• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Tweevle;40845084] 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] This part sounds really interesting. Very cool effect.
Aww, I kinda liked how crisp it sounded in vanilla. Ah well.
Every time I come here I find that you guys have done so much cool shit. I cannot wait to play through HL2 again with this.
@ the updated trainstation: excellent work! Looks quite a bit more imposing and realistic now. Will the overhanging wires be improved as well? There's only a couple of wires above the other train, and even those apparently are just cut off in mid-air.
Is some of the vegetation (trees) getting remodeled?
[QUOTE=SpotEnemyBoat;40850264]Is some of the vegetation (trees) getting remodeled?[/QUOTE] Well yeah, they've stated in the past that they are giving most of the vegetation a rework due to it all being ugly. I'm not sure if they officially stated in the past, but I remember reading about possibly replacing the rocks on the coast as well due to how unnatural they appear. Jagged rocks forming upwards doesn't really make proper sense now does it? It's also not that hard to make vegetation in source to look great in terms of modeling and mapping, the only problem you really have is the lighting with them and even then it's an easy fix if you aren't lazy. One thing though is that its also VERY tedious to make these sometimes if you want bushes and trees due to Source's lack of a vegetation tool.
[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]yes this would be excellent and it would look good enough without all the dynamic light stuff, please add something like this
[QUOTE=Mr. Someguy;40846746]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][/QUOTE] I'll do the windows you guys want, they can't be that hard eh? Also I was going to go about making bloody skins for dead citizens like the variants you get in ep2 for the rebels. also I could make a better model for the charple series.
[QUOTE=Snood_1990;40852139]I'll do the windows you guys want, they can't be that hard eh? Also I was going to go about making bloody skins for dead citizens like the variants you get in ep2 for the rebels. also I could make a better model for the charple series.[/QUOTE] Yes, please do, Snood! [t]http://www.chatslang.com/images/shortcuts/facebook/very_happy.png[/t]
[QUOTE=HGrunt;40850105]@ the updated trainstation: excellent work! Looks quite a bit more imposing and realistic now. Will the overhanging wires be improved as well? There's only a couple of wires above the other train, and even those apparently are just cut off in mid-air.[/QUOTE] Yeah, I noticed that. I'll need to figure out how to attach them that makes sense. [editline]31st May 2013[/editline] Tried adding an extra catwalk. Both catwalks are in the same place as vanilla relative to the front and back of the platform, respectively. [t]http://i.imgur.com/TAcUQe9.jpg[/t] Also, what do people think about having a metrocop or two up there, walking about/leaning against the railing etc. ?
I think some metrocops on catwalks were planned at one point - as I recall, there's what seems to be some unused metrocop animations in the game files of them holding onto rails while talking and turning around to someone's presence.
It would make sense to have a cop in an elevated position so that he can see everything. Scanners might be able to fly, but they're not armed and they're not living. Plus you could pass it off as some sort of metaphor about how metrocops stand above the lowly citizen.
Yeah, there's a catwalk overlooking the plaza, and I don't think there's any MC's up there.
[QUOTE=Mr. Someguy;40846746]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][/QUOTE] I have a suggestion. You could do the maggots like Dead Space 1 did too, sprite animated maggots dropping from the body (or particles?) Seen in this video [video=youtube;aBEjJg426_4]http://www.youtube.com/watch?v=aBEjJg426_4[/video] They're basically small "squirmy" sprite maggots that collide with the world.
