• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=gjsdeath;44187437]And 4096 isn't too high if it's a big texture. I can understand it for important models you see up close and big environment textures. As long as you don't texture every damn soda can and milk jug you should be fine. Same with polygon count. Modern graphics cards can handle much more than before.[/QUOTE] I just saw this conversation now; but I think 1024 is plenty for any texture. I've been doing Mirror's Edge work for quite a few months and none of the textures -or the environmental ones are ever bigger than 1024. After I fix a few kinks with some VMTs and models; I might be able to supply some textures/models for the mod.
[QUOTE=MrBunneh;44187565]nah, but there's technique maxofs2d talked about to reduce visible tiling: [url]http://blog.maxofs2d.net/?p=2132&utm_source=twitterfeed&utm_medium=twitter[/url][/QUOTE] Have to start using that for now on. Instant bookmark
[QUOTE=Clear_Strelok;44192159]As I said it's just the basic texture, with very small peeling applied on top of the rest of the texture. (You can see a slight shadow between the cracks but nothing more) I've made some experiments for the sign that we are to see only once in the game however. It's far from completion since I didn't even started doing the normal maps so any advices will be greatly appreciated: [T]http://img15.hostingpics.net/pics/945260streetsignscomposite01.png[/T] (Oh and I tried not to reproduce the same peeling paint effect on every sign. Somes are just affected by a progressive rust while others are half destroyed.[/QUOTE] The 90 sign looks good IMO, but where the metal shows, it looks like the paint is hovering an inch in front of the metal because of that weird shadow. Good work thus far though.
[QUOTE=Clear_Strelok;44192075]About that. The good news is that I've finally found what was the name of the paper version of this sign. The bad news is that I have mixed feelings about the result right now: [T]http://img15.hostingpics.net/pics/2327262014031000042.jpg[/T] What the hell ?[/QUOTE] It really is warning you
[QUOTE=etrius0023;44192557]It's too dangerous![/QUOTE]Now it's safer: [T]http://img11.hostingpics.net/pics/2690922014031000043.jpg[/T]
[QUOTE=I am Error;44158656]I'm pretty sure you'd recognize them over the fact that (if they were done as in the concept) they don't wear the helmets, don't have the same pants and also roll up their sleeves. It'd be pretty hard to mistake them for actual combine soldiers.[/QUOTE] idk. I think you need a bit more than that. I still shoot Louis because his color scheme and shapes resemble the common infected at a glance. His monochrome pants and shirt and his red tie looks kinda like the shirtless zombies with the blood pouring down the chest if you're turning a corner/ looking behind you and he's right up on you. Funny thing is, he ALWAYS says "DO I LOOK LIKE ONE OF THEM" when I shoot him :s
uh ken, the steam version of the mod is broken atm, when starting a game, it stays on a black screen, there is also missing text and can´t change advanced video settings.
[QUOTE=CrystalGamma;44193454]The 90 sign looks good IMO, but where the metal shows, it looks like the paint is hovering an inch in front of the metal because of that weird shadow. Good work thus far though.[/QUOTE]I was trying to create a kinda "3D" look without using normals but it looked quite odd indeed, thanks for pointing that out. I've made some corrections then: [T]http://img15.hostingpics.net/pics/784607streetsignscomposite01.png[/T] And here's how it looks in-game so far: [T]http://img15.hostingpics.net/pics/6347092014031000050.jpg[/T] [T]http://img15.hostingpics.net/pics/1805572014031000056.jpg[/T] I've also get rid of the default cubemaps based reflection which makes the signs looks way too shiny in my opinion, and I've started working on the normals: (I've increased the intensity here for demonstration purpose. The in-game normals will be a lot smoother) [T]http://img15.hostingpics.net/pics/219285streetsignscomposite01normal.png[/T]
dem edges
[QUOTE=endorphinsam;44169035]I think to make it easier for there to be community contributions there should be a list that names every texture that has been redone. More like that should probably be done for things like models, animations, and sounds too.[/QUOTE]I forgot to ask that question: Is there any list of what textures have already been done by the team ? I think it could come in handy. (Especially for total newcomers like me)
[QUOTE=scriminamp;44193139]Have to start using that for now on. Instant bookmark[/QUOTE] here's a link to the high-res I8 vtf, use it if you want, just credit me. enjoy :) [url]https://www.dropbox.com/s/xzz2srix1m5fnvx/terrain_detail.vtf[/url]
[QUOTE=MrBunneh;44187565]nah, but there's technique maxofs2d talked about to reduce visible tiling: [url]http://blog.maxofs2d.net/?p=2132&utm_source=twitterfeed&utm_medium=twitter[/url][/QUOTE] Just realized I beat MaxOfS2D by a year or so: [url]http://glitchvid.com/?p=33[/url]
