• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Clear_Strelok;44387820]I've made some progress on that tile texture: [T]http://img15.hostingpics.net/pics/8117302014032700018.jpg[/T] (The locker texture didn't changed much since the last time I've presented it in fact, but the original lighting was [URL="http://img15.hostingpics.net/pics/4149602014032900007.jpg"]kind of odd[/URL] in my opinion so I went for a proper normal with phongmask instead)[/QUOTE] I love all of the textures in this post, but i especially love the tiles. they pop and look so 3D. One issue with the mapping though. It completely ruins the effect it's supposed to give of being 3D when it cuts corners/blends to other geometry (see quoted image), are we going to be able to get around that or will that never get fixed because it's to complicated? People suggested using decals to hide the teransition between the wall and floor, but that doesn't exactly help on making the corners less sharp (unless you want to go through the effort of modeling/mapping the corners and what have you, which seems to be out of the question)
[QUOTE=endorphinsam;44388581]I love all of the textures in this post, but i especially love the tiles. they pop and look so 3D. One issue with the mapping though. It completely ruins the effect it's supposed to give of being 3D when it cuts corners (see quoted image), are we going to be able to get around that or will that never get fixed because it's to complicated?[/QUOTE] Maybe if we can get a parallax shader done up for it. Also, the textures are nice, especially the shipping container, however the tiles aren't the right type for that wall. If you look at the original texture, there's little-to-no grout visible in between the tiles because they're fit together very, very closely. [t]http://i.imgur.com/tOa28zv.png[/t][U][I]-original[/I][/U] Those tiles would be more suitable for [I]tilewall006a-d[/I], though you'd need to make them more square.
[QUOTE=Clear_Strelok;44387820]I've made some progress on that tile texture: [T]http://img15.hostingpics.net/pics/7006092014032800018.jpg[/T] [T]http://img15.hostingpics.net/pics/2725782014032700042.jpg[/T] [T]http://img15.hostingpics.net/pics/8117302014032700018.jpg[/T] Also, all the airduct variants are now finished: [T]http://img15.hostingpics.net/pics/8519002014032800013.jpg[/T] [T]http://img15.hostingpics.net/pics/6392842014032600004.jpg[/T] As the well as some of the lockers and container textures: [T]http://img15.hostingpics.net/pics/2118112014032800002.jpg[/T] [T]http://img15.hostingpics.net/pics/1939292014032900003.jpg[/T] (The locker texture didn't changed much since the last time I've presented it in fact, but the original lighting was [URL="http://img15.hostingpics.net/pics/4149602014032900007.jpg"]kind of odd[/URL] in my opinion so I went for a proper normal with phongmask instead)[/QUOTE] I would model on the vent ducts as well as a new locker/container tbh.
Thanks for the advices guys, I'll see what I cand do about it. Meanwhile, I've also started working on this: [T]http://img11.hostingpics.net/pics/6452142014032900013.jpg[/T] [T]http://img11.hostingpics.net/pics/4369592014032900016.jpg[/T]
[QUOTE=Clear_Strelok;44390921]Thanks for the advices guys, I'll see what I cand do about it. Meanwhile, I've also started working on this: [T]http://img11.hostingpics.net/pics/6452142014032900013.jpg[/T] [T]http://img11.hostingpics.net/pics/4369592014032900016.jpg[/T][/QUOTE] Looks really noisy at the moment.
[QUOTE=Clear_Strelok;44390921]Thanks for the advices guys, I'll see what I cand do about it. Meanwhile, I've also started working on this:[/QUOTE] Remember when I said most of the tile textures are done already? Yeah...
[QUOTE=Fat-Corgi-Guy;44391304]Remember when I said most of the tile textures are done already? Yeah...[/QUOTE] Perhaps you should make a list of every already remade texture then somewhere.
[QUOTE=HGrunt;44391632]Perhaps you should make a list of every already remade texture then somewhere.[/QUOTE] We are, and that's not really the problem here- I posted that we had most of the tile textures done already and the rest covered when Clear_Strelok posted the first set of tile textures. :v:
[QUOTE=TheRealRudy;44392300]Maybe you guys could add some kind of hardcore-mode for hardcore half-life players who want a bit of a challenge. Limited ammo, Health of enemies larger, etc. Or somekind of Stealth-mode, Gordon doing death from above out of his air vents :v[/QUOTE] uhh... hard mode? And limited ammo has always been there too.
[QUOTE=TheRealRudy;44392300]Maybe you guys could add some kind of hardcore-mode for hardcore half-life players who want a bit of a challenge. Limited ammo, Health of enemies larger, etc. Or somekind of Stealth-mode, Gordon doing death from above out of his air vents :v[/QUOTE] This can easily be done through a small userscript, though. No need to make an entire mode out of it.
[QUOTE=TheRealRudy;44392332]Yeah but I mean something [B]even harder[/B] than hard mode. Something like DOOM's Nightmare mode. Yes but it would be awesome if you could choose it directly in-game.[/QUOTE] [B]~[/B] [CODE]exec hardmode.cfg[/CODE]
[QUOTE=HGrunt;44391632]Perhaps you should make a list of every already remade texture then somewhere.[/QUOTE] People who work on the mod have access to most of the materials, anyways. The problem is that Clear_Strelock isn't actually part of the team.
