Don't know why, I could not sleep and I was bored so I've worked on this:
[T]http://img15.hostingpics.net/pics/1601072014032600054.jpg[/T] [T]http://img15.hostingpics.net/pics/8543332014032600048.jpg[/T]
[T]http://img15.hostingpics.net/pics/8202622014032600025.jpg[/T] [T]http://img15.hostingpics.net/pics/5998142014032600051.jpg[/T]
The texture and normal are pretty much finished, now I'll work on improving the transition parts. I think the tiling is still a bit too much noticeable.
[QUOTE=Mr. Someguy;44356178]it always irked me that Valve made so many boat models for LC and never used them in HL2[/QUOTE]
Probably because they made Lost Coast after HL2 :v:
[QUOTE=Clear_Strelok;44350041][I]Later that day:[/I]
[T]http://img15.hostingpics.net/pics/9952672014032500014.jpg[/T] [T]http://img15.hostingpics.net/pics/2742052014032500015.jpg[/T]
The rusted version is finished too:
[T]http://img15.hostingpics.net/pics/6468122014032500021.jpg[/T][/QUOTE]
sorry to bring this back from the last page, just thought I'd pop in with some criticism.
your textures are missing one thing from the original, and I don't know what it's called but you can see it on the following images:
edit: had to link textures instead of embedding them
[url]http://www.mayang.com/textures/Metal/images/Flat%20Metal%20Textures/blotchy_metal_9290259.JPG[/url]
[url]http://www.mayang.com/textures/Metal/images/Flat%20Metal%20Textures/metal_blotches_scratched_9290256.JPG[/url]
another thing, your rusted texture kinda looks... stonish? like it looks more fitting as a mossy concrete or rock texture than a metal vent.
[QUOTE=MrBunneh;44357198]your textures are missing one thing from the original, and I don't know what it's called but you can see it on the following images:[/QUOTE]I can't see the images you've posted but I understand what you are talking about, and it was added after I posted these pictures.:
[T]http://img15.hostingpics.net/pics/5650472014032500040.jpg[/T]
[QUOTE=Clear_Strelok;44357126]Don't know why, I could not sleep and was bored so I've worked on this:
[T]http://img15.hostingpics.net/pics/1601072014032600054.jpg[/T]
The texture and normal are pretty much finished, now I'll work on improving the transition parts. I think the tiling is still a bit too much noticeable.[/QUOTE]
Corgi already did that texture too, but I think yours actually looks better.
One question for now, sorry if this is stupid: Will you guys be fixing scenes and stuff that were broken in HL2?
e.g. Dr. Breen in the teleport scene at the beginning.
He's supposed to get up from his chair and start gesturing at you, but he stays in his chair and gestures at you instead.
Breen being lazy and not getting up from his posh chair(not that I would blame him) is one thing, but crouching behind his desk, swiveling wildly like a madman, and clipping his hands into said desk is another.
[QUOTE=BoxBuilder999;44357878]One question for now, sorry if this is stupid: Will you guys be fixing scenes and stuff that were broken in HL2?
e.g. Dr. Breen in the teleport scene at the beginning.
He's supposed to get up from his chair and start gesturing at you, but he stays in his chair and gestures at you instead.
Breen being lazy and not getting up from his posh chair(not that I would blame him) is one thing, but crouching behind his desk, swiveling wildly like a madman, and clipping his hands into said desk is another.[/QUOTE]
Actually, I just recently played through HL2 when I was doing Achievement run and for me those problems were fixed. Breen got up, Vort in canals actually charged my suit and rest of these were working completely normally. I hope I don't have to say that I was stunned by it for like good hour.
-snip because I can't be bothered to read a post through-
[QUOTE=Dom Pyroshark;44358024]Actually, I just recently played through HL2 when I was doing Achievement run and for me those problems were fixed. Breen got up, Vort in canals actually charged my suit and rest of these were working completely normally. I hope I don't have to say that I was stunned by it for like good hour.[/QUOTE]
Whoa. Did not know this. Will look into this further.
BTW, is the APC still stuck in the wall in Route Kanal? Or was that already fixed?
And how's Colonel Cubbage's HD model/texture going? Because we all know that's the main reason for this mod. :v:
Guys obviously they aren't going to leave obvious bugs like that in. The OP even says these will be fixed. Iirc this is part of the reason the mod was started, because Valve's upkeep has been shite and there were no good mods that fixed it (Cinematic Mod doesn't count, and is another reason this was started).
[QUOTE=Hideyoshi;44357284]Corgi already did that texture too, but I think yours actually looks better.[/QUOTE]
The normalmap needs a LOT of work, looks like a warped linoleum instead of proper tiles.
