• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=endorphinsam;44406729]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)[/QUOTE] I think that's actually the prior step to teleporting. I am like 95% sure there is 2-3 teirs of attempting to get around obstacles, and teleporting is last resort.
Speaking of Entanglement, d2_prison_07 needs a skybox. Most notable [url=http://i.imgur.com/IFrk3pw.jpg]here[/url].
[QUOTE=MrBunneh;44406774]I think that's actually the prior step to teleporting. I am like 95% sure there is 2-3 teirs of attempting to get around obstacles, and teleporting is last resort.[/QUOTE] I did that one time to the black canals guy, and it took him 5 minutes to push past one barrel.
[QUOTE=YourBreakfsat;44407192]I did that one time to the black canals guy, and it took him 5 minutes to push past one barrel.[/QUOTE] [t]http://i.imgur.com/UAf6XYK.jpg[/t] :v:
[QUOTE=Ott;44406893]Speaking of Entanglement, d2_prison_07 needs a skybox. Most notable [url=http://i.imgur.com/IFrk3pw.jpg]here[/url].[/QUOTE] It's worse if you actually look out the small windows around the stairs, it's just empty sky all the way to the ground [editline]31st March 2014[/editline] I took a whole bunch of Screenshots from HL2 a while ago, I should go find them again
[QUOTE=kaze4159;44407947]It's worse if you actually look out the small windows around the stairs, it's just empty sky all the way to the ground [editline]31st March 2014[/editline] I took a whole bunch of Screenshots from HL2 a while ago, I should go find them again[/QUOTE] I just came from playing NP and some of Entanglement. The windows are awful, how it slipped by all these years I don't know. Most of the windows I looked out were obviously not intended for looking out of. Low res building props with missing faces and visible empty skyboxes everywhere. One window I could even look all the way down to the edge of the skybox, out of the map to a bit white square. I also learned that NP also has 2 Depots at one point, which I have never ever noticed before... I'm wondering if it was screwed up by recent updates or if these oversights always existed and just nobody ever bothered to stop and look around.
[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] Of course it's going to be a little transparent, putting a fully detailed model into the 3D skybox would be too expensive. That's why the model is relatively crude [editline]31st March 2014[/editline] [QUOTE=Mr. Someguy;44408462]I just came from playing NP and some of Entanglement. The windows are awful, how it slipped by all these years I don't know. Most of the windows I looked out were obviously not intended for looking out of. Low res building props with missing faces and visible empty skyboxes everywhere. One window I could even look all the way down to the edge of the skybox, out of the map to a bit white square. I also learned that NP also has 2 Depots at one point, which I have never ever noticed before... I'm wondering if it was screwed up by recent updates or if these oversights always existed and just nobody ever bothered to stop and look around.[/QUOTE] No, a recent update has not screwed it up, in when I used to play the original Xbox version, it had the same thing.
[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] I think we could make some of the objects non-solid to npcs so it flows better. other than that there's not much we can do to fix that. (besides it's kinda funny)
[QUOTE=tehstrelok;44405856]the cloud also seems to be clipping a bit on the citadel, you can see a line near the top[/QUOTE]hold on, what, i haven't looked into this very much, but is there an actual cloud texture around the top? why would they need that, when the Citadel model itself has been actually textured so that it fades out around the cloud level? like so [t]http://files.1337upload.net/citadel-a11f63.png[/t] the fadeout could be better though, so i guess the supposed clipping error is in the texture of the thing itself
[QUOTE=YourBreakfsat;44407192]I did that one time to the black canals guy, and it took him 5 minutes to push past one barrel.[/QUOTE] Do you mean the one with manhacks attacking at him? Because I dropped a pallet flat in front of the door and the black dude died when he stepped on it.
[QUOTE=Hideyoshi;44404917]^ [IMG]http://i.imgur.com/YlMM6C5.png?1?3152[/IMG][/QUOTE] I think that's just lighting.
