• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=mySvenLabs;40841713]In one of the beta versions of the plaza, I remember there was a sort of Combine bunker that had a control panel of some form. Would that be too out of place now, or could this work?[/QUOTE] I have to go find this now :v: If I can, wcmappack isn't exactly small.
I think it's actually there in the "intro" version. Just leave the train station and it will be in there. Not sure though, it's been a while.
[QUOTE=xalener;40842604]I think it's actually there in the "intro" version. Just leave the train station and it will be in there. Not sure though, it's been a while.[/QUOTE] Does that map even work? It has [I]always[/I] crashed for me. I just tried it 4 times and it crashed 4 times.
I have a suggestion for the combine dropship troop transport. Instead of having the only door for the soldiers to get out being on the front, and easily dispatched by the player perhaps have 2 doors on the sides that slide open that are wide enough to allow 2 soldiers to jump out each door. I'm not sure if this has been mentioned or not before.
[QUOTE=Mr. Someguy;40843191]Does that map even work? It has [I]always[/I] crashed for me. I just tried it 4 times and it crashed 4 times.[/QUOTE] Weird, because that was the one non-e3 map in the leak that I could depend on as something that would work. No idea.
Am liking it, will look forward to this mod
So I was creepin on the interlopers forum and Gary posted this: [IMG]http://puu.sh/34E8r.jpg[/IMG] Looks impractical as fuck but [I]awesome.[/I] Is anything like this dooable with some trimming? Like, maybe it doesn't need to cast shadows but yeaahah That also reminds me, would it be possible to add a [URL="https://www.youtube.com/watch?v=IPb5RwiELSE"]dissolving shader[/URL] to the dark energy death?
[QUOTE=xalener;40844065]So I was creepin on the interlopers forum and Gary posted this: [IMG]http://puu.sh/34E8r.jpg[/IMG] Looks impractical as fuck but [I]awesome.[/I][/QUOTE] Gary said that it was very laggy because he put too many dynamic lights there, although well, it was just a random idea that he had, so of course there is room for optimization.
[QUOTE=xalener;40844065]So I was creepin on the interlopers forum and Gary posted this: [IMG]http://puu.sh/34E8r.jpg[/IMG] Looks impractical as fuck but [I]awesome.[/I] Is anything like this dooable with some trimming? Like, maybe it doesn't need to cast shadows but yeaahah That also reminds me, would it be possible to add a [URL="https://www.youtube.com/watch?v=IPb5RwiELSE"]dissolving shader[/URL] to the dark energy death?[/QUOTE] the edge of the light should be way softer and the light is also way too blue considering the colour of the ball
Okay, here's what I've done with the trainstation so far: [t]http://cloud-2.steampowered.com/ugc/577864844127130864/C99064A892E0AF1E6D5640C4E978994802AE3076/[/t] The player's carriage starts further into the tunnel to extend the train ride a little and to make room for it in the extended platform (see below). The containment fields are moved back to accommodate this. I've tried replacing the seats with the ones from the start of Ep2, not sure how well it works. [t]http://cloud-2.steampowered.com/ugc/577864844127331249/DB6A7B37B4BBD58A1EA72FE6631839FFA4E481CD/[/t] The bit you go through to reach Route Canal is added for consistency. Other differences between this map and d1_trainstation_06 have been fixed too. [t]http://cloud-2.steampowered.com/ugc/577864844127338802/6E0FEC2D266DA3ECFE505B27B5D855623BE9BFBE/[/t] Tried adding some of the train cars from d1_trainstation_06 for consistency. I'm not too sure about this, since they do restrict your view in the train somewhat. [t]http://cloud.steampowered.com/ugc/577864844127132355/221A4BFDD6083BF38B9D2B709A871F5B6549A4B4/[/t] [t]http://cloud-2.steampowered.com/ugc/577864844127135295/7ED4483AA89C0C0E90E6440DFB5F757952910950/[/t] Platform