• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=MrBunneh;44436444]iirc because I've been in the past few iterations of threads, the general consensus was make it optional :V: I can't really say any more arguments against this because all that is happening is "I don't like it so it shouldn't be added" "why not make it optional then?" "I don't like it so it shouldn't be added"[/QUOTE] This is what happened to my robotics team last year. We fucked up because we were unorganized; but mainly we were changing design plans and dimensions without running it by my teacher (the captain) We need to make a list of topics that were already discussed; and finalize a master decision so that we don't have any more long ass debates
[QUOTE=Zelpa;44436447]Page 200 soon.[/QUOTE] Oh really? when?
[QUOTE=Fat-Corgi-Guy;41079866]We should find a person to be a 'full time documenter', writing down all this stuff. :eng101:[/QUOTE] Speaking of things getting forgotten about and brought up again... Has anyone on the team actually recorded anything that the community decided on in these discussions?
[QUOTE=SimplePlanz69;44436519]This is what happened to my robotics team last year. We fucked up because we were unorganized; but mainly we were changing design plans and dimensions without running it by my teacher (the captain) We need to make a list of topics that were already discussed; and finalize a master decision so that we don't have any more long ass debates[/QUOTE] The majority of posters in this thread are not the mod team. They just want to seem important and involved without doing any work. It's a cesspool of ideas guys.
[QUOTE=NixNax123;44436880]The majority of posters in this thread are not the mod team. They just want to seem important and involved without doing any work. It's a cesspool of ideas guys.[/QUOTE] hey, I've contributed ;-;
I've got plans to write a suggestion Web-App for suggestions down the road. But i've got to push through finishing these assets lists first. Don't worry, soon enough nothing will go unheard.
[QUOTE=NixNax123;44436880]The majority of posters in this thread are not the mod team. They just want to seem important and involved without doing any work. It's a cesspool of ideas guys.[/QUOTE] while you're right, it's not like everyone's just trying to seem important. most are just excited about the mod and want assist in whatever way they can.
[QUOTE=The Vman;44431537]Made in UDK [t]http://i.kinja-img.com/gawker-media/image/upload/zprgkphmx4aboumukoyi.jpg[/t] [t]http://i.kinja-img.com/gawker-media/image/upload/nqgpvk3furdifr9bgg8m.jpg[/t] [t]http://i.kinja-img.com/gawker-media/image/upload/a8xszrxhorsakl1e2r1u.jpg[/t] [url]http://kotaku.com/if-half-life-2-were-remade-today-1556989697?utm_campaign=Socialflow_Kotaku_Facebook&utm_source=Kotaku_Facebook&utm_medium=Socialflow[/url][/QUOTE] Is it just me or something very similiar surfaced around november-december 2013? I know this was posted only yesterday, but I swear I remember readind/looking at something about recreating HL2 levels in UE3 last year.
Is anyone re-doing the car and van models you find lying around the place? Since not all cars are wrecked up and abandoned in the HL2 universe... I suggest use the wrecked and non-wrecked Left 4 Dead Series cars.
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[QUOTE=OfficerLamarr;44438370]Is anyone re-doing the car and van models you find lying around the place? Since not all cars are wrecked up and abandoned in the HL2 universe... I suggest use the wrecked and non-wrecked Left 4 Dead Series cars.[/QUOTE] Redoing the car and van models is rather unimportant; they are already low poly backdrops for a reason. The very least we could do is a new texture; but they do not need to be remodeled. We should make a new thread so that we can post documented decisions and progress on the front page to help people understand mod progress For now, I will make a Google Document that logs current and past discussion topics related to the mod. I will post a link later
[QUOTE=halfer;44438110]Is it just me or something very similiar surfaced around november-december 2013? I know this was posted only yesterday, but I swear I remember readind/looking at something about recreating HL2 levels in UE3 last year.[/QUOTE] [IMG]http://i.imgur.com/swcR6gl.jpg[/IMG] This one?
[QUOTE=Ken Chan;44438865][IMG]http://i.imgur.com/swcR6gl.jpg[/IMG] This one?[/QUOTE] This looks like it could be from the mod once all the textures are done.
[QUOTE=NixNax123;44438665]you're thinking of when someone put unreal assets in source and it looked pretty okay [img]http://media.moddb.com/images/groups/1/1/7/spalcala0001.jpg[/img][/QUOTE] No, that's not it. [QUOTE=Ken Chan;44438865][IMG]http://i.imgur.com/swcR6gl.jpg[/IMG] This one?[/QUOTE] This is it, thank you. It's the same guy (no shit) [url]http://forums.epicgames.com/threads/933515-City-17-train-station-environment[/url]
[QUOTE=Ken Chan;44438865][IMG]http://i.imgur.com/swcR6gl.jpg[/IMG] This one?[/QUOTE] That picture would make a great wallpaper, If I didn't already have one.
