i'm so glad we've gotten back onto track, and not arguing anymore
also tehstrelok, the medkit sound is perfect
[QUOTE=Magman77;45078787]
that's lovely
I'll probably even take it and put it in my regular source games with the medkit if it's implemented in the mod.
[/QUOTE]
I'll probably do the same.
[QUOTE=OttoGrainer;45079519]Yeah, that med sound is pretty cool, strelok. I did a similar effect for this part of the last Freeman's Mind episode: [url]https://www.youtube.com/watch?v=JvDnEMlkYJo#t=0m55s[/url]
Since intravenous injection is the most common method of administration for morphine, I figured it was the most sensible effect to add. We could assume Freeman is always taking morphine from the kits. :P I love your sound submissions on your Gamebanana account, by the way. I'm becoming a pretty big fan of your stuff so keep at it!
While the whole audio clip might be longer than the original, I don't think you can compress the timing anymore than it is. The pacing at the moment seems perfect. I could definitely get used to it.
I think the explosions from barrels and grenades might be a bit over the top, but man, those fire effects are amazing. The slowed explosion is also a great addition.[/QUOTE]
Tell Ross (or whoever edits the lines in) that he needs to wait more between thoughts. That's been a pet peeve of mine for a while now.
Sorry, just had to get that out.
(Question for the Dev Team)
What has been the BIGGEST, most difficult hurdle to get over (so far) as a development group?
[QUOTE=Zillamaster55;45083392](Question for the Dev Team)
What has been the BIGGEST, most difficult hurdle to get over (so far) as a development group?[/QUOTE]
Source as a whole.
[QUOTE=Zillamaster55;45083392](Question for the Dev Team)
What has been the BIGGEST, most difficult hurdle to get over (so far) as a development group?[/QUOTE]
Timezones. For example, I live in the Midwestern US while most of our texturing/particles/testing guys live in the US, most of the mapping/modelling guys live in the UK/Western Europe and Ken, the coding wizard/king/messiah lives in Hong Kong. I can usually catch everyone around 6-10am or around 10pm but thats it. However, I'm sure we we can get around this by better using the forums, SVN, and time in general.
[QUOTE=glitchvid;45077216]Pretty much all the textures that are done have normalmaps, I stopped doing heightmaps because Parallax support isn't planned.
E.G
[t]http://static.glitchvid.com/wp-content/uploads/2013/10/tile_and_template.png[/t][/QUOTE]
How do you do proper normalmaps without heightmaps ?
[QUOTE=kaskade700;45084560]How do you do proper normalmaps without heightmaps ?[/QUOTE]
Thats how every texture that uses bumpmaps in source is made... bumpmaps use normal maps, parallax mapping uses heightmaps.
Also, pretty sure there is going to be parallax support if its in the op, and corgi said that its plan in steam chat...
[QUOTE=Douger123;45085303]Thats how every texture that uses bumpmaps in source is made... bumpmaps use normal maps, parallax mapping uses heightmaps.
Also, pretty sure there is going to be parallax support if its in the op, and corgi said that its plan in steam chat...[/QUOTE]
several issues with parallax came up earlier in the thread and iirc it was decided to do without it.
It'd be nice to see with smaller, planar stuff like bullet decals. Larger, wall-sized textures would have a lot of situational issues to deal with, I'd imagine.
[QUOTE=OpethRockr55;45085393]It'd be nice to see with smaller, planar stuff like bullet decals. Larger, wall-sized textures would have a lot of situational issues to deal with, I'd imagine.[/QUOTE]
Decals cannot be bump or parallax mapped, fucking source...
[QUOTE=Douger123;45085577]Decals cannot be bump or parallax mapped, fucking source...[/QUOTE]
No, it'd require it's own shader. The only things where it might be better to use it for would be concrete, porcelain and maybe wood, where you don't need to know the surface texture to create a convincing impact. You'd just make your decal non transparent and apply the parallax just to that. It'd remove the need to sample the texture below the decal to apply the parallax to.
If you could sample the texture below the decal easily (which I don't think you can), then metal that appeared dented and plastic that punched in or bent in would open up pretty easily, too. But then you've got the vertex and lightmap variations to worry about, since those are probably going to be required if you go that route.
But I dunno. I just model shit. I don't know about his shader malarkey too much.
In terms of development I've not been so active myself. This is more to do with working on other stuff and having a day job than laziness though. Working on some Combine props however.
So, I was playing through the coast today and I noticed a few things I figured I would bring up:
[IMG]http://i.imgur.com/L48BIrS.jpg[/IMG]
Why do the combine have a map with all of the resistance outposts? I know it is possible but it also has the exact names of them all, and I don't think that the Combine would concern themselves with finding out the name of every outpost.
