• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=endorphinsam;44255894]I think both new and old textures should be put side by side (not on the model) and it would be better for comparisons[/QUOTE]Let's do that then: [T]http://img15.hostingpics.net/pics/835047barricadecomposite01.png[/T] [T]http://img15.hostingpics.net/pics/494374barricadecomdposite01.png[/T]
[QUOTE=Clear_Strelok;44256342]Let's do that then: [T]http://img15.hostingpics.net/pics/835047barricadecomposite01.png[/T] [T]http://img15.hostingpics.net/pics/494374barricadecomdposite01.png[/T][/QUOTE] Yours it too pristine compared to the old one.
[QUOTE=Sam Za Nemesis;44255194]Retexturing low poly models with a much higher texture quality makes it feel really out of place[/QUOTE] [video=youtube;6M8mFyB8qUM]http://www.youtube.com/watch?v=mM9ADXfvnVo[/video] Could be worse.
I think the concrete needs some specular and some very light bumpmapping
[QUOTE=IM BATMAN;44257055][video=youtube;6M8mFyB8qUM]http://www.youtube.com/watch?v=mM9ADXfvnVo[/video] Could be worse.[/QUOTE] I didn't even know blender had a game engine
[QUOTE=i_speel_good;44257557]I think the concrete needs some specular and some very light bumpmapping[/QUOTE] They already have very light bumpmaps, and the speculars were already mentioned back up a few posts.
[QUOTE=Sally;44257669]I didn't even know blender had a game engine[/QUOTE] It only just barely does. In fact, future versions are gonna get rid of it and take some of its functionality (Ai for crowd sim, gpu physics) into the main package.
Just wanted to say you guys have been doing a really nice job on this project and to keep up the good work!
[QUOTE=Clear_Strelok;44256342]Let's do that then: [T]http://img15.hostingpics.net/pics/835047barricadecomposite01.png[/T] [T]http://img15.hostingpics.net/pics/494374barricadecomdposite01.png[/T][/QUOTE] Looks like you textured over the AO shadows, that's no good. [editline]17th March 2014[/editline] Although also hard not to do
[QUOTE=A big fat ass;44262247]Looks like you textured over the AO shadows, that's no good. [editline]17th March 2014[/editline] Although also hard not to do[/QUOTE] You can texture over the ao then bake your own
Yeah but I am assuming he doesn't have the resources for that [editline]17th March 2014[/editline] All I want from this mod is for every prop to be higher poly. More edge loops for everyone!
[QUOTE=A big fat ass;44262247]Looks like you textured over the AO shadows, that's no good.[/QUOTE]Well, that's perfectly normal. I usually recreate the materials from scratch and the lighting comes after. There's no need to worry about that.
[QUOTE=A big fat ass;44263158]Yeah but I am assuming he doesn't have the resources for that [editline]17th March 2014[/editline] All I want from this mod is for every prop to be higher poly. More edge loops for everyone![/QUOTE] Last I heard replacing -every- prop wasn't a long-term goal. Sure it could happen, but it's not something that's been planned out right now.
[QUOTE=Clear_Strelok;44263510]Well, that's perfectly normal. I usually recreate the materials from scratch and the lighting comes after. There's no need to worry about that.[/QUOTE] There's nothing [I]normal[/I] about [I]ambient occlusion[/I]. Get it? [I]Noooooooooormal[/I]? :)
[QUOTE=A big fat ass;44263158]Yeah but I am assuming he doesn't have the resources for that [editline]17th March 2014[/editline] All I want from this mod is for every prop to be higher poly. More edge loops for everyone![/QUOTE] and MORE NEXT GEN BEVELED EDGES
Its not so much about recreating every prop as it is making new ones, this mod deserves to be much more than a retexture.
[QUOTE=Proj3ct_ZeRo;44264863]Its not so much about recreating every prop as it is making new ones, this mod deserves to be much more than a retexture.[/QUOTE] And hopefully something other than a USP/MP7, I just hated the sounds they made, the model, and everything about them really.
[QUOTE=A big fat ass;44263158]Yeah but I am assuming he doesn't have the resources for that [editline]17th March 2014[/editline] All I want from this mod is for every prop to be higher poly. More edge loops for everyone![/QUOTE] Not every prop will be super high-poly if it doesn't need to be. Stuff like trees and crates yeah, but no one is going to care about that roof antenna you never see up close.
It's Ravenholm time ! In 2048 x 2048 instead of the default 256 x 256 resolution, because Father Grigori deserves it. It's mostly done but I realised once in-game that the texture is automatically stretched twice its size horizontally, so i think I'll make a few modifications to the dirt parts. [T]http://img4.hostingpics.net/pics/4092832014031700019.jpg[/T] [T]http://img4.hostingpics.net/pics/8540452014031700015.jpg[/T] [T]http://img4.hostingpics.net/pics/3701082014031700016.jpg[/T] I've also made some progress on these highway signs. The lighting and details on the wood parts are pretty much done, Now I just have to finish the metal part: [T]http://img4.hostingpics.net/pics/6687422014031700005.jpg[/T] [T]http://img4.hostingpics.net/pics/5688822014031700008.jpg[/T]
The highway signs could look good with some screws and bolts holding the wood in place on the metal struts.