is extended to reach the wall in d1_trainstation_02 (on the right is vanilla HL2 for comparison). To make the train fit better in the new layout I've added another carriage, made all the cars into passenger carriages and moved the player's carriage to the back, so you can walk down the whole platform. The trains are also a bit less tall so you can step onto the platform without the stairway, and the citizen who walked across the end of the platform now gets off the carriage ahead of you (the front one is empty). I was thinking about replacing the cars on the other train with passenger carriages too, which would explain where all the citizen with the luggage and the others you meet in the cafeteria come from. [t]http://cloud-2.steampowered.com/ugc/577864844127287724/68BDE0EB2B1443F4AE43A57ABE2A27E30485B3C0/[/t] [t]http://cloud.steampowered.com/ugc/577864844127139460/5EF2FB9BE8C83CAD96C4E004C5781BC0EA666E40/1024x576.resizedimage[/t] Both sides of the platform are now symmetrical, which makes the extended platform fit with the corridor to the cafeteria. [t]http://cloud-2.steampowered.com/ugc/577864844127327463/B93C7E32E4CBF55D56A9E6EF8D89A1DEC1725B5A/[/t] The holographic screen is now curved in a way that fits the model better (excuse Kleiner being on the monitor, I came back to take this screenshot after the section with Barney :v:) [t]http://cloud-2.steampowered.com/ugc/577864844127343742/A7BEC020FC3D200D8F77B2D07841909FE0257274/[/t] The plaza exit now leads directly to the area with the can cop. The windows are replaced with a light as they don't fit the outside of the building (there may be a better solution to this, I'm not sure). [t]http://cloud-2.steampowered.com/ugc/577864844127290519/9D6E210A9C8F7FAB1E42373624E3D1CEBE3E5C48/[/t] Window at the back of the platform removed as it's adjacent to the storeroom next to Barney's office. A door is added to match the one in the storeroom, and the storeroom itself is extended to fit next to it. [t]http://cloud-2.steampowered.com/ugc/577864844127292085/37DDFD679D4014E9E5051E0B680DA42B11CD2BE9/[/t] The interrogation room is extended slightly to fit next to the storeroom, and added a door to it. This citizen (and some of the others) now use different models so there aren't duplicates. Changes that can't be pictured are the Breencasts and Kleiner now have speaker effects added to their voices, and the Breencast loops through different dubs (so his mouth movements remain the same, but his voice switches between the different voices from HL2's localizations). If the guys doing the mapping would like the vmf I'd be happy to share it! I'd offer to help, but you probably already have enough people. I don't know!
[QUOTE=xalener;40844065]So I was creepin on the interlopers forum and Gary posted this: [IMG]http://puu.sh/34E8r.jpg[/IMG] Looks impractical as fuck but [I]awesome.[/I] Is anything like this dooable with some trimming? Like, maybe it doesn't need to cast shadows but yeaahah That also reminds me, would it be possible to add a [URL="https://www.youtube.com/watch?v=IPb5RwiELSE"]dissolving shader[/URL] to the dark energy death?[/QUOTE] i want muzzle flash lighting (for all weapons) casting shadows too :dance:
[QUOTE=Tweevle;40845084]If the guys doing the mapping would like the vmf I'd be happy to share it! I'd offer to help, but you probably already have enough people. I don't know![/QUOTE] I think you did a pretty wonderful thing there, although I don't like the curved monitors. If you want to be on the team, you should apply, it looks like you know what you're doing, so it's worth a shot.
idk i think those curved monitors look fucking radical
Tweevle is now on the team! Congrats! Also on a different note, is there anyone here that would like to volunteer (or one of the mod modelers) to do models of a lot of the windows in HL2?
