The perfect balance between the SUPER BIG FILE SIZE and COMPUTAH STRAIN of Cinematic mod and the classic HL2.
[QUOTE=Dymium;45755486]Has anyone suggested using [URL="https://developer.valvesoftware.com/wiki/Func_breakable_surf"]func_breakable_surf[/URL] for tiles yet?
In HL2 they were broken but [URL="http://facepunch.com/showthread.php?t=1253345&p=45614711&viewfull=1#post45614711"]this guy[/URL] managed to fix them by using materials from the HL2 leak, and I think they'd be cool to include in the mod.
[video=youtube;ctzOX5TT5A0]http://www.youtube.com/watch?v=ctzOX5TT5A0[/video][/QUOTE]
Only problem with that though, is wouldn't that mean all the tiles would have to be aligned perfectly to pull this off? This wouldn't be an issue, but a lot of HL2 tiles and junk are always a bit misaligned.
I vaguely recall there at one point being a debate about Alyx wearing different outfits during different chapters. I could draw up some concept art if you guys want.
[QUOTE=SpecialEffect;45761633]I vaguely recall there at one point being a debate about Alyx wearing different outfits during different chapters. I could draw up some concept art if you guys want.[/QUOTE]
The only other alt looks that could work is maybe one without the hoodie for when she's inside black mesa east. All of HL2 takes place during about 3 days and she never has a chance to really change. (Yes I know there's a long period of time that passes during the teleport, but relative to you and alyx it's only a couple days.)
[QUOTE=SpecialEffect;45761633]I vaguely recall there at one point being a debate about Alyx wearing different outfits during different chapters. I could draw up some concept art if you guys want.[/QUOTE]
I honestly don't see why Alyx would need any other outfits, seems kind of pointless and unnecessary.
[QUOTE=SpecialEffect;45761633]I vaguely recall there at one point being a debate about Alyx wearing different outfits during different chapters. I could draw up some concept art if you guys want.[/QUOTE]
Right now I think paint overs of existing maps would help more, we're supposed to have someone on the team doing them; but I haven't seen any pass "by my desk" so to speak.
[QUOTE=DrPyspy;45764231]I honestly don't see why Alyx would need any other outfits, seems kind of pointless and unnecessary.[/QUOTE]
I dunno it doesn't seem like a bad idea if it's not overdone and the changes could always be minimal. I can see her donning a salvaged armor vest like the rebels.
[QUOTE=SirLemon;45761127]Only problem with that though, is wouldn't that mean all the tiles would have to be aligned perfectly to pull this off? This wouldn't be an issue, but a lot of HL2 tiles and junk are always a bit misaligned.[/QUOTE]
It's an enhancement mod, enhance the alignment :v:
[QUOTE=gk99;45767981]It's an enhancement mod, enhance the alignment :v:[/QUOTE]
Wouldn't aligning mean that you'd either have to scale the room to match it or the texture itself?
Because both boats don't seem well to my idea, as in the long run you'd rather want to make textures look better rather than overhauling them completely.
And in the long run, if you don't keep texture scales untouched, have luck aligning it right.
[T]http://upl.kittehcat.org/2014-08-22_21-20-26.jpg[/T]
The textures I use for the stairs, walls and floor are actually made for different sizes, took me at least an hour or two to get it right.
[QUOTE=gk99;45767981]It's an enhancement mod, enhance the alignment :v:[/QUOTE]
That's not an enhancement. The misaligned tiles in HL2 are intentionally misaligned, it adds age. Also would it even work in tiles that aren't 16x16?
[QUOTE=Merijnwitje;45769993]Wouldn't aligning mean that you'd either have to scale the room to match it or the texture itself?
Because both boats don't seem well to my idea, as in the long run you'd rather want to make textures look better rather than overhauling them completely.
And in the long run, if you don't keep texture scales untouched, have luck aligning it right.
[T]http://upl.kittehcat.org/2014-08-22_21-20-26.jpg[/T]
The textures I use for the stairs, walls and floor are actually made for different sizes, took me at least an hour or two to get it right.[/QUOTE]
Is that the mansion from luigis mansion?
[QUOTE=Merijnwitje;45769993]Wouldn't aligning mean that you'd either have to scale the room to match it or the texture itself?
Because both boats don't seem well to my idea, as in the long run you'd rather want to make textures look better rather than overhauling them completely.
And in the long run, if you don't keep texture scales untouched, have luck aligning it right.
[T]http://upl.kittehcat.org/2014-08-22_21-20-26.jpg[/T]
The textures I use for the stairs, walls and floor are actually made for different sizes, took me at least an hour or two to get it right.[/QUOTE]
Dude, believe me, I've made a recreation of deck16 with original textures; I know the perils of texture aligning.
[QUOTE=SirLemon;45772395]That's not an enhancement. The misaligned tiles in HL2 are intentionally misaligned, it adds age.[/QUOTE]
They are/it does?
My HL2 is fucked right now (none of the models appear, a bunch of materials are wireframe, there's no crosshair, I crash on Red Letter Day, etc.) so a reference pic'd be super chill.
I was away for vacation, just returned.
[QUOTE=tehstrelok;45788451]I was away for vacation, just returned.[/QUOTE]
You didn't miss much.
Also welcome back.
[QUOTE=SirLemon;45772395]That's not an enhancement. The misaligned tiles in HL2 are intentionally misaligned, it adds age. Also would it even work in tiles that aren't 16x16?
