glitchvid.com/wp-content/uploads/2013/10/tile_and_template.png[/t] Or better yet (for that sexy tiles highly used and warped look) [img]http://novedge.typepad.com/.a/6a00d83451bbe269e2017eea9127d8970d-800wi[/img]
All the new rebels are going to be multiplayer models, right? I would pay to play as my avatar or similar.
[QUOTE=gk99;44174438]All the new rebels are going to be multiplayer models, right? I would pay to play as my avatar or similar.[/QUOTE] We could always squeeze in a semi-bare-bones custimization system for the co-op so you can have your own "unique" looking citizen/rebel to play as. We could always try doing the same in regular MP as well, but all this stuff would end up being done much later.
[QUOTE=Fat-Corgi-Guy;44174771]We could always squeeze in a semi-bare-bones custimization system for the co-op so you can have your own "unique" looking citizen/rebel to play as. We could always try doing the same in regular MP as well, but all this stuff would end up being done much later.[/QUOTE] bodygroup selector perhaps?
You could try to use something like the Black Mesa randomizer, for both faces and for clothing and the like
[QUOTE=Clear_Strelok;44168435]Hey guys ![/QUOTE] Oh hey my clear me, nice work on those textures
[QUOTE=gk99;44171158]I don't know, lets think: 1.) When do you ever see a soldier on a normal non-manhunt patrol?[/QUOTE] How is that relevant?
[QUOTE=DONOTWANT;44177679]How is that relevant?[/QUOTE] because on manhunt patrol they are already already charged up, on a non-manhunt patrol they probably wouldn't be just because they don't need to at the time.
[QUOTE=Pigbear;44177892]because on manhunt patrol they are already already charged up, on a non-manhunt patrol they probably wouldn't be just because they don't need to at the time.[/QUOTE] We see troops in Nova Prospekt, and especially in the Citadel, that aren't there for combat reasons (well NP's weren't until we showed up). They look and fight just the same as any other Soldiers. [editline]9th March 2014[/editline] Personally I don't think Combine Soldiers even "charge up". I like to think Combine Chargers are actually small wall-mounted generators. Seeing as your suit accepts Combine Batteries, it makes sense that it could draw power from those as well. I came to that conclusion because Combine Armour doesn't look like it's anything overly special, and they don't really tank a lot of damage, which logically they would if they were charged up.
[QUOTE=Mr. Someguy;44178647]We see troops in Nova Prospekt, and especially in the Citadel, that aren't there for combat reasons (well NP's weren't until we showed up). They look and fight just the same as any other Soldiers. [editline]9th March 2014[/editline] Personally I don't think Combine Soldiers even "charge up". I like to think Combine Chargers are actually small wall-mounted generators. Seeing as your suit accepts Combine Batteries, it makes sense that it could draw power from those as well. I came to that conclusion because Combine Armour doesn't look like it's anything overly special, and they don't really tank a lot of damage, which logically they would if they were charged up.[/QUOTE] Yea, combine chargers are used as electrical outputs to power shield generators and things.
Personally I'd consider the combine vest to be like the PCV, a plastic/kevlar polymer that stiffens when electrical discharge happens.
Looking at that nova prospect map, I'd really like all the maps to be re-compiled with sharper lightmaps.
[B]A little test[/B] [t]http://i4.minus.com/isGTadBptgVR0.png[/t] I'll do the 4096 version a little later with less repeating details and whatnot.
[QUOTE=Fat-Corgi-Guy;44182087][B]A little test[/B] [t]http://i4.minus.com/isGTadBptgVR0.png[/t] I'll do the 4096 version a little later with less repeating details and whatnot.[/QUOTE] looks great!
[QUOTE=Fat-Corgi-Guy;44182087][B]A little test[/B] [t]http://i4.minus.com/isGTadBptgVR0.png[/t] I'll do the 4096 version a little later with less repeating details and whatnot.[/QUOTE] Am I the only one that thinks this looks amazingly good, like its modeled and not normaled?
[B]4096 version[/B] [t]http://i.minus.com/irYwnVrmfjweu.png[/t] [B]And normal, specular, and diffuse all together[/B] [t]http://i.minus.com/iRmc8tp8eMwcx.png[/t] It looks a little warped because of the FoV in crazy bump's rendering.
yeah that looks amazingly good
[QUOTE=Fat-Corgi-Guy;44183394][B]4096 version[/B] [t]http://i.minus.com/irYwnVrmfjweu.png[/t] [B]And normal, specular, and diffuse all together[/B] [t]http://i.minus.com/iRmc8tp8eMwcx.png[/t] It looks a little warped because of the FoV in crazy bump's rendering.[/QUOTE] I can't believe it's not [del]butter![/del] [I]3D![/I]
It is faked 3D, though. You can see the parallax artifacts on the edges of the tiles towards the extreme corners. It won't look nearly as 3D ingame. Still a much better normal than before.
[QUOTE=Fat-Corgi-Guy;44183394][B]4096 version[/B] [t]http://i.minus.com/irYwnVrmfjweu.png[/t] [B]And normal, specular, and diffuse all together[/B] [t]http://i.minus.com/iRmc8tp8eMwcx.png[/t] It looks a little warped because of the FoV in crazy bump's rendering.[/QUOTE] I always turn crazybump's very large/large/medium/fine detail down to reduce the bulge that it's shape recognition produces. [editline]9th March 2014[/editline] Also turning the paralax and occlusion rendering off produces a more accurate preview [editline]9th March 2014[/editline] The bulginess you see [I]will[/I] be a part of the normal map, it's not just how it's rendered in CB.
.
[QUOTE=tehstrelok;44186369]could a texture have a super resolution like 10000x10000? just to know, for terrain and irregular textures, you could have them unescaled occupying a large area without tiling[/QUOTE] I think the file size would be outrageously large at that resolution. There was a very small Metro 2033 texture pack released on Facepunch a while back - only about three hundred textures - but it was about 308 MB [I]uncompressed[/I] at about 4096 by 4096. Now, think of an [I]entire[/I] game's worth of textures, and you're easily talking dozens of gigabytes to be stored and loaded every time you open a level. Even a solid state hard drive wouldn't be able to quickly and easily load a level in a reasonable time frame without chugging - and then you have to factor in the speed of the GPU and RAM, which adds even more time. That's why texture artists do their best to avoid obvious tiling - it's going to happen regardless, so they remove repetitive details to lessen the impact.
no, source has a max texture limit of 4096^2 and it would be silly to have environment textures anywhere near that size [editline]9th March 2014[/editline] 300 4096^2 textures "uncompressed" at 308mb is very impressive though!... ~1mb/texture is usually what you'd see with compressed 1024 textures
[QUOTE=Cheshire_cat;44186629]I think the file size would be outrageously large at that resolution. There was a very small Metro 2033 texture pack released on Facepunch a while back - only about three hundred textures - but it was about 308 MB [I]uncompressed[/I] at about 4096 by 4096. Now, think of an [I]entire[/I] game's worth of textures, and you're easily talking dozens of gigabytes to be stored and loaded every time you open a level. Even a solid state hard drive wouldn't be able to quickly and easily load a level in a reasonable time frame without chugging - and then you have to factor in the speed of the GPU and RAM, which adds even more time. That's why texture artists do their best to avoid obvious tiling - it's going to happen regardless, so they remove repetitive details to lessen the impact.[/QUOTE] alright then
Sorry, you need to Log In to post a reply to this thread.