• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
The only thing really bothering me about the grav gun that I know anything about to adequately explain is the duct tape. Right now it looks like someone chewed a whole pack a gum or putty and stuck it on there, as opposed to tape. I think it's too wrinkly. That's not to say it should be perfectly smooth, but I feel there's too many. Also, I think it'd look good if the tape texture extended onto the "base" of the gun. So there's my $0.02. Also, not a criticism, but it looks weird sitting on a pedestal with the vanilla HL2 brick texture :v:.
OK, let's begin with my list, on models that should be improved/optimized/whatever (starting without directories, then directories in Alphabetic order): [B][U]NPCs[/U][/B] [B]Dr. Breen[/B] - The model "breen_monitor has a problem with "sitpose", according to the Developer Console. Why is that? [B]G-Man[/B] - Why two seperate models? Just make gman_high replace gman.mdl because it's more detailed. (I promise he won't lose his No-Briefcase version) [B]Civil Protection Unit[/B] - Cheaple & Non-Cheaple, Cheaple is a little low-poly version (used in d1_trainstation_05, A Red Letter Day?) [B]Citizens/Resistance[/B] - All of them have different models but also different skin colors, bodygroups would be enough here (They have different hair colors and styles, that's all I can make out because they're not like [URL="http://www.valvesoftware.com/publications/2010/GDC10_ShaderTechniquesL4D2.pdf"]L4D1's Common Infected (see page 11!)[/URL], misaligned textures on ponytails won't work at all.) [B]Combine Soldiers[/B] - Seperate models for Regular, and Prison Guards (both have Shotgunner versions. What should be done with the Combine Elite/Super Soldier? A bodygroup?) [B]Lamarr[/B] - Lamarr is basically a Headcrab without teeth. Bodygroup, if you please. [B]Rollermine[/B] - That's great, two seperate models for spikes and no spikes. Also, don't forget skingroups for reprogrammed and exploding versions. (HL2: EP1) [B]Combine Helicopter[/B] - Bombs in pre-EP2 are made of wood (O...K? Bombs made of wood? Not very effective.) [B][U]Items & Props[/U][/B] [B]Box of Sniper Rounds[/B] are unused and obsolete, the Sniper Rifle was cut and so will the remains of its ammo. [U]props_c17[/U] [B]Street signs[/B] in [B]props_c17[/B]; (001c to 004f are round, while 005b to 005d are triangle-shaped, should be skingroups) [U]props_junk[/U] Cardboard boxes 001a and 002a (and "gibs") look same in shape, skingroups? Also, the wooden crates can change the skingroup of the gibs in case the original, breakable used an alternate texture. Amongst the [B]composite garbage[/B], there's a coffee cup (inspired sHibaN to make Combine Coffee?) [U]props_combine[/U] Combine barricades med03a, med04a and 04b have leftover .dx7_2bone.vtx files, these are used with .dx80.vtx files for model version 37 (HL2 Beta leftover) [U]props_lab[/U] Kleiner's binders use seperate models for different colours & w/ labels, skingroups will do perfectly here since the textures are all packed up in [B]lab_objects03[/B]. [B]Harddrive01[/B] is [B]Harddrive02[/B] without the case cover, I'm fine with bodygroups on this one. Two versions of Lamarr's kennel (static & physics), I wonder what can be done here? [U]props_rooftop[/U] What do you think should be done with the Parliament dome? I see exterior and interior versions [U]props_vehicles[/U] The many cars could use nice amounts of work, merging static & physics together and even colouring the cars in a [URL="http://left4dead.wikia.com/wiki/Developer_Commentary_(Left_4_Dead)#World_Models"]complicated, but practical way[/URL], see Tristan Reidford. (Perhaps this'll add replayability, too? NOTE: Starting color [I]has[/I] to be white and include the VMT string [URL="https://developer.valvesoftware.com/wiki/$blendtintbybasealpha"]$blendtintbybasealpha 1[/URL]!) [U]props_wasteland[/U] These [B]Controlroom monitors[/B] don't look different, "controlroom_monitor001b" is no-monitor-at-all The [B]Dock Planks[/B] are both breakable and don't look different from each other, even the physics model doesn't look too different. (Bodygroup? I accept either a Yes or No) [B]The Prison Archgates[/B] have three variations (two being 002a and 002c respectively), the two in brackets don't look any different to me. [B]The Prison Gates[/B] also have variations (but only three), 001c isn't different from 001a to me either The neat little [B]Padlock[/B] could use a seperate bone for it's metal grate-thingy. (Ragdolled, do some padlocks really have the metal lock get loose if enough damage is dealt?) [B][U]Weapons[/U][/B] Since you're gonna merge the view and worldmodels, will the viewmodel hands