Out of curiosity, if Valve offered you guys up the ability to use and edit the Portal 2 engine, would you go through the effort of porting everything over and using it?
[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]
i guess we could say you prefer the SIMPLE PLANZ
[QUOTE=glitchvid;44358398]The normalmap needs a LOT of work, looks like a warped linoleum instead of proper tiles.[/QUOTE]
Honestly, it just looked better because it's sharper. Corgi posted a screenshot before he had fixed the blurring.
I can model, but I can't texture models for the life of me.
HL2:EM inspires me to learn! Just as I have improved the Door texture, I will improve the doorknobs!
The credits will be like, "Texture artist: Fat-Corgi, Coding: Ken Chan, Door Sexifier: wauterboi"
Here's an example of what I mean. Using a box mag pouch and Mp7 Magazine Holder.
[url]http://i.imgur.com/uZqykPK.jpg[/url]
It's basic hits all the weapon bases and explains where all that spare ammo comes from.
[QUOTE=fourkillmaster;44364532]Here's an example of what I mean. Using a box mag pouch and Mp7 Magazine Holder.
[url]http://i.imgur.com/uZqykPK.jpg[/url]
It's basic hits all the weapon bases and explains where all that spare ammo comes from.[/QUOTE]
They already have a butt pouch, which we assume that's their ammo.
[QUOTE=YourBreakfsat;44364660]They already have a butt pouch, which we assume that's their ammo.[/QUOTE]
What if it's just an ass-protecting whoopie-cushion in case they fall while rappelling?
:tinfoil:
[QUOTE=gk99;44364716]What if it's just an ass-protecting whoopie-cushion in case they fall while rappelling?
:tinfoil:[/QUOTE]
Nope its water wings
[QUOTE=gk99;44363878]Out of curiosity, if Valve offered you guys up the ability to use and edit the Portal 2 engine, would you go through the effort of porting everything over and using it?[/QUOTE]
Sadly, I'm still running the game on Alien Swarm engine :(
If someone (me) wants to help, but has no real programming experience or discernible skills like map-making or modelling, what would you guys recommend they (I) do?
[QUOTE=Catscratch;44365708]If someone (me) wants to help, but has no real programming experience or discernible skills like map-making or modelling, what would you guys recommend they (I) do?[/QUOTE]
you could look through the maps and find issues/bad mapping/bugs/other problems like those.
[QUOTE=Catscratch;44365708]If someone (me) wants to help, but has no real programming experience or discernible skills like map-making or modelling, what would you guys recommend they (I) do?[/QUOTE]
Stress the need for an HD Odessa
[QUOTE=MrBunneh;44365764]you could look through the maps and find issues/bad mapping/bugs/other problems like those.[/QUOTE]
[url=http://facepunch.com/showthread.php?t=1250029&p=39894710&viewfull=1#post39894710]That's what[/url] [url=http://facepunch.com/showthread.php?t=1263005&p=40859437&viewfull=1#post40859437]I did [/url]:v:
so I just did a quick test with bodygroups:
[t]http://puu.sh/7KZvY.png[/t]
I was thinking this along with edited/remade textures for the prop vehicles (to be paintable perhaps?) would be an amazing addition to this mod and allow a lot of variance at very little cost.
now this in particular is a pretty rough test, still a lot of small mesh tweaks needed but it gets my point across.
[QUOTE=MrBunneh;44366527]so I just did a quick test with bodygroups:
[t]http://puu.sh/7KZvY.png[/t]
I was thinking this along with edited/remade textures for the prop vehicles (to be paintable perhaps?) would be an amazing addition to this mod and allow a lot of variance at very little cost.
now this in particular is a pretty rough test, still a lot of small mesh tweaks needed but it gets my point across.[/QUOTE]
A system that allows various bodygroups with each one being colourable by itself would bring a huge variety.
I'm on-board with this.
[QUOTE=vexx21322;44366741]A system that allows various bodygroups with each one being colourable by itself would bring a huge variety.
I'm on-board with this.[/QUOTE]
I don't know if it's possible to have each bodygrouped part individually paintable but being able to paint most of it any colour the map maker desires, or even having it random is a really cool thing to have.
another idea I had is perhaps the ability to blow parts off the cars (stuff like the doors and bonnet) when there's an explosion near them, or they're punted by the grav gun and so forth. I could make the bodygrouped parts into seperate physprops and such, but it'd require some additional code to make it work (I thought gibs could work initially, but gibs disappear over time and it'd have to require checks to make sure it spawns the right phys prop for the corresponding bodygroup being "detatched" from the main car prop.) it could lead to some very minor extension to gameplay, being able to blow off doors and bonnets and using them as makeshift shields from bullets/having more items to hurl at enemies.
i still volunteer to be a high poly modeller for anyone that needs it lol :)
[QUOTE=MrBunneh;44366824]I don't know if it's possible to have each bodygrouped part individually paintable but being able to paint most of it any colour the map maker desires, or even having it random is a really cool thing to have.
another idea I had is perhaps the ability to blow parts off the cars (stuff like the doors and bonnet) when there's an explosion near them, or they're punted by the grav gun and so forth. I could make the bodygrouped parts into seperate physprops and such, but it'd require some additional code to make it work (I thought gibs could work initially, but gibs disappear over time and it'd have to require checks to make sure it spawns the right phys prop for the corresponding bodygroup being "detatched" from the main car prop.) it could lead to some very minor extension to gameplay, being able to blow off doors and bonnets and using them as makeshift shields from bullets/having more items to hurl at enemies.[/QUOTE]
I wonder if the Borderlands system for colouring could be used for it. It would probably require some programming.