[/quote]
Almost all of the tile textures in hl2 are "aligned"
007b,018a,008a are way to small for this application regardless if you were to use them
Once this is finished, is there any way to import these graphics and textures into other games?
Like, having HD HL2 props in Garrysmod?
[QUOTE=aPanzerIV;45802501]Once this is finished, is there any way to import these graphics and textures into other games?
Like, having HD HL2 props in Garrysmod?[/QUOTE]
You can always hex them, assuming they don't work as a straight replacement.
-snip-
[QUOTE=gk99;45806161]You can always hex them, assuming they don't work as a straight replacement.[/QUOTE]
It should work, unless they're compiling for a newer source version, in which they would have to be recompiled for Gmod.
[QUOTE=DrPyspy;45810717]It should work, unless they're compiling for a newer source version, in which they would have to be recompiled for Gmod.[/QUOTE]
I remember Alien Swarm model ports, so there's a way to do it.
It just might be more tedious than hexing same-version.
You can mount AS to Gmod iirc.
[QUOTE=Pigbear;45811709]You can mount AS to Gmod iirc.[/QUOTE]
I mean like a week after AS came out, there were model ports on garrysmod.org.
[QUOTE=gk99;45816542]I mean like a week after AS came out, there were model ports on garrysmod.org.[/QUOTE]
AS mounts perfectly anyway.
This is likely going to be a topic that has been discussed before, so sorry if it has been.
But will the implementation of FBA mean that you no longer levitate objects 3 feet in front of you when you pick them up? I understand that's a staple of Half-Life 2 and it's physics engine, but surely there can be a better way of implementing it. Unless we could bring back the Brickbat system, giving some actual integrity to the pickup system?
Of course the Gravity Fun fulfills that much more efficiently, but it could do as a substitute beforehand, similar to the Pistol compared to the Chaingun in Doom, or even as a buffed sidegrade, similar to the Assault Rifle compared to the Chaingun in Brutal Doom.
Sorry for bumping the thread just for something that has likely been discussed a fair bit, as I do recall something similar involving FBA and interacting with the world, but just my two cents.
[QUOTE=IceyMalone;45855106]This is likely going to be a topic that has been discussed before, so sorry if it has been.
But will the implementation of FBA mean that you no longer levitate objects 3 feet in front of you when you pick them up? I understand that's a staple of Half-Life 2 and it's physics engine, but surely there can be a better way of implementing it. Unless we could bring back the Brickbat system, giving some actual integrity to the pickup system?[/QUOTE]
I think the bigger problem with implementing something like that would be all the different possible animations that would have to be added for the way Gordon picks up different physical objects. Like, he couldn't pick up a big heavy metal barrel with one hand like he could with a small can of water. It would just look fucking goofy. And having to make so many different animations for so many different physics props (that you can pick up without the Gravgun, anyway) would just take up more time than is necessary, and probably wouldn't be worth it in the end.
Gordon's ability to levitate things with his mind will probably remain intact :v:
I remember in Crysis 2 they just had a small grab animation and they held whatever was in Alcatraz's hand ludicrously close to the screen, probably just to avoid needing dozens of "Holding" animations
[QUOTE=IceyMalone;45855825]I remember in Crysis 2 they just had a small grab animation and they held whatever was in Alcatraz's hand ludicrously close to the screen, probably just to avoid needing dozens of "Holding" animations[/QUOTE]
I think that'd be a good idea as long as the throwing animation doesn't have a lot of emotion.
ive noticed how in HL2 there aren't any idle weapon animations, unlike HL1. I wonder if it was because to save space or to make gordon feel more like an empty character that you're supposed to embody. If the latter, it would make sense to portray as little emotion as possible in each animation.
[editline]sd[/editline]
that sounds kind of off topic to the post i responded to but i mean if someone were to animate picking up objects it'd look best if gordon's arms weren't fidgety or something.
[QUOTE=endorphinsam;45857437]I think that'd be a good idea as long as the throwing animation doesn't have a lot of emotion.
ive noticed how in HL2 there aren't any idle weapon animations, unlike HL1. I wonder if it was because to save space or to make gordon feel more like an empty character that you're supposed to embody. If the latter, it would make sense to portray as little emotion as possible in each animation.
[editline]sd[/editline]
that sounds kind of off topic to the post i responded to but i mean if someone were to animate picking up objects it'd look best if gordon's arms weren't fidgety or something.[/QUOTE]
So, again, just do what Crysis 2 did.
It was just a grab, and a throw. No emotion, just force.
[QUOTE=Marcolade;45855776]I think the bigger problem with implementing something like that would be all the different possible animations that would have to be added for the way Gordon picks up different physical objects. Like, he couldn't pick up a big heavy metal barrel with one hand like he could with a small can of water. It would just look fucking goofy. And having to make so many different animations for so many different physics props (that you can pick up without the Gravgun, anyway) would just take up more time than is necessary, and probably wouldn't be worth it in the end.[/QUOTE]
Well, there is the option of what TF2 did with the bread animations that were implemented ages ago (and then never used). That basically just had one general animation for all the bread, and then used pose parameters to change the hand positions for each type of bread.
That'd lessen the amount of actual animations needed, but there would still be a lot of pose parameters needed for that.
[QUOTE=IceyMalone;45855825]I remember in Crysis 2 they just had a small grab animation and they held whatever was in Alcatraz's hand ludicrously close to the screen, probably just to avoid needing dozens of "Holding" animations[/QUOTE]
It also looks [i]kewl[/i], I guess. A lot of FPS gun models and animations have that tacticool feel to them, when they take up half of a 4:3 screen
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