[IMG]http://i.imgur.com/e92ewfi.jpg[/IMG]
The ugly fake shadow of the buggy overlays with the magnet shadow.
[IMG]http://i.imgur.com/j874RLN.jpg[/IMG]
The cars here get me stuck all the time when I play through this part. I think it would be nice to at least just get rid of a couple.
[QUOTE=Quentinjdpie;45087089]So, I was playing through the coast today and I noticed a few things I figured I would bring up:
[IMG]http://i.imgur.com/L48BIrS.jpg[/IMG]
Why do the combine have a map with all of the resistance outposts? I know it is possible but it also has the exact names of them all, and I don't think that the Combine would concern themselves with finding out the name of every outpost.
[IMG]http://i.imgur.com/e92ewfi.jpg[/IMG]
The ugly fake shadow of the buggy overlays with the magnet shadow.
[IMG]http://i.imgur.com/j874RLN.jpg[/IMG]
The cars here get me stuck all the time when I play through this part. I think it would be nice to at least just get rid of a couple.[/QUOTE]
It's possible that Valve reused the same map texture for that particular spot.
Just gravity gun the cars away it's not that hard and besides I used to see how many I could knock over the guardrail.
[QUOTE=Itauske Roken;45087167]It's possible that Valve reused the same map texture for that particular spot.
Just gravity gun the cars away it's not that hard and besides I used to see how many I could knock over the guardrail.[/QUOTE]
I do gravity gun them away, but when you're fighting the gunship its kinda hard to multitask.
[QUOTE=Quentinjdpie;45087247]I do gravity gun them away, but when you're fighting the [B]gunship[/B] its kinda hard to multitask.[/QUOTE]
Gunship? What gunship? I've been grenade-jumping across that bridge and I haven't seen no gunship.
[QUOTE=Quentinjdpie;45087089][IMG]http://i.imgur.com/j874RLN.jpg[/IMG]
The cars here get me stuck all the time when I play through this part. I think it would be nice to at least just get rid of a couple.[/QUOTE]
You act as if getting you stuck there isn't by design.
Also seriously you haven't already killed it by the time you get there?
[QUOTE=gk99;45087309]You act as if getting you stuck there isn't by design.
Also seriously you haven't already killed it by the time you get there?[/QUOTE]
I normally have to make a dash to the ammo crate in the van. Probably just me. But getting shot at while stuck does get frustrating.
Well when I don't play my usual game of HL2 on that bridge, I take out the gunship on the side with the jump.
Are there even enough rockets on that side? I don't recall any rocket pickups on that side actually.
[QUOTE=Mr. Someguy;45087788]Are there even enough rockets on that side? I don't recall any rocket pickups on that side actually.[/QUOTE]
Nope.
there's an entire rocket crate inside the van, there's more than enough rockets to take it down.
I tend to knock the cars off AFTER I shoot down the gunship.
and no I can't kill it before jumping the bridge.
[QUOTE=kaskade700;45084560]How do you do proper normalmaps without heightmaps ?[/QUOTE]
Sorry, that is to say I don't ship them in my files anymore.
I use a mix of hand painted heightmaps and photos that I apply filters to then into nDo it goes, then a ton of layers, and eventually the normalmap is finished, a specular is created (in a similar way) from layers in the diffuse's file.
I'd show you right now, but I JUST got windows 7, so I don't have any of my software on it.
[QUOTE=gk99;45087309]You act as if getting you stuck there isn't by design.
Also seriously you haven't already killed it by the time you get there?[/QUOTE]
it's like right around the corner from the bridge that triggers it to show up. :v:
I usually make a point of going there because there's that giant box o rockets.
[QUOTE=tehstrelok;45074973]am I doing it right?
[media]http://www.youtube.com/watch?v=VWEySBNkScY[/media][/QUOTE]
Good Job, you have created something more satisfying then bubble wrap.
[QUOTE=Magman77;45088958]it's like right around the corner from the bridge that triggers it to show up. :v:
I usually make a point of going there because there's that giant box o rockets.[/QUOTE]
I make sure I have SMG nades and RPG rockets by the time I get there
[QUOTE=gk99;45089238]I make sure I have SMG nades and RPG rockets by the time I get there[/QUOTE]
Eh fair enough. I hardly ever have a 'serious' playthrough anymore, it's all fucking around, stacking explosives, and giving combine tinnitus.
[QUOTE=DONOTWANT;45076381]Why change the medkit sound?[/QUOTE]
Cause' the point of this mod is improving (changing) Half-Life?
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