[QUOTE=Cheshire_cat;44397606]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.[/QUOTE]
I do have an animated texture and sounds just FYI, but Entanglements starts when you are under the prison; and therefore there are little to no windows in that chapter. I will look at some stuff and get a preview to you guys at some point.
I mean hey, it's a prison right?
[QUOTE=Mr. Someguy;44397669]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..[/QUOTE]
There's a few maintenance areas with windows and such, but yeah, you're right about that.
I don't think it would be a drastic change to add a few more windows here and there, though.
I think too, it would make sense for Sandtraps to be MUCH more windy (ie: sand particles, more sounds) and have a slightly darker skybox (rain-like) to represent the feeling of isolation and abandonment
[QUOTE=SimplePlanz69;44397785]I think too, it would make sense for Sandtraps to be MUCH more windy (ie: sand particles, more sounds) and have a slightly darker skybox (rain-like) to represent the feeling of isolation and abandonment[/QUOTE]
I've never gotten that sort of feeling from it. The sunset and the ruined cottages just made a sort of peaceful, pre-Seven Hour War atmosphere for me.
[QUOTE=Cheshire_cat;44397606]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.[/QUOTE]
Especially since the (post l4d) Source rain has that awesome effect that diffuses light in the rain drops.
-alright never mind-
Isn't taking sounds from other games even worse than using leak assets?
There's more than enough ambient sounds for pretty much everything across Valve games, so using 3rd party content is completely unnecessary in this case.
No, we're not using content from other non-source games. We have sound artists for a reason as well :v:
[QUOTE=Merijnwitje;44400238]Speaking of ambience and all that, I have a bunch of ambient files distracted from Dishonored. I believe there's also the sound of rain hitting a window, and many more of these little things.
If anyone needs a batch of sounds, feel free to ask.
Here's a batch of wind ambience sound files I just quickly grabbed off my NAS. All of these are looped so they can be used in the Source engine. (No further editing required)
[url]https://www.dropbox.com/s/q536504wzq26iog/Wind%20ambience.rar[/url][/QUOTE]
They aren't Fakefactory :v:
Leave the sound part to me
[QUOTE=Fat-Corgi-Guy;44391304]Remember when I said most of the tile textures are done already? Yeah...[/QUOTE]Knowing that most of the tile textures ar already done doesn't tell me the exact name of these textures and I came across a photo that I thought would make a good base for a re-texture, so I just gave the information that I've started to work on this in case it [I]may[/I] be helpful. It can't hurt to give this information and if the texture has already been made for this mod I have other projects in which I could probably reuse it anyway. :v:
[QUOTE=SimplePlanz69;44397785]I think too, it would make sense for Sandtraps to be MUCH more windy (ie: sand particles, more sounds) and have a slightly darker skybox (rain-like) to represent the feeling of isolation and abandonment[/QUOTE]This would give the feeling of a hostile environment while Valve's intention was to show something truly dead. Environments that are hostile to human life like in Metro Last Light are still very alive places with a rich fauna. Half-life's world outside the cities and a few spared places like White Forest is literally supposed to be a wasteland where not only peoples and wildlife but also nature are completely dead.
So I think the vanilla tone of this level doesn't need to be changed. These outside areas had very subtle and original atmospheres.
[QUOTE=MaxOfS2D;44337426]Guys. Stop fucking overthinking small props and move on to other ones.
[editline]24th March 2014[/editline]
No one is going to ever stare at a small prop for more than 3 seconds as it was already said above. You don't need to make it extremely polished: you're making a game asset, not a portfolio piece.[/QUOTE]
Speaking of this... has anyone worked the citadel props yet? That one is probably one of the most iconic objects in the entire game, yet I haven't seen a single mention of it.
there's been mention of working on it but so far i don't think anyone's actually worked on them
[QUOTE=lintz;44403269]there's been mention of working on it but so far i don't think anyone's actually worked on them[/QUOTE]
We're sort of doing things chronologically if I recall, going level by level. There's a chance you won't see Citadel props for a long while.
[QUOTE=Snood_1990;44403933]We're sort of doing things chronologically if I recall, going level by level. There's a chance you won't see Citadel props for a long while.[/QUOTE]
Except the citadel model in the skybox in the first level :v:
"citadel props" here means "the props of the citadel", not "the props of things inside the citadel levels". So the first few levels definitely need them.
And when you redo them, you should fix the fading on that huge bar thing on the side:
[img]http://fc09.deviantart.net/fs5/i/2004/364/6/7/Citadel_Of_The_Combine_by_LugiaAvianos.jpg[/img]
It's supposed to be solid metal, but it's very obviously transparent. It shouldn't be.
[QUOTE=Mr. Someguy;44404709]And when you redo them, you should fix the fading on that huge bar thing on the side:
[img]http://fc09.deviantart.net/fs5/i/2004/364/6/7/Citadel_Of_The_Combine_by_LugiaAvianos.jpg[/img]
It's supposed to be solid metal, but it's very obviously transparent. It shouldn't be.[/QUOTE]I don't see it.
i think that's you getting confused with the cloud cover m8.
[img]http://puu.sh/7Q4N4.jpg[/img]
Pretty much directly in the middle
(I think)
... isn't that just really funky lighting?
[QUOTE=lintz;44404800]... isn't that just really funky lighting?[/QUOTE]
Just checked, yeah it is.
But the cloud coverage on that side metal piece is actually really poorly done and starts fading before the rest.
the cloud also seems to be clipping a bit on the citadel, you can see a line near the top
[QUOTE=UberMunchkin;44406266]Will there be something done about teleporting NPCs or shall we leave them?
[media]http://www.youtube.com/watch?v=T-R-F4njh1E[/media][/QUOTE]
it's actually intentional. part of the pathfinding code allows npcs to teleport past obstacles like the ones you've placed, in order to reduce softlocking the game and so forth.
[QUOTE=MrBunneh;44406664]it's actually intentional. part of the pathfinding code allows npcs to teleport past obstacles like the ones you've placed, in order to reduce softlocking the game and so forth.[/QUOTE]
maybe you could make some paths npcs have to take immovable so they just toss the props out of their way, it might not be realistic but it's better than just popping up at the next pathfinding node (or whatever its called)
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