[QUOTE=Clear_Strelok;44265328] [T]http://img4.hostingpics.net/pics/6687422014031700005.jpg[/T] [T]http://img4.hostingpics.net/pics/5688822014031700008.jpg[/T][/QUOTE] Reduce the saturation on the wood barricades imo.
[QUOTE=Clear_Strelok;44265328]It's Ravenholm time ! In 2048 x 2048 instead of the default 256 x 256 resolution, because Father Grigori deserves it. It's mostly done but I realised once in-game that the texture is automatically stretched twice its size horizontally, so i think I'll make a few modifications to the dirt parts. I've also made some progress on these highway signs. The lighting and details on the wood parts are pretty much done, Now I just have to finish the metal part:[/QUOTE] Pretty good, but the metal Ravenholm sign looks like wood more than metal, and the highway blockade looks like concrete with a low-quality wood texture slapped on the back. I don't meant to sound like an ass, I'm just stating some things that look odd.
I think the signs should be remodelled, they're very flat looking right now. Most of signs I've seen have some sort of thin bezel (may not be true for everywhere, but I think it looks better than ending abruptly): [img]http://shrani.si/f/3I/Xh/3u6ogXpK/img4041.jpg[/img] Also, to comment on texturing metal, it really needs specular too look properly. Chipped paint looks out of place to me. Signs get dirty, get scratches and dents, but chunks never fall off. And please use a suitable font for numbers.
American stop signs look like this [t]http://www.dimensionsinfo.com/wp-content/uploads/2009/12/Stop-Sign.jpg[/t]
[QUOTE=Stiffy360;44265627]American stop signs look like this [t]http://www.dimensionsinfo.com/wp-content/uploads/2009/12/Stop-Sign.jpg[/t][/QUOTE] but doesn't half life take place somewhere in europe? unless you mean something else
[QUOTE=endorphinsam;44265689]but doesn't half life take place somewhere in europe? unless you mean something else[/QUOTE] Well I've seen sharp-edged signs in France, Belgium, Poland and other European countries (Germany uses round bezels though). Can't say for anything east of Poland, as I've never been there.
[QUOTE=CrystalGamma;44265997]Well I've seen sharp-edged signs in France, Belgium, Poland and other European countries (Germany uses round bezels though). Can't say for anything east of Poland, as I've never been there.[/QUOTE] But many places in HL2 have these silly russian letters. What signs are in russia?
[QUOTE=Fat-Corgi-Guy;44265453]Pretty good, but the metal Ravenholm sign looks like wood more than metal[/QUOTE]I have the perfect fix for that: [T]http://img15.hostingpics.net/pics/6451532014031700041.jpg[/T] Hem, more seriously, I see what the problem is. It's definitely a metal sign but the cracks I've added here and here are too contrasted, which gives the impression that some parts are made of cracked wood. (The original texture also had that problem, which is why I went for something more metallic in the first place) It should be better now: [T]http://img15.hostingpics.net/pics/2634462014031700026.jpg[/T] As for the blockade, I've reused some parts of a 2048x2048 woodboard texture I've made for Stalker a couple of month ago, in order to have some variation between the wood displayed on the heavy and small blockade models. The texture actually looks good in the context it was meant to be used, but I realize that it's way too bright here so I think I will change that too.
I've been porting alot of shit recently, and I think a majority of these could be used in the mod. Also the last pic shows my brand new 1024x1024 road texture - I am working on the dirtmap and decals right now. [URL=http://s1333.photobucket.com/user/legoman6986/media/hl2_newcoast0001_zps5506a577.jpg.html][IMG]http://i1333.photobucket.com/albums/w626/legoman6986/hl2_newcoast0001_zps5506a577.jpg[/IMG][/URL] [URL=http://s1333.photobucket.com/user/legoman6986/media/hl2_newcoast0004_zps37846416.jpg.html][IMG]http://i1333.photobucket.com/albums/w626/legoman6986/hl2_newcoast0004_zps37846416.jpg[/IMG][/URL] [URL=http://s1333.photobucket.com/user/legoman6986/media/hl2_newcoast0002_zps6e757f6c.jpg.html][IMG]http://i1333.photobucket.com/albums/w626/legoman6986/hl2_newcoast0002_zps6e757f6c.jpg[/IMG][/URL] [URL=http://s1333.photobucket.com/user/legoman6986/media/hl2_newcoast0008_zpsb7d8e219.jpg.html][IMG]http://i1333.photobucket.com/albums/w626/legoman6986/hl2_newcoast0008_zpsb7d8e219.jpg[/IMG][/URL]
You dont add ports to a greenlit mod.
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