[QUOTE=glitchvid;44358398]The normalmap needs a LOT of work, looks like a warped linoleum instead of proper tiles.[/QUOTE]
I thought they were ceramic tiles? Linoleum doesn't make sense for a tunnel wall.
[editline]26th March 2014[/editline]
Nevermind I misread.
Is it weird that I called Colonel Cubbage, Cabbage when I first saw his name?
Every time I see "sweet texture, x has already done it though I think" in this thread I die a little inside
[QUOTE=Doomish;44359058]Every time I see "sweet texture, x has already done it though I think" in this thread I die a little inside[/QUOTE]
Why? Diversity is good, and remember, WE HAVE the video memory!
Well Clear_Strelok says he has a bunch of 'em, they can't all be dupes right? :v:
[QUOTE=glitchvid;44358398]The normalmap needs a LOT of work, looks like a warped linoleum instead of proper tiles.[/QUOTE]Oh that's because I've re-added the density details in order to see the cubemap reflection better for these screenshots. Don't worry about that.
[QUOTE=Dom Pyroshark;44358024]Actually, I just recently played through HL2 when I was doing Achievement run and for me those problems were fixed. Breen got up, Vort in canals actually charged my suit and rest of these were working completely normally. I hope I don't have to say that I was stunned by it for like good hour.[/QUOTE]
As far as I know, the vort is scripted to charge your suit armor not more then 30, so if you got in there with more then 30 suit armor, it won't charge your suit.
My voted is gm_youareavirusinsidejoe
i demand enhanced gm_flatgrass
We should enhance a Team Fortress 2 orange map
Did you guys happen to already implement the cubemap shader?
[QUOTE=BMCHa;44297070]"a week or two out" later...
[url]https://dl.dropboxusercontent.com/u/1606518/parallaxcubemaps.zip[/url]
I hope I didn't leave anything important out.[/QUOTE]
[QUOTE=Firegod522;44360732]Did you guys happen to already implement the cubemap shader?[/QUOTE]
This patch requires vbsp editing, which we don't have access to its source in the current version of Source Engine we use.
I've been thinking, doesn't anyone think the variety in furniture and appliances ain't too great?
How about adding a few extra TV's, tables and all that what matches the time HL2 is dated in? I think it would add a level of realism, considering that there are quite a lot of homes with different furniture.
[QUOTE=Merijnwitje;44361146]I've been thinking, doesn't anyone think the variety in furniture and appliances ain't too great?
How about adding a few extra TV's, tables and all that what matches the time HL2 is dated in? I think it would add a level of realism, considering that there are quite a lot of homes with different furniture.[/QUOTE]
While I do agree this would make it look nicer; the point of the Enhancement mod is realism, but not on this scale. Doing all of this requires even more time to create (textures, models, scripts) that we should not necessarily be worrying about.
[QUOTE=SimplePlanz69;44362323]While I do agree this would make it look nicer; the point of the Enhancement mod is realism, but not on this scale. Doing all of this requires even more time to create (textures, models, scripts) that we should not necessarily be worrying about.[/QUOTE]
u 4 reel rite now
How about an update to the combine models, for instance giving them a side pouch to hold a spare AR2 magazine or a shotgun shell holder on the forearm. You know little things like that to make them look more militarized.
Combine Soldiers with the SMG can have the MP40 mag pouches slung from their chest.
[url]http://www.mp40.nl/uploads/images/photos/hires900/MP40_-24-05-2010_-%2867%29.jpg[/url]
[QUOTE=fourkillmaster;44362858]How about an update to the combine models, for instance giving them a side pouch to hold a spare AR2 magazine or a shotgun shell holder on the forearm. You know little things like that to make them look more militarized.
Combine Soldiers with the SMG can have the MP40 mag pouches slung from their chest.
[url]http://www.mp40.nl/uploads/images/photos/hires900/MP40_-24-05-2010_-%2867%29.jpg[/url][/QUOTE]
The MP40 might be a little too much. We are not overdoing everything like Cinematic Mod. In addition, adding anything to the original model would require a new model and textures to be made; as it would not look right
*cough* make a texture list goddammit! *cough*
[QUOTE=Ken Chan;44361065]This patch requires vbsp editing, which we don't have access to its source in the current version of Source Engine we use.[/QUOTE]
I haven't worked with ASW, but is it necessary to use ASW's vbsp? Or could you get away with using 2013's vbsp in the ASW engine?
Also re: models and textures, it really would be nice to have a list of models and textures that have/haven't been worked on. Art isn't my main area but I can model and texture to some degree and I'd be happy to do some props on the side.
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