[QUOTE=Clear_Strelok;44194209]I was trying to create a kinda "3D" look without using normals but it looked quite odd indeed, thanks for pointing that out. I've made some corrections then: [T]http://img15.hostingpics.net/pics/784607streetsignscomposite01.png[/T] And here's how it looks in-game so far: [T]http://img15.hostingpics.net/pics/6347092014031000050.jpg[/T] [T]http://img15.hostingpics.net/pics/1805572014031000056.jpg[/T] I've also get rid of the default cubemaps based reflection which makes the signs looks way too shiny in my opinion, and I've started working on the normals: (I've increased the intensity here for demonstration purpose. The in-game normals will be a lot smoother) [T]http://img15.hostingpics.net/pics/219285streetsignscomposite01normal.png[/T][/QUOTE] [QUOTE=ProfHappycat7;44194242]dem edges[/QUOTE] Textures being too good for models is really a first world problem we're having here :v:
The texture is just too sharp and detailed compared to the rest. When something is too nicely done compared to what's around it it will just look important to us (that's a videogame-ism). This is also why wanting to make everything into a super detailed hi-res thing doesn't work, even if you disregard the technical and financial/time constraints. If everything is gonna be detailed and eye catching, then nothing will be. The lesson to be taken from this is, ultimately: there is some stuff that needs to be boring... or to put it into better words, it needs to fade into the world to serve it better, instead of falling to the temptation of wanting to turn every model into your #1 portfolio piece.
Keep In mind that you've got this impression essentially because everything around the texture is in super low resolution. (The sandtrap level is in my opinion the only one that can makes you think that this game first came out ten years ago, since the textures are horribles in this one) With the global texture resolution being 2048², the sign that you see here is displayed in 512², which in my opinion is ideal considering the size of the model without being too eye-catchy as long as the rest of the scene textures have an equal or superior resolution. For example, a game like Battlefield 3 actually display these kind of small but noticeable textures in 512² too, because this middle resolution is good for both perfomances and graphical consistency.
[QUOTE=Clear_Strelok;44189583]Oh, I see what you mean. Let's try this way then: [T]http://img4.hostingpics.net/pics/266865signstreet006bd.png[/T][/QUOTE] That's not scratches! That's bird poop!
[QUOTE=iAmaNewb;44199564]That's not scratches! That's bird poop![/QUOTE]That's why I've changed it a page ago. :v: I have just started working on a replacement for the ammo crates textures by the way. Not sure how it will turn out but I'll give it a try. [T]http://img15.hostingpics.net/pics/653210ammocrategrenade.png[/T]
[QUOTE=Clear_Strelok;44194209][T]http://img15.hostingpics.net/pics/6347092014031000050.jpg[/T])[/QUOTE] Try increasing the outer bounds of that white circle, so the edges of the sign are all white. I think half of what is making the polygon edges stand out is the thin blue border that you can see around all but the bottom of the sign. Or if you really want to be true to life and have a thin blue border, fix the centering and make the border a bit thicker. Really we just need to have a consistent color along the outer edge of the sign. e.g. the bottom and right edges look ok, with the bottom being white, and the right being a thin, but not too thin, blue border, while the left and top edges have a too-thin blue border.
[QUOTE=Clear_Strelok;44199568]That's why I've changed it a page ago. :v: I have just started working on a replacement for the ammo crates textures by the way. Not sure how it will turn out but I'll give it a try. [T]http://img15.hostingpics.net/pics/653210ammocrategrenade.png[/T][/QUOTE] Nice textures, I will make a new ammo crate model to replace the current one if you want I can make it accept your texture ill do the shader stuff. Now for my current wip! the greyed out areas are original buggy model, what im doing is rebuilding the buggy piece by piece as opposed to making the whole thing then texturing it at once and all that, I feel that since the buggy is slapped together out of various random parts then I should tackle remaking it the same way. Also I have alot more control over material definition and all that in source. Things that will be changed pretty drastically will be the front and rear suspension/breaks as well as the front end mechanics as well as im going to put a proper engine in the rear instead of that PC case engine the original had, I feel that the original just didnt make sense in alot of areas and remaking them will not only serve to alleviate this but will also make the new model interesting as opposed to being a straight remake. Hopefully I wont be hung for this thinking but bear in mind obviously the buggy will retain its form and will be easily recognised as the character it is. [IMG]http://i59.tinypic.com/xbss7.jpg[/IMG]
[QUOTE=Clear_Strelok;44199568]That's why I've changed it a page ago. :v: I have just started working on a replacement for the ammo crates textures by the way. Not sure how it will turn out but I'll give it a try. [T]http://img15.hostingpics.net/pics/653210ammocrategrenade.png[/T][/QUOTE] Isn't the grenade symbol supposed to be printed instead of painted? I always got that impression when I played the game. The white stripes to the sides, however, look good as spraypaint IMHO.