[QUOTE=Ken Chan;44438865][IMG]http://i.imgur.com/swcR6gl.jpg[/IMG] This one?[/QUOTE] IMO it's rather noisy. I think we're going for a clean crisp look (as far as run down cities go)
[QUOTE=Stiffy360;44440737]IMO it's rather noisy. I think we're going for a clean crisp look (as far as run down cities go)[/QUOTE] I guess I am the only one who agrees with you. UE3 is so heavy with shaders that it turns a beautiful scene into an unrealistic one. Personally I think that we should not be obsessing over this image. This will offer little to no benefit by only setting our expectations HIGHER than what is TECHNICALLY FEASIBLE in SOURCE; NOT UE3. Sorry, if I am really shouting; it's just annoying to me when something like this will sway people the wrong way.
[QUOTE=NixNax123;44436880]The majority of posters in this thread are not the mod team. They just want to seem important and involved without doing any work. It's a cesspool of ideas guys.[/QUOTE] If anybody wants the help, I [i]could[/i] map for the mod once vmfs are obtained.
[QUOTE=gk99;44441203]If anybody wants the help, I [i]could[/i] map for the mod once vmfs are obtained.[/QUOTE] Sorry, but I already decompiled the VMFs, and we have a few people already working (including myself) On a side note, the Coast will look alot better soon, as I am removing areaportal windows (they are ugly as fuck) because our computers are MUCH more powerful than they were in 2004. I think it would be safe to say that alot of the optimization was based on the limits of the best computers from 10 years ago; so these limits no longer apply anymore
[QUOTE=gk99;44441203]If anybody wants the help, I [i]could[/i] map for the mod once vmfs are obtained.[/QUOTE] We have VMFs from the Xbox version that Ken got. Surprisingly they're more detailed than the PC version in terms of models and map geometry.
[QUOTE=SimplePlanz69;44441911] I think it would be safe to say that alot of the optimization was based on the limits of the best computers from 10 years ago; so these limits no longer apply anymore[/QUOTE] It's still Source, there are hard limits for a lot of things: the main improvement we could bring is to model a lot of stuff, and bring that into the maps: since the newer versions can render much higher poly props quicker.
[QUOTE=glitchvid;44442850]It's still Source, there are hard limits for a lot of things: the main improvement we could bring is to model a lot of stuff, and bring that into the maps: since the newer versions can render much higher poly props quicker.[/QUOTE] Speaking of which, what's the prop limit for a single map? We need to keep this in mind.
[QUOTE=Snood_1990;44443140]Speaking of which, what's the prop limit for a single map? We need to keep this in mind.[/QUOTE] Props are just entities, and there is a limit to how many entities can be on a map. From the valve developer wiki: [Quote]There can be up to 4096 entities. This total is split into two groups of 2048: Non-networked entities, which exist only on the client or server (e.g. death ragdolls on client, logicals on server). Entities with associated edicts, which can cross the client/server divide. [/Quote] Static props and detail props (plus ladders and the cubemap and stuff) don't count towards this limit, but the maximum amount of entities you can have in hammer is 8192 or else it won't compile. [url]https://developer.valvesoftware.com/wiki/Entity_limit[/url] [url]https://developer.valvesoftware.com/wiki/Internal_entity[/url]
[QUOTE=Fat-Corgi-Guy;44442703]We have VMFs from the Xbox version that Ken got. Surprisingly they're more detailed than the PC version in terms of models and map geometry.[/QUOTE] I just don't understand how they could be more detailed. Can you get some pictures to convince me?
[QUOTE=SimplePlanz69;44443947]I just don't understand how they could be more detailed. Can you get some pictures to convince me?[/QUOTE] They were made later and recompiled to work on Xbox. The actual game doesn't look better (most of the shaders and stuff were removed and everything has low-res textures), but the map geometry is improved somewhat.
[QUOTE=Zyler;44444083]They were made later and recompiled to work on Xbox. The actual game doesn't look better (most of the shaders and stuff were removed and everything has low-res textures), but the map geometry is improved somewhat.[/QUOTE] Yes but HOW did they improve the map geometry? The only thing they possibly could have done was change the brushes they forgot to tie to func_detail. Either way, it isn't anything that couldn't be done on PC. It would technically be better to use the PC versions because we are changing brushes and textures anyway. Our versions of the map will be MUCH more optimized; so I don't see why it matters.
[QUOTE=Stiffy360;44440737]IMO it's rather noisy. I think we're going for a clean crisp look (as far as run down cities go)[/QUOTE] If anything it's not run down [I]enough.[/I]
In those UE3 pictures, what's with the graffiti? How were they able to get all that in with all the police and cameras around?
[QUOTE=wauterboi;44447067]In those UE3 pictures, what's with the graffiti? How were they able to get all that in with all the police and cameras around?[/QUOTE] I would assume that's from before the combine came around
[QUOTE=wauterboi;44447067]In those UE3 pictures, what's with the graffiti? How were they able to get all that in with all the police and cameras around?[/QUOTE] There's graffiti all over in City 17.
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