and weapon models be seperate like in TF2? Don't forget to improve the hand viewmodel so it's compatible with other viewmodel arms (someone planned this for GMOD 13, good for custom playermodels) Plus, I've noticed that a few of the viewmodels have "_dx7" (as if they originally had fallbacks). crowbar_dx7 and shotgun_dx7 are Beta models, and lack textures. The Gravity Guns have seperate viewmodels, how do I make a Mega Physcannon as a skingroup instead of needing a seperate viewmodel? [B]END[/B] Now, here's things the Community on Gamebanana fixed themselves, I hope you agree with the bullet ejection for the Pistol On HL2BANANA, some people made misc. fixes (or improvements), which I think'll be based on: [URL="http://hl2.gamebanana.com/textures/3603"]Fix for skybox scaling issues from 2010 update[/URL] [URL="http://hl2.gamebanana.com/sounds/16482"]Not exactly what's included, but I hope you make sound play with the viewmodel animations[/URL] [URL="http://hl2.gamebanana.com/skins/22610"]Re-added bullet ejection from E3[/URL] [URL="http://hl2.gamebanana.com/skins/39546"]Antlion Guard idle & sound fix[/URL] [URL="http://hl2.gamebanana.com/skins/39555"]Same deal, but for the propeller traps not making sounds[/URL] [URL="http://hl2.gamebanana.com/skins/41298"]Combine Thumpers on the way to Nova Prospekt don't glow[/URL] [URL="http://hl2.gamebanana.com/skins/41370"]Improved channels for self-illumination[/URL] [URL="http://hl2.gamebanana.com/skins/39338"]Combine Wall sound not synchronizing with crashing down[/URL]
the cheaple models are for models that are really far away.
[QUOTE=Chaotic Lord;40408118]The only thing really bothering me about the grav gun is the duct tape.[/QUOTE] The entire side parts of the gravity gun seem off to me. If it were to be REALLY perfect, the handle would have to look like in picture 1, the "casserole" body would have to look like in picture 2 and the duct tape like in the original, picture 3. Everything else is good as it is. [IMG]http://filesmelt.com/dl/the_perfect_gravity_gun.jpg[/IMG] [QUOTE=Fat-Corgi-Guy;40409361]Duct tape is an easy fix on the texture. One thing I want to know though, why are all these critiques for the grav gun model coming out now, after it's already been UV'd and gone into the texturing faze? Why weren't these brought up back when the model was being worked on?[/QUOTE] Because it was presented in as heavy work in progress which was subject to change. I brought up the same thing back in february, to which 19 people agreed. I'm pointing out these things is because the gravity gun is as iconic for half-life 2 as the crowbar is for half-life. Things like these need to look exceptionally right! [QUOTE=xalener;40409821]the part you're complaining about is a part we NEVER see.[/QUOTE] Oh really? It's straight up in your face all the time, even more noticeable when you're looking up. [img_thumb]http://filesmelt.com/dl/2013-04-25_00004.jpg[/img_thumb] [img_thumb]http://filesmelt.com/dl/2013-04-25_00002.jpg[/img_thumb] [img_thumb]http://filesmelt.com/dl/2013-04-25_00003.jpg[/img_thumb]
Duct tape is an easy fix on the texture. One thing I want to know though, why are all these critiques for the grav gun model coming out now, after it's already been UV'd and gone into the texturing faze? Why weren't these brought up back when the model was being worked on?
I don't frequent this thread or I'd have started bitching about the gravity gun then and there. It's very important to get the gravity gun just right, as it's pretty much in your face throughout the entire game.
[QUOTE=NeoDement;40409403]I don't frequent this thread [/QUOTE] Obviously not or you'd actually see the counterargument and be able to address it. Instead, you're just saying "It's wrong fix it" when it's actually how it was supposed to be in the first place. Plus the part you're complaining about is a part we NEVER see. Well, we see it once, for about 5 seconds. In the original, those are probably the ugliest 5 seconds in the game.
Quickly looking through the images of each thread, (so it's entirely possible I missed it), we haven't seen the GGun since V2 before Zero Hour started Working on it. [IMG_thumb]http://img197.imageshack.us/img197/8639/gravyguncompiled.jpg[/IMG_thumb] (from thread V2) [IMG_thumb]http://i38.tinypic.com/9fv3wk.jpg[/IMG_thumb] (Current thread) I think the tape looks better in the first one. I think it has to do with the "shinyness" of it. The first one just looks more like duct tape. Did anything change as far as texturing goes for that bit or is it just to do with lighting? If that bit of the texture changed, it seems like a simple enough fix, though I know next to nothing about texturing and shaders and whatnot.