[QUOTE=vexx21322;44367144]I wonder if the Borderlands system for colouring could be used for it. It would probably require some programming.[/QUOTE]
Similar coding's already there, think of TF2's paintable hats and Gmod.
[QUOTE=gk99;44366277]Stress the need for an HD Odessa[/QUOTE]
I'm glad people are learning.
HD Odessa Cubbage is the real reason for Enhancement Mod.
Don't deny it. :v:
Remember there's still models and textures you can pull from the beta if you want, they were generally higher texture / poly than HL2's.
[t]http://puu.sh/2ndbh[/t]
Maybe that's what I should do to contribute, go through the beta files looking for suitable models and replacements :v:
[QUOTE=Mr. Someguy;44367418]Remember there's still models and textures you can pull from the beta if you want, they were generally higher texture / poly than HL2's.
[t]http://puu.sh/2ndbh[/t]
Maybe that's what I should do to contribute, go through the beta files looking for suitable models and replacements :v:[/QUOTE]
Wait, the Beta files are more detailed than Retail?
What sorcery is this?
[QUOTE=BoxBuilder999;44367475]Wait, the Beta files are more detailed than Retail?
What sorcery is this?[/QUOTE]
The sorcery of console optimization as the game neared release.
[QUOTE=BoxBuilder999;44367475]Wait, the Beta files are more detailed than Retail?
What sorcery is this?[/QUOTE]
A lot of stuff was dumbed down because Valve wanted HL2 to be accessible to most gamers, they didn't want it to be a [I]'buy a new computer to play this'[/I] game.
As a result, some of the leak files have better textures or models than what retail does, although many are also unfinished, outdated, or same as retail.
A suggestion for the full body awareness:
- Swimming Animation
- Effect after falling from high places (fall with 2 hands)
- Animation while entering a vehicle
- There should be an explanation how gordon can charge his health and HEV suit the the combine thingy in the wall, Should there be an animation for it?
- When you are strangled by Barnacles, make an animation when gordon is like holding his neck desperately. Shoot the barnacle with only 1 hand(Every weapon) because the other hand is used in animation of "gordon holding his neck desperately"
Another thing
- A bit focus to some NPC that is talking in Half-Life 2. (I mean like you can still turn and move your head, but not moving the body/can move the body, but slowly. Its a bit bad to run around looking at something else while some person is talking to us. And it also makes us understand more about the story)
- Put some objectives in the edge of the screen (MAYBE) (I HOPE THIS IS NOT DUMB)
[QUOTE=p0rtalplayer;44367622]The sorcery of console optimization as the game neared release.[/QUOTE]
hl2 didn't come out on consoles initially so no
[QUOTE=Revolve;44367828]A suggestion for the full body awareness:
- Swimming Animation
- Effect after falling from high places (fall with 2 hands)
- Animation while entering a vehicle
- There should be an explanation how gordon can charge his health and HEV suit the the combine thingy in the wall, Should there be an animation for it?
- When you are strangled by Barnacles, make an animation when gordon is like holding his neck desperately. Shoot the barnacle with only 1 hand(Every weapon) because the other hand is used in animation of "gordon holding his neck desperately"
Another thing
- A bit focus to some NPC that is talking in Half-Life 2. (I mean like you can still turn and move your head, but not moving the body/can move the body, but slowly. Its a bit bad to run around looking at something else while some person is talking to us. And it also makes us understand more about the story)
- Put some objectives in the edge of the screen (MAYBE) (I HOPE THIS IS NOT DUMB)[/QUOTE]
A swimming animation or the falling thing wouldn't work as they do in fact change the gameplay and there already is an animation for entering the car. The barnacle idea seems sorta gimmicky, but not honestly that bad an idea. Ther charger thing makes sense, but is also not really needed.
[QUOTE=I am Error;44368006]The barnacle idea seems sorta gimmicky, but not honestly that bad an idea.[/QUOTE]
Didn't the suit have a part that specifically protects against getting strangled?
Swimming animation doesn't seem like a gimmick to me since weapons don't shoot underwater anyway.
The vehicle entering I would call half-animation since there's no body it's just the camera floating into the vehicle.
I disagree about the falling being useless. You have to be some superhuman to stand perfectly still from falling off
a very high place. The falling animation should only play when you take fall damage. But this is all my opinion.
[QUOTE=ManFlakes;44368322]Swimming animation doesn't seem like a gimmick to me since weapons don't shoot underwater anyway.
The vehicle entering I would call half-animation since there's no body it's just the camera floating into the vehicle.
I disagree about the falling being useless. You have to be some superhuman to stand perfectly still from falling off
a very high place. The falling animation should only play when you take fall damage. But this is all my opinion.[/QUOTE]
an animation for falling down is a useless gimmick and takes you out of control of your character for a second letting ai shooting the shit out of you while you are unable to do nothing.
swimming like it's done in gmod would be okay though.
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