i remember being horrified when i first saw that corpse in the HL2 demo now i can be horrified at the sight of maggots this keeps getting better
[QUOTE=Tweevle;40852246]Yeah, I noticed that. I'll need to figure out how to attach them that makes sense. [editline]31st May 2013[/editline] Tried adding an extra catwalk. Both catwalks are in the same place as vanilla relative to the front and back of the platform, respectively. [t]http://i.imgur.com/TAcUQe9.jpg[/t] Also, what do people think about having a metrocop or two up there, walking about/leaning against the railing etc. ?[/QUOTE] I'd also make the top glass texture transparent so we can see the sky and buildings. I'd also update the lighting a little, say what you will about FakeFactory but he did a great job with the lighting in the first section which I always thought was very pale and bland. [thumb]http://www.pcgameshardware.com/screenshots/original/2008/12/cinematic-mod-95-03.jpg[/thumb] [thumb]http://media.moddb.com/images/mods/1/16/15390/cm_11_45.jpg[/thumb] [thumb]http://i.imgur.com/k3Qt8h.jpg[/thumb]
[QUOTE=Armageddon104;40857685][thumb]http://media.moddb.com/images/mods/1/16/15390/cm_11_45.jpg[/thumb][/QUOTE] can't stop laughing at the ancient finnish milk carton
the citizen models are so off i'm glad i never played this mod
[QUOTE=Armageddon104;40857685][thumb]http://i.imgur.com/k3Qt8h.jpg[/thumb][/QUOTE] I like the way this looks, the damp look to it, but it doesn't fit Kleiner's lab so well since I'm sure he wouldn't let his lab get into that condition. Also, I'm making my Ravenholm post, but it's taking awhile because I keep going back and checking things and getting caught up with friends.
[QUOTE=Armageddon104;40857685]I'd also make the top glass texture transparent so we can see the sky and buildings.[/QUOTE] Only thing about this is that you'll see the citadel a lot earlier than normal, which kind of takes away from its reveal when you walk into the plaza.
[QUOTE=Mr. Someguy;40857950]I like the way this looks, the damp look to it, but it doesn't fit Kleiner's lab so well since I'm sure he wouldn't let his lab get into that condition. Also, I'm making my Ravenholm post, but it's taking awhile because I keep going back and checking things and getting caught up with friends.[/QUOTE] Perhaps some specular-y decals Battlefield3 style? It would have the same idea without also being an inch of standing water.
[QUOTE=Mr. Someguy;40857950] Also, I'm making my Ravenholm post, but it's taking awhile because I keep going back and checking things and getting caught up with friends.[/QUOTE] Take your time. Immediately after you post it I'm sure someone will begin trying to fix it up, so the effort is really appreciated.
[QUOTE=xalener;40858829]It would have the same idea without also being an inch of standing water.[/QUOTE] I think it needs more water actually [t]https://dl.dropboxusercontent.com/u/15917430/Stuff/Images/Misc/2013-05-31_00001.jpg[/t]
[QUOTE=Sir Max;40859129]I think it needs more water actually [t]https://dl.dropboxusercontent.com/u/15917430/Stuff/Images/Misc/2013-05-31_00001.jpg[/t][/QUOTE] Add some fish and seaweed and it will be perfect. (try to add tons of grass ''a la'' Fake Factory too).
[QUOTE=MegaMario1500;40859209]Add some fish and seaweed and it will be perfect. (try to add tons of grass ''a la'' Fake Factory too).[/QUOTE] Ferns
[QUOTE=MegaMario1500;40859209]Add some fish and seaweed and it will be perfect. (try to add tons of grass ''a la'' Fake Factory too).[/QUOTE] Coming soon to hl2 enhanced cinematic mod 14.1 lite [t]https://dl.dropboxusercontent.com/u/15917430/Stuff/Images/Misc/Cinematicmod14.jpg[/t] I also noticed there are absolutely no models for grass in hl2 at all, or textures for wild grass for that matter. Might be something you guys will want to look into
It's done, behold! Pre-Ravenholm: I've come to a conclusion that Black Mesa East is actually a [url=http://facepunch.com/showthread.php?t=1260955&p=40842889&highlight=#post40842889]Fallout Shelter for Ravenholm[/url], so [url=http://i.imgur.com/QBL9RHo.jpg]this room[/url] should be made into a Decontamination Chamber since it has an elevator that goes to the surface. That would also fit the theme of exits having Decon Chambers (the entrance, the scrapyard). Also, like the Elevator in trainstation apartments, the Elevator here (not pictured because I'm standing on it) has no stops other than the one we enter the shaft through at the bottom. Entry Zone: The Courtyard is pretty standard, although there are a couple of dead-end passages for seemingly no reason. Most notably to me, [url=http://i.imgur.com/m0iBDEa.jpg]this building[/url] has loading bays on it dispite this clearly not being a loading