• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Clear_Strelok;44321539]I'm still working on it so if anyone has any advices they are more than welcome. And because I like silly details: [T]http://img11.hostingpics.net/pics/3089292014032100004.jpg[/T] [T]http://img11.hostingpics.net/pics/1370392014032100005.jpg[/T][/QUOTE] Scan lines on fourteen-segment displays don't make any sense.
[QUOTE=Clear_Strelok;44321539]I know these tile textures are not going to be used since those from fat-corgui-guy are looking really great and had been made before, but I like to finish what I've started so here it is: [T]http://img11.hostingpics.net/pics/1163592014032200049.jpg[/T][/QUOTE] The tiles look really neat. Considering the amount of dirt and scratches on them, the tiles themselves should show a bit of wear. [QUOTE=Clear_Strelok;44321539]And because I like silly details: [T]http://img11.hostingpics.net/pics/3089292014032100004.jpg[/T][/QUOTE] The buttons on the keypad are a bit flat, the original had the buttons have a slight depression in the middle. [t]http://i.imgur.com/HpP9M4O.jpg[/t] Also, I noticed that the LODs at the entrance to the Trainstation are a bit wonky. [t]http://i.imgur.com/EzvYsoo.jpg[/t] [t]http://i.imgur.com/oFrDokj.jpg[/t]
[QUOTE=Hideyoshi;44322953]Also, I noticed that the LODs at the entrance to the Trainstation are a bit wonky. [t]http://i.imgur.com/EzvYsoo.jpg[/t] [t]http://i.imgur.com/oFrDokj.jpg[/t][/QUOTE] I don't see anything different/wrong
i think he's talking about the fov and it's true. fov is forced to 75 until you meet alyx. then it magically fixes itself
Or it could just be the windows on the orange building farthest away. The one closest to the crosshair, in particular. Edit: or the farthest pillar at the entrance? Shit man, where's them red arrows when you actually need them for once.
oh well. the fov issue is a thing either way.
[QUOTE=Hell-met;44323129]i think he's talking about the fov and it's true. fov is forced to 75 until you meet alyx. then it magically fixes itself[/QUOTE] Didn't they fix that in HL2? Or is that still in the beta?
[QUOTE=highvoltage;44323040]I don't see anything different/wrong[/QUOTE] Sorry, I should've been more specific. The farthest support is what's changing between the images. The up-close version looks like an octagon, while from far away it looks more like a cowbell.
My clear me has shown a lot of enthusiasm for the mod.
[QUOTE=DONOTWANT;44322946]Scan lines on fourteen-segment displays don't make any sense.[/QUOTE]Well the original texture didn't make sense either. (The scanlines were almost unnoticeable though) The problem is the following: Should I continue what Valve started for this texture with nice and colorful illuminated screens (Which makes the objet more fun to interact with) or should I look for something more realistic in an almost post-apocalyptic context than the vanilla design ? (Even if it makes the interaction kinda boring) (I'm not asking this for such a minor detail, of course. I have a lot of interactive objects textures which I'm working on at the moment, so opinions on which style I should adopt for these specific objects are welcome.)
[QUOTE=Clear_Strelok;44324013]Well the original texture didn't make sense either. (The scanlines were almost unnoticeable though) The problem is the following: Should I continue what Valve started for this texture with nice and colorful illuminated screens (Which makes the objet more fun to interact with) or should I look for something more realistic in an almost post-apocalyptic context than the vanilla design ? (Even if it makes the interaction kinda boring) (I'm not asking this for such a minor detail, of course. I have a lot of interactive objects textures which I'm working on at the moment, so opinions on which style I should adopt for these specific objects are welcome.)[/QUOTE] Go with Vanilla.
so how are the rebel models?
[QUOTE=Hideyoshi;44322953] [t]http://i.imgur.com/EzvYsoo.jpg[/t] [t]http://i.imgur.com/oFrDokj.jpg[/t][/QUOTE] [img]http://media.giphy.com/media/grp1TdjhvEcoM/giphy.gif[/img]
[QUOTE=ProfHappycat7;44324648]so how are the rebel models?[/QUOTE] Discussed a dozen times, none made.
[QUOTE=Armageddon104;44295519]Guys let's move this mod to UE4.[/QUOTE] Hahaha,that's a good one.
Leaked image of Enhancement Mod on our new engine: [IMG]http://i.imgur.com/ZT8Hkt3.png[/IMG]
[QUOTE=cloudcakes30;44326264]Leaked image of Enhancement Mod on our new engine: [IMG]http://i.imgur.com/ZT8Hkt3.png[/IMG][/QUOTE] 10/10 will pay for this
I would buy and play all the way through it since it'd just be a simpler, probably way more fast-paced version of HL2.