I was thinking of trying modelling for the hell of it, but afaik you have to pay for those. Though even if I did just now, I obviously wouldn't be a mod quality modeller anyway.. Morbid suggestion: You should definitely make an animated texture for the maggots on this guy: [t]http://cloud.steampowered.com/ugc/884109618784117285/B381A54607FDE35C080F9E500292BC8DC4C59F22/[/t]
My god, are those maggots? I never knew.
[QUOTE=Fat-Corgi-Guy;40846488]Tweevle is now on the team! Congrats![/QUOTE] It's a pleasure to help! :dance: [QUOTE=Mr. Someguy;40845955]I think you did a pretty wonderful thing there, although I don't like the curved monitors.[/QUOTE] Thanks! What specifically don't you like about them? I decided to change it because the original screen curves against the brackets on either side which is a bit weird: [IMG]http://images1.wikia.nocookie.net/__cb20091026102505/half-life/en/images/c/cb/Breencast_first.jpg[/IMG] I'm open to suggestions, though. [editline]31st May 2013[/editline] [QUOTE=Mr. Someguy;40846746]Morbid suggestion: You should definitely make an animated texture for the maggots on this guy: [URL]http://cloud.steampowered.com/ugc/884109618784117285/B381A54607FDE35C080F9E500292BC8DC4C59F22/[/URL][/QUOTE] I think this guy in general needs quite a bit of work - what he's wearing doesn't look like anything else in the game.
[QUOTE=xalener;40844065]So I was creepin on the interlopers forum and Gary posted this: [IMG]http://puu.sh/34E8r.jpg[/IMG] Looks impractical as fuck but [I]awesome.[/I] Is anything like this dooable with some trimming? Like, maybe it doesn't need to cast shadows but yeaahah That also reminds me, would it be possible to add a [URL="https://www.youtube.com/watch?v=IPb5RwiELSE"]dissolving shader[/URL] to the dark energy death?[/QUOTE] Yeah, the combine ball emitting six shadow mapped lights is likely insanely expensive in detailed scenes.( [URL="http://www.interlopers.net/forum/viewtopic.php?p=478363#p478363"]Though flashlights cost depends a lot on their coverage area[/URL]) But I ended up just [URL="https://dl.dropboxusercontent.com/u/9342075/combineballdlight01.jpg"]using a dlight for it[/URL]. (Also threw in some random values for the radius and brightness, that picture is old). [QUOTE=popbob;40821580][URL]https://github.com/popbob/hl2-swarm[/URL] There you go. There's a few glaring issues (zombies causing crashes when they die under certain conditions, flashlight breaking detail sprites) but is otherwise pretty much complete.[/QUOTE] I get tons of compiling errors... like.. more than I can count... I could probably go through and fix them all but I was hoping I could just compile and play... I'd like it if there was a nice open port of HL2EP2/2007 code base over to the swarm engine. Even though I'm capable of doing it myself(and have worked with others doing it in the past), it's a lot of stuff to sort out.[B] EDIT: Debug config isn't set up. Have to compile master branch in Release.[/B] [QUOTE=Tweevle;40845084] -train station- [/QUOTE] Something I did when playing with the train station map, was put a bunch of lamps(env_projectedtextures) along the train track pointing at the train the player starts in. So you get some pretty neat lighting/shadowing effects. You could do that if you extended the tunnel since I assume it's dark in there. Edit: If you do this, tie the train windows to a separate entity and attach it to the train entity. You can't have translucent textures on brush entities or it causes them to stop casting shadows.
[QUOTE=PredGD;40846801]My god, are those maggots? I never knew.[/QUOTE] It's even more noticeable on the texture sheet, specifically the bottom right (top right too, but that part's lower quality).
[QUOTE=gjsdeath;40846972]Yeah, the combine ball emitting six shadow mapped lights is likely insanely expensive in detailed scenes[/QUOTE] I figured. I just really liked the idea of the combine ball having an actual light attached to it. Man, now I'm thinking of all the stuff in the game that should have had lights but didn't. Not even real time lights, just emissive stuff that didn't affect the scenery at all. Like the breencast screens.