[QUOTE=Chaotic Lord;40409986]Quickly looking through the images of each thread, (so it's entirely possible I missed it), we haven't seen the GGun since V2 before Zero Hour started Working on it. [IMG_thumb]http://img197.imageshack.us/img197/8639/gravyguncompiled.jpg[/IMG_thumb] (from thread V2) [IMG_thumb]http://i38.tinypic.com/9fv3wk.jpg[/IMG_thumb] (Current thread) I think the tape looks better in the first one. I think it has to do with the "shinyness" of it. The first one just looks more like duct tape. Did anything change as far as texturing goes for that bit or is it just to do with lighting? If so, it seems like a simple enough fix, though I know next to nothing about texturing and shaders and whatnot.[/QUOTE] The texture for the tape didn't change (maybe it did when Zero Hour had a go at it) but I think mainly it needs a good phong exponent texture to alter the highlight. Right now it looks like it's spread wide in that area.
Hey, not posted here before, but this project looks like so much fun I simply had to contribute! I think in one of the previous threads people were talking about making the maps more consistent. I'm not sure if anyone noticed that these streets in HL2 and Ep1 look like they're supposed to be the same one (notice the buildings and trees on either side): [IMG]http://img75.imageshack.us/img75/1736/d3c170400000th.jpg[/IMG] [IMG]http://wakeupandsmelltheashes.files.wordpress.com/2010/03/half-life-episode-1.jpg[/IMG] The Ep1 one has been changed somewhat and it looks like the Citadel is in opposite directions, but they do seem too similar to be completely different streets. Any chance of making this more consistent in the mod? BTW, the maps are d3_c17_04 and ep1_c17_02b, in case you can't tell.
[QUOTE=Tweevle;40410343] BTW, the maps are d3_c17_04 and ep1_c17_02b, in case you can't tell.[/QUOTE] Thanks, it's little details like this that will make this mod perfect.
Or it could be valve was lazy in making episode 1... There's all kinds of crap in it. but yeah, we'll look into it.
I agree that you should look into it before going for it. While I always had a very strong sense of familiarity on that street, there were just as many differences as there were similarities. It wasn't enough to convince me it was supposed to be the same street, just a street that's very similar. Looking at them side-by-side is another story though, it's interesting. If the dev team does conclude that it's the same street, then you should consider using the EP1 version. Not only is it the latest, but it looks to be an 'expanded' version, note the buildings in the first screenshot appear present, but further away in the second, with new buildings between them. I myself will probably look into it, since I wrote it off as a coincidence last time, but seeing them side-by-side makes me wonder. I was going to argue that the city as a whole should be expanded a map or two since to me it seemed like you got to the citadel surprisingly quickly, the city didn't seem all that big. There's a lot of things I think could have been done with the end, but I feel they started rushing a bit because the release day was quickly coming close.
We should make a mini version of the city to map things out like Valve did as shown in the WC Map Pack. :v:
[QUOTE=Snood_1990;40411552]We should make a mini version of the city to map things out like Valve did as shown in the WC Map Pack. :v:[/QUOTE] They did that? Shit I need to see that, where is it? There's like a thousand folders and files in there!
[QUOTE=Mr. Someguy;40411397]Not only is it the latest, but it looks to be an 'expanded' version, note the buildings in the first screenshot appear present, but further away in the second, with new buildings between them.[/QUOTE] Yes, it looks like the buildings were shifted along a little way to make space for the hospital. Otherwise it's pretty much the same, aside from different in textures (which happens between maps in HL2, let alone between episodes), and some reworking of the roofs to allow the soldiers to rappel. And yeah, it does seem like they were rushing a bit towards the end - the later maps have lots of blocky rooms that don't seem to have any particular purpose. I'd love to see these spruced up. The burning house with the soldiers fighting zombies would look brilliant if it was in a similar style to the hotel in L4D2.
[QUOTE=Tweevle;40411720]they were rushing[/QUOTE] Never thought I'd ever hear someone say Valve did something too [I]fast[/I] :v:
Perhaps you guys should map out the visited parts of C17, then overlay Ep1 maps to see where they would geographically overlap using the Ep1 street as a reference to the rest of Ep1. That might be too much though, you'll probably find that they are totally inconsistent past that one street.
[QUOTE=Cows Rule;40413460]Perhaps you guys should map out the visited parts of C17, then overlay Ep1 maps to see where they would geographically overlap using the Ep1 street as a reference to the rest of Ep1. That might be too much though, you'll probably find that they are totally inconsistent past that one street.[/QUOTE] Even HL2 is inconsistent as all hell. It's not immediately noticeable, but it's most noticeable in Nova Prospekt and the Citadel. In Nova Prospekt, even though we enter the Depot area, the Teleporter isn't with the rest of the Depot at all, in fact the Teleporter is over the beach we cross on our way in. And the Citadel, the base is extremely small, yet the maps end-to-end are as long as the City 17 war maps.