zone, and not having any vehicle access. The sign is weird too, since it isn't at an entrance to town, but I'll ignore that since there isn't really anywhere it can go, aside from maybe outside the Decon Chamber. Another issue is that once you pass through the first building, [url=http://i.imgur.com/dL2vVF0.jpg]you end up in a small back yard[/url], and the buildings from the first area have vanished! Power Plant: Alright, well first off, that car is parked in an area where it would be very hard / impossible to park a car (no street access). Also we can obviously see the [url=http://i.imgur.com/79iPpWm.jpg]dead-end at the end of this street[/url]. There's also a catwalk on the yellow building that goes nowhere, perhaps it could extend inside on one end, and attach to the Power Plant on the other? The catwalks also have no fencing, safety hazard! This is just a suggestion, but it might be cool to have a strong HDR effect on that light coming from inside the building, making Grigori appear as a silhouette until he steps onto the platform (this effect my die down quickly afterward, it's only there for dramatic effect). You could also add some embedded bones and (if using EP2 models), charred skeletons to the fire. Lastly, out back there's an [url=http://i.imgur.com/7G3zj9V.jpg]odd ladder system[/url] on the side of the building, perhaps it could be reworked into either a catwalk or a fire escape. Lastly, you could maybe have a suspended coal cart hanging somewhere along one of the wires. [t]http://cloud-2.steampowered.com/ugc/884109618800150699/9F0383371AE2319BA688AC3052BB7F667C777161/[/t] - Power Plant Interior: This building is really inconsistent.. It's a power plant with residential rooms on one floor, and the exterior does not match the interior, [I]and[/I] the exterior front and exterior side are on different levels. So, my suggestions are to alter the interior rooms to be more industrial-like, possibly change their elevation to match the front facade's elevation, and change the interior wall to match the exterior, possibly let us look outside too! Oh, and [url=http://i.imgur.com/m7GKa6P.jpg]change this room[/url] into a control room and have the electric fence be caused by a downed wire over the fence. [t]http://i.imgur.com/WJKYlZl.jpg[/t][t]http://i.imgur.com/RmpsYTB.jpg[/t] How you do these things is up to mapper discretion, although personally I'd consider opening up the wall between the upper rooms and the generator room. As for the power switch, I'd make several of those lever rows (the ones that's 3 levers in a row), all green, with the one you need to disable blinking red (to signify a broken line). The Street: The first thing I notice with the street is that the cart system thing starts at one side, and ends at the other, but they're not actually attached, for whatever reason. Another thing is that the building says "Technics" which translates to "Electronics", which I highly doubt this building sells. That attic also has one entrance, only on the roof, oddly. You could add a locked door to one of the walls, having it open back up to the hallway at the beginning of the level (yes, it's like 2 inches from that hallway). I noticed [url=http://cloud-2.steampowered.com/ugc/884109618801870875/FC8ED80BA8F35AE588E29930714AFCF362DA3BC4/] a strange bug[/url] here with a spear like pattern on the wall and window, it only shows up at the angle pictured. Lastly, you could make white car replaced with a ragdoll car, to it more interesting when the barrels blow and it gets flung across the street. [t]http://i.imgur.com/VKYDXgc.jpg[/t][t]http://i.imgur.com/XaHVUzT.jpg[/t] The Town: The cart system here goes from [url=http://i.imgur.com/6BdE1gl.jpg]inside this building[/url] to a building across the street and stops, and neither end has anywhere for it to go other than back and forth, also note the misplaced nodraw on the platform brush. [url=http://i.imgur.com/HeO63v5.jpgThis building[/url] is really strange looking, I feel the choice of textures is really bad, it could be better. Lastly for this section, [url=http://i.imgur.com/Z0qBm9d.jpg]this hallway[/url] is amazingly bland, so much that it gets a special mention. Rooftops and Factory: For this area, I'd suggest the windows on [url=http://i.imgur.com/kJBakf3.jpg]this building[/url] be transparent at least from the inside, except the ones that are boarded up. The fences [url=http://i.imgur.com/Mt3isyx.jpg]here[/url] and [url=http://i.imgur.com/AeXPvhI.jpg]here[/url] are redundant, since the area behind is already blocked off in a way that makes more sense. On the Factory, [url=http://i.imgur.com/YD15jer.jpg]this elevator[/url] starts at an empty room with no doors, and there are no