• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=NixNax123;45343170]The purpose of this thread is for the creators to share their work and progress. Not to suggest features that the developers have aleady thought of. And that's a terrible analogy, you cannot compare a thread on the internet to a fucking car. Threads are not machines, they do not drive, they do not operate, they just exist for their self-defined purpose, and if the users are off topic 95% of the time, then those users should stop posting and wait until actual progress is posted.[/QUOTE] I dunno man, as far as I know most of the shit I've suggested recently hasn't been previously discussed, and the previously discussed shit I brought up was asking about if there was a conclusion because I didn't remember if we'd come to a general consensus.
[QUOTE=NixNax123;45343170]The purpose of this thread is for the creators to share their work and progress. Not to suggest features that the developers have aleady thought of. And that's a terrible analogy, you cannot compare a thread on the internet to a fucking car. Threads are not machines, they do not drive, they do not operate, they just exist for their self-defined purpose, and if the users are off topic 95% of the time, then those users should stop posting and wait until actual progress is posted.[/QUOTE] I'm willing to agree with all of that except for one thing... [QUOTE=NixNax123;45343170]The purpose of this thread is for the creators to share their work and progress.[/QUOTE] Yeahno. Like corgi said, "As mentioned before, discussions and progress/pictures in this thread =/= progress, etc. being done on the mod.", and this is proven constantly. There is literally nothing else to do here but discuss ways to change HL2. If anything, at least the shitposters keep this thread alive in some way. Without them this thread would likely end up covered in dust in page twenty-something in the Valve/steam/powerplay section.
[QUOTE=gk99;45343237]I dunno man, as far as I know most of the shit I've suggested recently hasn't been previously discussed, and the previously discussed shit I brought up was asking about if there was a conclusion because I didn't remember if we'd come to a general consensus.[/QUOTE] just because they didn't discuss it in the thread doesn't mean they haven't discussed it as a team/by themselves [quote]Without them this thread would likely end up covered in dust in page twenty-something in the Valve/steam/powerplay section.[/quote] it might as well already be since the thread is going nowhere
People, can we get back on topic? How are the weapon models going? How's the jeep and airboat models going? How are the retexture work going? Anyone, have something thread worthy to say or show already!
[QUOTE=CSLeader;45343406]People, can we get back on topic? How are the weapon models going? How's the jeep and airboat models going? How are the retexture work going? Anyone, have something thread worthy to say or show already![/QUOTE] Mostly unfinished, mostly unfinished, and mostly unfinished.
[QUOTE=NixNax123;45343353]just because they didn't discuss it in the thread doesn't mean they haven't discussed it as a team/by themselves[/QUOTE] Oh so I guess none of us should ever post any sort of discussion here ever because they have already definitely discussed it right
[QUOTE=gk99;45344249]Oh so I guess none of us should ever post any sort of discussion here ever because they have already definitely discussed it right[/QUOTE] that's not what I said, but ok [editline]9th July 2014[/editline] i said it's a dumb idea to suggest things the devs can add/change because they probably already have most things sorted out
One thing that bugs me is the Overwatch Nexus. If you look at it from the first map its in, you can clearly see the roof is bare except for the Suppresion device. But when you actually get there, there are railings around the roof, crates and shit everywhere, and a crap-ton of other stuff that's not there. Has this been pointed out before?
[QUOTE=BoxBuilder999;45344422]If you look at it from the first map its in, you can clearly see the roof is bare except for the Suppresion device. But when you actually get there, there are railings around the roof, crates and shit everywhere, and a crap-ton of other stuff that's not there.[/QUOTE]Yeah, it looks different with every map change. If I remember right the dome goes from being held together by combine tech, to being damaged with no combine parts on it, to being fully intact. :v:
[QUOTE=DONOTWANT;45345190]Yeah, it looks different with every map change. If I remember right the dome goes from being held together by combine tech, to being damaged with no combine parts on it, [B]to being fully intact.[/B] :v:[/QUOTE] No, the only models that exist for the dome are all damaged. I think the different maps rotate the broken section of dome though, so it appears to be intact at times.
[QUOTE=BoxBuilder999;45344422]One thing that bugs me is the Overwatch Nexus. If you look at it from the first map its in, you can clearly see the roof is bare except for the Suppresion device. But when you actually get there, there are railings around the roof, crates and shit everywhere, and a crap-ton of other stuff that's not there. Has this been pointed out before?[/QUOTE] It's also been pointed out before that the exterior of the dome isn't modeled during a portion where you go outside, making it so that you can see through the entire thing.
if people don't want the thread to get as many posts a day as it does, simple. stop viewing the thread. check corgi's posts or any of the other devs once in a while instead. it's literally the only way you'll get to see (and only see) progress, this snowball has started rolling and it can't stop.