[QUOTE=xalener;44193683]idk. I think you need a bit more than that. I still shoot Louis because his color scheme and shapes resemble the common infected at a glance. His monochrome pants and shirt and his red tie looks kinda like the shirtless zombies with the blood pouring down the chest if you're turning a corner/ looking behind you and he's right up on you. Funny thing is, he ALWAYS says "DO I LOOK LIKE ONE OF THEM" when I shoot him :s[/QUOTE] I've never had that problem nor have I ever been told of anyone else having this problem. Though I do understand that that doesn't mean what you're saying is invalid. What does make it invalid, however, is the fact that (again) if they were done like the concept looked, the only thing that would come close to resembling a combine is the vest. Other than that, the entire model, texture and even colour palette would be entirely different. You would notice it a mile away.
PROGRESS it's good
Also on the topic of rebels wearing the combine vests- remember [I]you[/I] can't kill the rebels, so even if you shot one it'd have no effect. That is unless you used a code or we added an option for TK on rebels.
[QUOTE=Fat-Corgi-Guy;44200740]Also on the topic of rebels wearing the combine vests- remember [I]you[/I] can't kill the rebels, so even if you shot one it'd have no effect. That is unless you used a code or we added an option for TK on rebels.[/QUOTE] I remember Smod let you kill anyone, this got kind of annoying if you killed somebody important and had to reload because the game wouldn't progress
[QUOTE=Fat-Corgi-Guy;44200740]Also on the topic of rebels wearing the combine vests- remember [I]you[/I] can't kill the rebels, so even if you shot one it'd have no effect. That is unless you used a code or we added an option for TK on rebels.[/QUOTE] uh... what? what are you trying to say? what does rebels wearing vests from combine soldiers have to do with friendly fire? they already use vests like those from civil protection.
To the sound guys, it would be a big step up if you changed the standard gunshot/whizby sounds into supersonic cracks (a la Battlefield 3,4 and Bad company 2) it feels much more visceral
[QUOTE=tehstrelok;44200766]uh... what? what are you trying to say? what does rebels wearing vests from combine soldiers have to do with friendly fire? they already use vests like those from civil protection.[/QUOTE] It was for the people saying they might get confused and shoot the rebels in vests, it wouldn't matter because you can't damage them
[QUOTE=Yourself;44200794]To the sound guys, it would be a big step up if you changed the standard gunshot/whizby sounds into supersonic cracks (a la Battlefield 3,4 and Bad company 2) it feels much more visceral[/QUOTE] I´ll see what I can do and post a preview
[QUOTE=kaze4159;44200847]It was for the people saying they might get confused and shoot the rebels in vests, it wouldn't matter because you can't damage them[/QUOTE] how would you even get confused that way unless their faces are completely covered (which as far as i can tell they wont be). some of the arguments for keeping things the way they are in the original game are silly in this thread [editline]11th March 2014[/editline] [QUOTE=MaxOfS2D;44199466] This is also why wanting to make everything into a super detailed hi-res thing doesn't work, even if you disregard the technical and financial/time constraints. If everything is gonna be detailed and eye catching, then nothing will be. The lesson to be taken from this is, ultimately: there is some stuff that needs to be boring... or to put it into better words, it needs to fade into the world to serve it better, instead of falling to the temptation of wanting to turn every model into your #1 portfolio piece.[/QUOTE] While I agree with your final statement, not so much your first. things don't need to be "low quality" to not be eye catching, you can just teach the player to identify with color-coding (which valve has done, and so has naughty dog, and tons of other 90s-to-modern developers). for example in the last of us most areas to go are illuminated in light / or have caution tape tied to it, while in hl2 buildings are color coded, dark brown being unimportant, light blue/vanilla important. you shouldn't catch players attention with detail you catch it with ques established early on in level design. that shouldn't be an excuse to not want things to be redone in higher qualities (because seriously there are already enough excuses in the thread day-in, day-out)
[QUOTE=endorphinsam;44201071] while in hl2 buildings are color coded, dark brown being unimportant, light blue/vanilla important.[/QUOTE] I never even noticed this but now that you mention it it seems right.
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