So has no one attempted a FBA prototype with a citizen or something before going to do little inconsequential stuff like keypads and floor tiles? I mean, what's really more important here?
[QUOTE=xalener;44327725]So has no one attempted a FBA prototype with a citizen or something before going to do little inconsequential stuff like keypads and floor tiles? I mean, what's really more important here?[/QUOTE] because the people who are doing the floor tiles don't know how to do the fba prototyping because that's an entirely different line of work? if you want to see a fba prototype on the source engine, go play with spys immersive first person mode for gmod.
[QUOTE=xalener;44327725]So has no one attempted a FBA prototype with a citizen or something before going to do little inconsequential stuff like keypads and floor tiles? I mean, what's really more important here?[/QUOTE] Everything is important.
[QUOTE=Garrison;44328128]Everything is important.[/QUOTE] Some things are more important than others. And TBH, I think some more focus in the bigger things this mod is trying to pull off would be nice. (Maps, improved combat AI, FBA, etc, ravenholm, etc)
The most important things the mod is doing is updating textures and generally improving the look of the game, everything else is extra stuff that may or may not be done after there's enough content to update the maps with. Also, the AI is already improved from moving engines and any further AI enhancement is just speculation.
[QUOTE=Hideyoshi;44322953]The buttons on the keypad are a bit flat, the original had the buttons have a slight depression in the middle.[/QUOTE] Better ? (The LCD screen is just here for the sake of variety, ignore it. I'll send both the vanilla-like and "kinda accurate" versions to the team in case they would want to use this texture) [T]http://img15.hostingpics.net/pics/1847782014032300003.jpg[/T] [T]http://img15.hostingpics.net/pics/4595492014032300004.jpg[/T] EDIT: And now with cubemap reflection: [T]http://img15.hostingpics.net/pics/3528082014032300008.jpg[/T] [T]http://img15.hostingpics.net/pics/6868202014032300009.jpg[/T]
I've been working on the maps, but it's rather hard to improve them without a ton of props. I can make a few, but I'm just not at a level I feel I would want to ship something with. If anyone wants to help with making smaller props like rain gutters, scaffolding, that kind of stuff, be my guest.
snip w/e I'm super late
[QUOTE=Clear_Strelok;44329194]Better ? (The LCD screen is just here for the sake of variety, ignore it. I'll send both the vanilla-like and "kinda accurate" versions to the team in case they would want to use this texture) [T]http://img15.hostingpics.net/pics/1847782014032300003.jpg[/T][/QUOTE] The edge between the button face and indent needs to be smoothed a bit, like on the right here [t]https://lh4.googleusercontent.com/-mDliXJ2I1sw/Uy74xlfbigI/AAAAAAAADVE/M7Rroup9S8g/s0/2014-03-24_01-07-54.png[/t][t]https://lh4.googleusercontent.com/-WbHBLgPm3As/Uy76Eg3jS5I/AAAAAAAADVU/73SJBr3sPiE/s0/2014-03-24_01-13-27.png[/t]
[QUOTE=Clear_Strelok;44329194]Better ? (The LCD screen is just here for the sake of variety, ignore it. I'll send both the vanilla-like and "kinda accurate" versions to the team in case they would want to use this texture) [T]http://img15.hostingpics.net/pics/1847782014032300003.jpg[/T] [T]http://img15.hostingpics.net/pics/4595492014032300004.jpg[/T] EDIT: And now with cubemap reflection: [T]http://img15.hostingpics.net/pics/3528082014032300008.jpg[/T] [T]http://img15.hostingpics.net/pics/6868202014032300009.jpg[/T][/QUOTE] Hey it's a calculator slapped to a wall :v
[QUOTE=kaze4159;44329831]The edge between the button face and indent needs to be smoothed a bit, like on the right here [t]https://lh4.googleusercontent.com/-mDliXJ2I1sw/Uy74xlfbigI/AAAAAAAADVE/M7Rroup9S8g/s0/2014-03-24_01-07-54.png[/t][t]https://lh4.googleusercontent.com/-WbHBLgPm3As/Uy76Eg3jS5I/AAAAAAAADVU/73SJBr3sPiE/s0/2014-03-24_01-13-27.png[/t][/QUOTE]That's a nice idea but unfortunately I'm limited with the default model on this move. I guess I'm done with this one then, there's nothing more I can do without a slight modification of the model and I'm pretty satisfied with the result otherwise. Also, new streetsigns textures to come soon: [T]http://img11.hostingpics.net/pics/734784dddd.png[/T]
The model itself is fine, I just meant to make the edge between the shadow and face a little lighter in the texture I only made the model because it was easier than making an image :v:
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