[QUOTE=TheRealRudy;44392332]Yes but it would be awesome if you could choose it directly in-game.[/QUOTE]Just say you want it to be official. It's painfully obvious that that's what you actually want.
[QUOTE=Clear_Strelok;44390921]Thanks for the advices guys, I'll see what I cand do about it. Meanwhile, I've also started working on this: [T]http://img11.hostingpics.net/pics/6452142014032900013.jpg[/T] [T]http://img11.hostingpics.net/pics/4369592014032900016.jpg[/T][/QUOTE] Looks more like something for an outdoor area
I'm not even sure if this is possible but you could make a userscripts menu that allows you to turn on userscripts that would do things like Hard-Mode.
[QUOTE=Pigbear;44393595]I'm not even sure if this is possible but you could make a userscripts menu that allows you to turn on userscripts that would do things like Hard-Mode.[/QUOTE] easily done
Mutators? Hell yes!
i personally feel like adding in more variety of soldier types would make most of the later chapters interesting to play. Having rocket soldiers in the highway act could make it less of a speedrunning breeze. And perhaps tossing some spamming grenade launcher dudes in the beach invasion of Nova prospekt and maybe few C17 maps, the idea is to keep players on the move constantly and refrain from shotgun camping.
How about having you loot a key off of a dead combine to open up one of them fancy electronic locks?
Stick to the HL2 gameplay as much as possible.
-it sounded better in my head-
[QUOTE=Garrison;44394948]Stick to the HL2 gameplay as much as possible.[/QUOTE] dont be suprised if you find yourself bored halfway through it. and lets be real here the entanglement chapter sucked
[QUOTE=Yourself;44395149]dont be suprised if you find yourself bored halfway through it. and lets be real here the entanglement chapter sucked[/QUOTE] I don't know about you, but I replayed HL2 a while ago. While I agree it's not as interesting as, say, BioShock Infinite, the whole pure game feeling HL2 gives you is so goddamn unique. And I love it.
One thing I didn't like with the HL2 orange box is how there is literally so many shotgun soldiers in Nova prospect, particularly when you have to defend the fort with turrets. Valve never fixed it.
Iirc there was always a lot of shotgun soldiers, the OB update just gave them red eyes so they stand out a lot more than they used to. They also gave them new AI that makes Shotgun wielders close the gap rather than hang back, which also made them feel more present because they were always trying to get next to you. Compared to before, at least, where you could kill one 20 meters away and not know until you walked by and gained 6 shotgun shells. They did break that part somewhere along the way though, it used to be a lot harder, I remember it having a lot more soldiers. It used to feel like the entire sector was desperately throwing themselves at me. It was try or die, but they weren't going to risk off-world reassignment. Recent playthroughs it feels like barely a trickle after the first couple attacks, in some instances I just stand there alone waiting for Alyx because they just stop coming. Related to Prison Guards, but can the new Guards be more Blue and less Violet? Maybe it's just me, but I always felt they were too close to the Purple colour spectrum, which struck me as odd.
Well, I will admit that Nova Prospekt needed to be dramatic and dreadful feeling. I will think about adding my rain logic to the maps and see how it affects the atmosphere. This and adding more LAND to Valve's lazy ass 3D skybox
I'd say rain for when you're in the interior would be okay, hearing it patter on the old glass windows and metal roofs, seeing it on the old windows and coming through holes and cracks. Not for the outside part though, since it's more action-packed [I]storm the beaches[/I] type.
[QUOTE=Mr. Someguy;44397283]I'd say rain for when you're in the interior would be okay, hearing it patter on the old glass windows and metal roofs, seeing it on the old windows and coming through holes and cracks. Not for the outside part though, since it's more action-packed [I]storm the beaches[/I] type.[/QUOTE] Please have an animated window texture that has raindrops hitting it.
[QUOTE=Mr. Someguy;44397283]I'd say rain for when you're in the interior would be okay, hearing it patter on the old glass windows and metal roofs, seeing it on the old windows and coming through holes and cracks. Not for the outside part though, since it's more action-packed [I]storm the beaches[/I] type.[/QUOTE] Actually, it might be better to delay the weather until Entanglement begins. Even once you're inside Nova Prospekt, the 'storm-the-beaches' atmosphere permeates the entire raid. Antlions maul Combine soldiers with their razor-sharp mandibles, turrets fire blindly at anything that moves, and grenades fly through the air. It's too active and chaotic, and rain wouldn't fit the mood very well. In contrast, Entanglement is very quiet and lonely. The Antlions are gone, the number of soldiers are fewer, and the only company is Alyx's voice over the radio. Despite the heavy fortifications, every corridor and hallway is deserted - hell, the only enemies for a good portion of the chapter are turrets and Manhacks. Looking out the window and watching the rain fall against the window would be a lot more appropriate.
I actually can't remember if there's any parts in Entanglement where you actually get near the outside. If only my computer fan wasn't broken I could actually playthrough it any check..
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