other stops on the way to the top (which also has no doors except outside). Other gripes include loading bays in an area with very difficult or no truck access, another overhead transport system that goes absolutely nowhere, and more poorly placed fences. Lastly, [url=http://i.imgur.com/tFYSkUE.jpg]this pulley here[/url] makes no logical sense, I'm not sure how to 'fix' this one. [t]http://i.imgur.com/go0dNTV.jpg[/t] Mines: This building has a [url=http://i.imgur.com/1yymVuk.jpg]very obvious headframe[/url] on it, but the [url=http://i.imgur.com/CVbjBga.jpg]interior is closed up[/url]! That roof would need to be open for the headframe to function (see below for what a headframe even is), the building should probably contain a [url=http://farm3.staticflickr.com/2463/3925425666_7ed1533ac9_z.jpg?zz=1]drum hoist[/url] as well, if it's not too much trouble to make one (note the drum hoist would be on the ground on the same side as the slanted supports). Now into the mines; the catwalks don't make a lot of sense, they just start and stop randomly, so there's that. For consistency, [url=http://i.imgur.com/0Y38dDa.jpg]these minecart tracks[/url] should be either replaced with the EP2 model (if you are using those), or just made thinner. Also, the tracks start in the wall and stop in another wall, do something about that too. The [/url=http://i.imgur.com/qdTiHh8.jpg]other mineshafts[/url] should contain tracks, as well. There also are several vertical mineshafts that contain neither a headframe nor an elevator (not even a broken one), which would be impossible to use without those (proven by the fact that you cannot do anything but jump down them). [url=http://i.imgur.com/nssNVXJ.jpg]This track[/url] apparently hovers over the water and is made up metal dispite the rock texture on the topside. And lastly, [url=http://cloud-2.steampowered.com/ugc/486625012262499714/7AE6A0864F351BF569C65255D2A61FE59CB1D8F4/]we have this[/url], apparently dubbed by me "The most illogical scene in HL2" last year. This "minecart" has no wheels, an enclosed top, and is operated by a lever in the middle of the bloody tracks! I need not say more. I personally would like to see the mines expanded a little bit, but this is up to the teammembers. Other General Issues: The crappy skyboxes, which we all know of. Many buildings inexplicably being made of 2 or more materials, mostly in the beginning where we have a couple metal buildings with wooded interiors, or a wood building with a metal second floor, etc. Many many many buildings with inaccessible rooms, hallways with no doors, etc, making the map feel much more linear and artificial, there are far too many of these for me to list, hell, I think every building you enter in the whole damn town counts save for one (the one where fight the first fast zombie, then you head to the roof and get a shotgun)! Lighting should also probably be reworked as well, there are a lot of lighting bugs and oddly placed lights, and I'm sure our guys can improve the mood their own way regardless. Also, it might be a bit of a big suggestion, but maybe consider converting some in-town buildings to coal processing plants or adding one to the skybox somewhere, seems odd to have a town dedicated to mining but not having any obvious processing plant anywhere. Lastly consider adding some of those large wheel props to some of the headframes, just for variety. This is the [url=http://combineoverwiki.net/images/a/a4/D1_trainstation_0500002.jpg]headframe[/url] in HL2 without a wheel, and [url=http://combineoverwiki.net/images/2/22/Demo_quarrytown003.jpg]this is an example[/url] from an old quarrytown map. Also just fyi incase anyone's wondering, a headframe is basically an industrial elevator for moving supplies and materials in and out of a vertical shaft to the mines below.
[QUOTE=Mr. Someguy;40859437] "The most illogical scene in HL2" last year. This "minecart" has no wheels, an enclosed top, and is operated by a lever in the middle of the bloody tracks! I need not say more. [/QUOTE] grigori did that
[QUOTE=NixNax123;40859574]grigori did that[/QUOTE] Grigori built a floating minecart with no top half. I assume he did it with the same magic Eli used to carv out a goddamn fallout shelter next to a civil protection outpost?
[QUOTE=Mr. Someguy;40859594]Grigori built a floating minecart with no top half. I assume he did it with the same magic Eli used to carv out a goddamn fallout shelter next to a civil protection outpost?[/QUOTE] it's not hard to cover the top of a minecart and put one of his spinning blades on it [editline]31st May 2013[/editline] it's still a power station it's next to a fucking dam
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