• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=gk99;45478666]If it's stated specifically twice in the OP, it's not really worth discussing. Also uh, since there's FBA, is Gordon going to be reaching into his ass to grab ammo like NPCs with AR2s or is there going to be an actual ammo storage area on his suit?[/QUOTE] So far, most of these "fix model/texture of this" has been something like kickstarters for further analysis of the subject, finding what all is wrong with it, what could be done better, what should be changed etc. By killing those discussions at the very start, you might be also killing some clever ideas that could radically enhance the game. Not saying it's the case everytime, just that it happens here from time to time.
[QUOTE=Dom Pyroshark;45478738]So far, most of these "fix model/texture of this" has been something like kickstarters for further analysis of the subject, finding what all is wrong with it, what could be done better, what should be changed etc. By killing those discussions at the very start, you might be also killing some clever ideas that could radically enhance the game. Not saying it's the case everytime, just that it happens here from time to time.[/QUOTE] We're killing the ideas because they won't "enhance" the game at all. They are either pointless additions or change the core experience too much. We're not turning this into OUR vision of HL2; we're really just updating the textures and models. Most of this stuff is already blueprinted
[QUOTE=SimplePlanz69;45478788]We're killing the ideas because they won't "enhance" the game at all. They are either pointless additions or change the core experience too much. We're not turning this into OUR vision of HL2; we're really just updating the textures and models. Most of this stuff is already blueprinted[/QUOTE] You pretty much completely missed the whole point of my post. Congrats, I thought it's impossible. Welp, back to discussing nothing, I guess since it's the most approved thing to do here.
sally was right
[QUOTE=Dom Pyroshark;45478835]You pretty much completely missed the whole point of my post. Congrats, I thought it's impossible. Welp, back to discussing nothing, I guess since it's the most approved thing to do here.[/QUOTE] wait so you are defending being ignorant of the thread you're posting in and not even reading 5% of the OP to understand what has and hasn't been posted and suggested already? you somehow think he's the idiot and not you? i wish i could live with that much ignorance, i would be so much more happy
I am just gonna stop here since I obviously don't add much to this thread besides making myself look like an idiot and asshole. Sorry for that.
[QUOTE=Maestro Fenix;45476798]We talked before about Dog? It needs new texture since it looks like very low-res.[/QUOTE]Dog's textures are a given, but his sound bug bothers me more. When he first appears in the scrapyard there's a mechanical looping sound that I'm sure is supposed to come from Dog but doesn't seem attached to him & just stays in the doghouse. I'm not sure if that sound is even used in any of his other appearances, so I might be wrong.
any chances of bringing back the old combine soldier radio beep? the sound that plays at the end of each soldier transmission. in old hl2 it sounded like a phone, but in orangebox they changed it to some annoying screeching
The original combine radio sounds are still in hl2_sound_misc.vpk, I just checked.
Im a little scared to talk about things because I don't know if you have brought them up before or what im asking has already been answered in the op and I don't understand what something is. Will the mode have real time reflections in the water? I know there are a few reflections in hl2 but I mean any thing will get reflected in the water props, particles, character-models, and so on.
[QUOTE=UndreamedBus;45482126]Im a little scared to talk about things because I don't know if you have brought them up before or what im asking has already been answered in the op and I don't understand what something is. Will the mode have real time reflections in the water? I know there are a few reflections in hl2 but I mean any thing will get reflected in the water props, particles, character-models, and so on.[/QUOTE] Water already has real-time reflections in Source. Look at [URL="https://developer.valvesoftware.com/w/images/6/6e/Ep2_jalopy.jpg"]this[/URL].
[QUOTE=Nukedrabbit95;45482352]Water already has real-time reflections in Source. Look at [URL="https://developer.valvesoftware.com/w/images/6/6e/Ep2_jalopy.jpg"]this[/URL].[/QUOTE] Hm weird I guess I never noticed. so yeah ok just ignore that comment I made, im just dumb.
remove cubemaps and replace with real time surface reflections pls
[QUOTE=Magman77;45482904]remove cubemaps and replace with real time surface reflections pls[/QUOTE] sure if you want it to run at 1fps, Source wasn't designed for that.