Im going to redo the section of the model that is supposed to be duct tape, have no fear it will look alot better when im done.
All this talk of gravity guns got me curious as to what you're planning for the lightning effect in it. Are you going to go with something similar to the beautiful portal 2 setup for the electricity, using multiple particle systems emitted from each prong, or are you just staying with the stock one? If you're remaking the effects, are things like little ambient effects on the viewmodels a possibility? Little bolts of electricity jump out of the orange part of the gravity gun every so often or something. I don't think anyone ever really done anything to the gravity gun effect.
[QUOTE=Chaofanatic;40414754]All this talk of gravity guns got me curious as to what you're planning for the lightning effect in it. Are you going to go with something similar to the beautiful portal 2 setup for the electricity, using multiple particle systems emitted from each prong, or are you just staying with the stock one? If you're remaking the effects, are things like little ambient effects on the viewmodels a possibility? Little bolts of electricity jump out of the orange part of the gravity gun every so often or something. I don't think anyone ever really done anything to the gravity gun effect.[/QUOTE] Grav gun is deffo gonna get new effects. I've been having fun thinking of what I'm gonna do with it.
You should totally make it glow orange with dynamic lighting.
[QUOTE=Mr. Someguy;40415009]You should totally make it glow orange with dynamic lighting.[/QUOTE] that would be awesome, being able to walk up to an NPC and the orange glow gets casted onto them, same with walls, etc.
[QUOTE=endorphinsam;40415208]that would be awesome, being able to walk up to an NPC and the orange glow gets casted onto them, same with walls, etc.[/QUOTE] Sounds cool and all, but the Dlights in source can make some pretty ugly artifacts. Also, for the Gravity Gun texture, remember that the original one has "leaks" where light pours out of cracks, that needs to be included in our texture.
[QUOTE=Zero Hour;40397896][IMG]http://i38.tinypic.com/9fv3wk.jpg[/IMG][/QUOTE] You need to fill in the orange bars a bit, it looks really empty and hollow when you can see the brown metal through it, though that might be fixed through the texturing
I have a whole bunch of suggestions/corrections/whatever. [QUOTE=BenjaminTennison;40408575] [B]Lamarr[/B] - Lamarr is basically a Headcrab without teeth. Bodygroup, if you please. [B]I guess separate skin without dirt and blood wouldn't hurt.[/B] [B]Rollermine[/B] - That's great, two seperate models for spikes and no spikes. Also, don't forget skingroups for reprogrammed and exploding versions. (HL2: EP1) [B]Wasn't this due to lazy/buggy coding that couldn't effectively switch two physical models while keeping same model? If that can be fixed code-wise, then I guess the model could use some sort of spike extending/retracting animation.[/B] [B]Combine Helicopter[/B] - Bombs in pre-EP2 are made of wood (O...K? Bombs made of wood? Not very effective.) [B]Wasn't that a hack to make mines float in water? Also, you coldn't see this in original game due to mines exploding when shot. I do believe Valve had a floating metal material somewhere, which could be used with ep2 bombs.[/B] [B]Box of Sniper Rounds[/B] are unused and obsolete, the Sniper Rifle was cut and so will the remains of its ammo. [B]Eh? Not sure with this whole steampipe deal, but if you use HL2 content, you will use it entirely, leaving no way to not load certain parts of it. I still fail to see the problem with sniper ammo.[/B] Two versions of Lamarr's kennel (static & physics), I wonder what can be done here? [B]Compile one dynamic/physic model, and change prop_static to prop_dynamic?[/B] [U]props_vehicles[/U] The many cars could use nice amounts of work, merging static & physics together. [B]Wait a minute. Static models can't have prop_data(required by ragdoll/physics models), can they? Having a ragdoll model instead of static is a waste of resources. This time it is probably more efficient to have 2 models, just like Valve do.[/B] The Gravity Guns have seperate viewmodels, how do I make a Mega Physcannon as a skingroup instead of needing a seperate viewmodel? [B]Separate model sounds, effects and animations. Merging them in one and changing the physcannon code would probably save space, but hey, I don't think the size of this mod would even change noticeably from this gain.[/B] [/QUOTE] [QUOTE=Mr. Someguy;40411698]They did that? Shit I need to see that, where is it? There's like a thousand folders and files in there![/QUOTE] I second this. I looked through half of WC mappack and never found anything like that.
There actually is such a map, in "c17/proto_c17map.vmf"
Alright, here I darkened the orange of the glow effect and I made the tape more tape like. Better? [IMG]http://i36.tinypic.com/1zokmrk.jpg[/IMG]
Maybe I missed a post or two but are you going for darker look of the gravity gun? I just want to say I don't like that at all. Also I think the texture of the gravity gun makes it look too new, I think it should be less shiny and have that worn-out look. So you know it was made by rebels with limited supplies.
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