Speaking of map errors, one of the two garage doors from the inside of the APC Garage (d1_canals_07) leads to absolutely nowhere.
I've been wondering if it would be simply easier to clean up Valve's original maps or if they should be simply correctly be remade with correct proportions. I've been currently fixing up the clusterfuck that is the flat in the trainstation, most triggers are setup and work well although it is a pain in the ass to edit and Valve really liked going apeshit with their brush usage, even using 12 brushes for each separate window. Although being able to go through the whole building is pretty cool. Any tips? Edit: I am going to assume that the disagrees are for cleaning up then. Thanks.
[QUOTE=RaTcHeT302;45345630]I've been wondering if it would be simply easier to clean up Valve's original maps or if they should be simply correctly be remade with correct proportions. [/QUOTE] I so no real reason to, if we did start redoing all the maps the development time would skyrocket (maps take quite awhile to do); and by the time we finished Source 2 would probably already be out, likely making a lot of our work moot. [QUOTE=RaTcHeT302;45345630] I've been currently fixing up the clusterfuck that is the flat in the trainstation, most triggers are setup and work well although it is a pain in the ass to edit and Valve really liked going apeshit with their brush usage, even using 12 brushes for each separate window. Although being able to go through the whole building is pretty cool. Any tips?[/QUOTE] The logic could certainly be cleaned up, and we could really utilize the instancing (Like making a lot of the art assets much more uniform throughout the levels!), I don't think a whole redoing of most the levels will be needed.
[QUOTE=RaTcHeT302;45345630] Valve really liked going apeshit with their brush usage, even using 12 brushes for each separate window. [/QUOTE] Reminds me of some maps in the WC mappack. They use two brushes for a single wall instead of one.
[QUOTE=glitchvid;45345852]The logic could certainly be cleaned up, and we could really utilize the [B]instancing[/B] (Like making a lot of the art assets much more uniform throughout the levels!), I don't think a whole redoing of most the levels will be needed.[/QUOTE] Ah, I didn't know that was one of the perks of switching to the AS engine. There's probably a few places that it can be used for optimization, isn't there? (I've never worked with Source, so just assuming.)
Instancing doesn't optimize a map at all. It does however make it easier to do mass edits, for example lets say you were working on all windows for a skyscraper. Since they are all the same you copy and paste them all over the place. However you find theres a error on all of them so you go fix them one by one or even recopy and pasting them. If you used a instance you could edit the master window and have it effect the rest instantly. I really dont like instancing myself, or atleast the way hammer has it implemented as its sketchy as fuck.
[QUOTE=Sally;45349605]Instancing doesn't optimize a map at all. It does however make it easier to do mass edits, for example lets say you were working on all windows for a skyscraper. Since they are all the same you copy and paste them all over the place. However you find theres a error on all of them so you go fix them one by one or even recopy and pasting them. If you used a instance you could edit the master window and have it effect the rest instantly. I really don't like instancing myself, or at least the way hammer has it implemented as its sketchy as fuck.[/QUOTE] The other big benifit is patching the entity names, so if you put 2 instances in the map that have complex logic, you can prefix them so they don't overlap. It's super useful for dealing with some of the NPC complexity, and other repeatable logic.
I think you are looking for visgroups.
[QUOTE=Sally;45352895]I think you are looking for visgroups.[/QUOTE] Visgroups are just a feature in hammer that lets you toggle what you can see/not see in groups (either from Auto or user made). [t]http://s.gvid.me/uw/s/2014/10/Hammer_-_%5BEmapsrcmodern_apt.vmf_-_Top%5D_2014-07-10_19-55-06.png[/t] [t]http://s.gvid.me/uw/s/2014/10/Hammer_-_%5BEmapsrcmodern_apt.vmf_-_Top%5D_2014-07-10_19-55-10.png[/t] Instances allow you to do a lot more with repeating/template brushwork and entities, not so much for cleaning up the grid.
Not sure if you guys are interested, but a friend is making a pretty-er version of the gravity gun. [IMG]https://pbs.twimg.com/media/BsY2J0eCYAA-B2d.png:large[/IMG] [IMG]https://pbs.twimg.com/media/BsY2NIYCYAAJSLk.png:large[/IMG] [IMG]https://pbs.twimg.com/media/BsY2RwWCIAIDSEf.png:large[/IMG]
You're right, the internet is not a big truck, it's a series of tubes.
Looks fat.
Wasn't there a Gravity Gun already settled on?
You should link that so we don't get another shitstorm of uninformed people.
the dev team's modeler already made a gravity gun. check the op
If we get another 7 page discussion about the gravity gun again, i'm leaving
[QUOTE=Jesus Crits;45373020]Not sure if you guys are interested, but a friend is making a pretty-er version of the gravity gun. [/QUOTE] no we are not interested this is not a crowd sourced project
looks awesome
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