[QUOTE=Xubs;45483336]how about make cubemaps better, period you don't need realtime surface reflections in a game with a very static world, that's stupid[/QUOTE] I believe this was both discussed, and solved months ago. Someone here made [URL="https://www.youtube.com/watch?v=ZH6s1hbwoQQ"]a parallax corrected cubemap script.[/URL]
[QUOTE=Pigbear;45483186]sure if you want it to run at 1fps, Source wasn't designed for that.[/QUOTE] oh I thought we were suggesting silly unnecessary ideas like usual :v:
[QUOTE=SirLemon;45483369]I believe this was both discussed, and solved months ago. Someone here made [URL="https://www.youtube.com/watch?v=ZH6s1hbwoQQ"]a parallax corrected cubemap script.[/URL][/QUOTE] That would look utterly fantastic with this graphics tweak script I have: [img_thumb]http://oi60.tinypic.com/sendk5.jpg[/img_thumb]
[QUOTE=SirLemon;45483369]I believe this was both discussed, and solved months ago. Someone here made [URL="https://www.youtube.com/watch?v=ZH6s1hbwoQQ"]a parallax corrected cubemap script.[/URL][/QUOTE] Looks great, I wonder if somebody will figure out how to place real-time reflections on top of the cubemaps: it would look a bit dumb if the room would be reflected while NPCs wouldn't
[QUOTE=Kyle v2;45483778]That would look utterly fantastic with this graphics tweak script I have: [img_thumb]http://oi60.tinypic.com/sendk5.jpg[/img_thumb][/QUOTE] What does it...do?
gives the game Doom 3 lighting it seems
[img_thumb]http://oi58.tinypic.com/v6t26a.jpg[/img_thumb]
[QUOTE=Kyle v2;45485037][img_thumb]http://oi58.tinypic.com/v6t26a.jpg[/img_thumb] Yes, definitely no difference at all.[/QUOTE] you turned down the brightness and bloom also even if you did way more than that, it doesn't really matter... because this isn't a thread for posting personal lighting mods.. way to be condescending/sarcastic
[QUOTE=endorphinsam;45485057]you turned down the brightness and bloom also even if you did way more than that, it doesn't really matter... because this isn't a thread for posting personal lighting mods.. way to be condescending/sarcastic[/QUOTE] Softer bloom, sharper shadows and decals, longer draw distances on said decals, better motion blur, those are biggest noticeable changes and the pic was mainly to show off the lighting in darker areas. Wasn't really trying to start shit, just that fixed cubemap vid reminded me of it, sorry.
[QUOTE=Kyle v2;45485037][img_thumb]http://oi58.tinypic.com/v6t26a.jpg[/img_thumb][/QUOTE] is that a citizen17 model?
speaking of annabelle, will it be kept in the game code for player use? I know it's not meant to be used by players, but it's really fun to mess around with after you've beaten the game a few times.
[QUOTE=SirLemon;45483369]I believe this was both discussed, and solved months ago. Someone here made [URL="https://www.youtube.com/watch?v=ZH6s1hbwoQQ"]a parallax corrected cubemap script.[/URL][/QUOTE] If I recall correctly, the devs couldn't get it working due to it being incompatible with the AS engine or something similar.
That's a shitty reason to abandon it.
[QUOTE=glitchvid;41463822]More or less. Mainly I was just trying to figure out if it would be usable on a larger 'scale': the implementation (which is fantastic regardless)seems to 'require' a tied entity, which would make it so anything we want to have the feature of being corrected, needs to be specifically defined in-hammer before push: which is doable (and certainly better than the default cubemaps). And so I wanted to see if having it be more 'automated' (like I've seen it used un unity via a shader edit?) so that we could just throw it on existing maps and only do minor shader editing (I'd rather have to manually edit all the VMTs to add a few repetitive lines, than have every map be modified to support correction in specific areas).[/QUOTE] Or maybe it was this? It's been a while since it was discussed. I might be remembering how the parallax [B]shading[/B] was broken, rather than cubemaps.
[QUOTE=Hell-met;45497138]speaking of annabelle, will it be kept in the game code for player use? I know it's not meant to be used by players, but it's really fun to mess around with after you've beaten the game a few times.[/QUOTE] Don't forget citizensuitcase, citizenpackage, and alyxgun. Citizensuitcase is really the best weapon.
[QUOTE=gk99;45498689]Don't forget citizensuitcase, citizenpackage, and alyxgun. Citizensuitcase is really the best weapon.[/QUOTE] Hell, someone on HL2Banana actually made [URL="http://hl2.gamebanana.com/skins/79996"]viewmodels[/URL] for 'em.
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