[QUOTE=BMCHa;44404607]"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.[/QUOTE] Oh, thought he was talking about the latter.
[QUOTE=JurajIsNotPirat;44412916]I think that's just lighting.[/QUOTE] Nope, open HL2, play to that map(or just launch specifically like d1_trainstation_06), and noclip to the skybox. Upon getting close you can see through it.
if only Source didn't have such a wonky way of doing transparency
Guys. It gets transparent near the top being it's supposed to be used for when the skybox is very cloudy and is basically a cheap way to make it look like the citadel is so tall, it goes through the cloudcover. That's how I see it atleast.
[QUOTE=nomad1;44417317]Guys. It gets transparent near the top being it's supposed to be used for when the skybox is very cloudy and is basically a cheap way to make it look like the citadel is so tall, it goes through the cloudcover. That's how I see it atleast.[/QUOTE] The thing we're pointing out is that the section on the right side of the building begins to fade before the rest of the building, and also under the clouds.
Shameless cross-post but for my first real human sculpt, why not a HEV suit? [IMG]http://i62.tinypic.com/9urv3p.jpg[/IMG]
I'm pretty sure somebody already finished the HEV suit It just sorta vanished after a while :v:
Oh this isnt for the mod, its for my own practice.
[QUOTE=Proj3ct_ZeRo;44419153]Oh this isnt for the mod, its for my own practice.[/QUOTE] Probably a good idea not to post non-mod stuff in here, I remember somebody started posting Juniez' models for some reason and people thought he was making them for the mod
[QUOTE=kaze4159;44419068]I'm pretty sure somebody already finished the HEV suit It just sorta vanished after a while :v:[/QUOTE] It was never finished.
this mod will be great
I think the zbuffer needs to be fixed so we can get some soft particles and maybe not even worry about the transparency trick
[QUOTE=Fat-Corgi-Guy;44419311]It was never finished.[/QUOTE] Kwaaaaaaaaaaaaaaaaaanttt.
[QUOTE=xalener;44420271]I think the zbuffer needs to be fixed so we can get some soft particles and maybe not even worry about the transparency trick[/QUOTE] I guess you're talking about Source's low z-buffer depth ... but you do realize that soft particles still need to have special infrastructure since they access the z value for each fragment/pixel? (DX9 SHOULD 'already' support this since Crysis can use it in DX9 mode IIRC, but IDK if is this possible in Source's shading system?) Also, what do you mean by "transparency trick"? Sorting? Order-independent transparency is not only expensive but also hard to implement and not even possible in DX9 AFAIK because shaders don't have write access to buffers, let alone atomic operations which are necessary to implement it.
The top of the citadel.
Ah that, thx :v:
[QUOTE=kaze4159;44419068]I'm pretty sure somebody already finished the HEV suit It just sorta vanished after a while :v:[/QUOTE] It's not.. vanished :v: it just collected some dust on my HDD.. reminds me I really need to get that finished. EDIT: [QUOTE=Snood_1990;44421009]Kwaaaaaaaaaaaaaaaaaanttt.[/QUOTE] I'M SO SORRY BRO :suicide:
[QUOTE=CrystalGamma;44422335]... Also, what do you mean by "transparency trick"? Sorting? Order-independent transparency is not only expensive but also hard to implement and not even possible in DX9 AFAIK because shaders don't have write access to buffers, let alone atomic operations which are necessary to implement it.[/QUOTE] Yeah, that was one of the big things Microsoft was showing off with DirectX 10, it allowed for it to be done on the GPU "easily" (And I swear it was brought up in regards to DirectCompute as well)
[QUOTE=TheDecryptor;44427836]Yeah, that was one of the big things Microsoft was showing off with DirectX 10, it allowed for it to be done on the GPU "easily" (And I swear it was brought up in regards to DirectCompute as well)[/QUOTE] Still doesn't change that I completely over-interpreted xalener's post :smile:
Sorry, you need to Log In to post a reply to this thread.