[QUOTE=xalener;40847023]I figured. I just really liked the idea of the combine ball having an actual light attached to it.[/QUOTE] Perhaps it could have a non-shadow-emitting light like when you set fire to zombies in the underground section of Ep1?
[QUOTE=Tweevle;40846888]Thanks! What specifically don't you like about them? I decided to change it because the original screen curves against the brackets on either side which is a bit weird: [IMG]http://images1.wikia.nocookie.net/__cb20091026102505/half-life/en/images/c/cb/Breencast_first.jpg[/IMG] I'm open to suggestions, though.[/QUOTE] I'm not sure, it just doesn't look right to me. It's too invasive, and not in the good 'city scanner bumping into your face' way. [QUOTE=Tweevle;40846888]I think this guy in general needs quite a bit of work - what he's wearing doesn't look like anything else in the game.[/QUOTE] Maybe someone should redo him, he has a crappy ragdoll anyway :v:
[QUOTE=Mr. Someguy;40847173]I'm not sure, it just doesn't look right to me. It's too invasive, and not in the good 'city scanner bumping into your face' way.[/QUOTE] Invasive in what sense? Like, it's sticking out too much? [QUOTE=Mr. Someguy;40847173]Maybe someone should redo him, he has a crappy ragdoll anyway :v:[/QUOTE] Well, if we are remodelling everything I suppose this will happen!
[QUOTE=gjsdeath;40846972] I get tons of compiling errors... like.. more than I can count... I could probably go through and fix them all but I was hoping I could just compile and play... I'd like it if there was a nice open port of HL2EP2/2007 code base over to the swarm engine. Even though I'm capable of doing it myself(and have worked with others doing it in the past), it's a lot of stuff to sort out. [/QUOTE] It's compiling fine for me, on both branches (master and gameui-2007). Can you post a compile log? Also, it is mostly ported, there's just been a few issues I haven't been able to work out yet. Mostly the weird flashlight shadows, zombies causes crashes under certain situations and the smg1 world model not displaying when it's held by NPCs.
[QUOTE=Tweevle;40847233]Invasive in what sense? Like, it's sticking out too much?[/QUOTE] Yeah, kinda. Actually the shape of the monitor structure makes me feel like it should curve inward if at all. Maybe if it was a slight curve, but it looks too bubbly and in-your-face. [QUOTE=Tweevle;40847233]Well, if we are remodelling everything I suppose this will happen![/QUOTE] But were you actually remodeling [I]everything[/I]? I mean, that's a lot of things! I figured it would just be some things that need it most, like characters. I wouldn't argue of course, just don't bite off more than you can chew!
Yeah we're not going to remodel everything, mostly just characters, weapons, and the occasional prop, or set piece- like Kleiner's teleporter.
[QUOTE=Mr. Someguy;40847566]Yeah, kinda. Actually the shape of the monitor structure makes me feel like it should curve inward if at all. Maybe if it was a slight curve, but it looks too bubbly and in-your-face.[/QUOTE] Okay, I'll bear that in mind. [QUOTE=Fat-Corgi-Guy;40847592]Yeah we're not going to remodel everything, mostly just characters, weapons, and the occasional prop, or set piece- like Kleiner's teleporter.[/QUOTE] Ah, my bad. Still, I think that guy would be a good candidate for remodelling.
I got my pictures, I just need to narrow them down, quite a bit. I took way too many, there's like 40. [editline]30th May 2013[/editline] 46*
Most of the stuff will mostly look good with improved and redone textures.
[QUOTE=SFC003;40848338]Most of the stuff will mostly look good with improved and redone textures.[/QUOTE] That's what I'm doing, cutting out unimportant nitpicks (this window is 3 panels wide on the outside but 4 panels wide inside) for genuine suggestions and whatnot. I think I'm going to get a shower first though, it's been a hot day.
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