• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
Don't forget to raise the lightmap scales in the maps, you can afford it since almost everyone has around 1GB of VRAM minimum nowadays
[QUOTE=NixNax123;40859601]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[/QUOTE] A power station in a mountain with blast doors and decontamination chambers.
[QUOTE=Tweevle;40858025]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] Shouldn't be too hard to make the buildings block it out. Or just not have it in the skybox since you don't see it till the second map. [QUOTE=MaxOfS2D;40859941]Don't forget to raise the lightmap scales in the maps, you can afford it since almost everyone has around 1GB of VRAM minimum nowadays[/QUOTE] You mean lower the scale so there are more texel squares? In many cases that doesn't help at all, makes the shadows blocky. 16 is a good even ground for Source, being the default.
[QUOTE=Mr. Someguy;40859437]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]![/QUOTE] Fixed incorrect image and broken image in my post, sorry about that.
[QUOTE=Tweevle;40858025]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] While I agree that it sort of takes away from the "reveal" of the Citadel, you have to admit that it makes no sense how it just appears out of nowhere.
[QUOTE=mySvenLabs;40860787]While I agree that it sort of takes away from the "reveal" of the Citadel, you have to admit that it makes no sense how it just appears out of nowhere.[/QUOTE] It doesn't appear out of nowhere, it's just hidden from the player until he leaves the train station.
[QUOTE=Mr. Someguy;40860836]It doesn't appear out of nowhere, it's just hidden from the player until he leaves the train station.[/QUOTE] Before we get too much further into this, can you even be at an angle inside of the train to see the area where the Citadel should be located (if not in retail, how about now since the train ride was extended slightly)? If not I guess this discussion is pretty pointless, and I can understand why Valve didn't have it in the first place. (The following is semi-related.) Speaking of the Citadel, is there any reason why we can't see it in the skyboxes of the Route Canal, Ravenholm, and Nova Prospekt chapters? I might be overestimating the height of it, so correct me if I'm wrong, but it *is* reaaaaaaaaally tall.
[QUOTE=mySvenLabs;40860960]Before we get too much further into this, can you even be at an angle inside of the train to see the area where the Citadel should be located (if not in retail, how about now since the train ride was extended slightly)? If not I guess this discussion is pretty pointless, and I can understand why Valve didn't have it in the first place. (The following is semi-related.) Speaking of the Citadel, is there any reason why we can't see it in the skyboxes of the Route Canal, Ravenholm, and Nova Prospekt chapters? I might be overestimating the height of it, so correct me if I'm wrong, but it *is* reaaaaaaaaally tall.[/QUOTE] Nova Prospekt would be too far away to see the Citadel I would think. In-game it's not [I]very[/I] far, but canon-wise it's far enough that they use trains to go back and forth.
Yeah, if possible it would nice to see the citadel for a bit longer during Water Hazard. The last time you can see it is in d1_canals_07, and even then it's still in a pretty good view. I'd prefer it to only disappear completely during the last couple of WH maps.
What about having the glass like G-String? [url]http://www.moddb.com/mods/g-string/images/fake-dmm#imagebox[/url] [thumb]http://media.moddb.com/images/mods/1/19/18374/fakeglass.jpg[/thumb] But not so dramatic.
[QUOTE=Mr. Someguy;40859437] Also, the tracks start in the wall and stop in another wall, do something about that too.[/QUOTE] This would be pretty easy to fix, throw the start of a tunnel in, but caved in after a few meters, stick a skeleton arm out the side and bam, you've fixed the tracks and added instant creepy atmosphere [editline]1st June 2013[/editline] Perhaps also a few rock filled minecarts blocking off the other tunnel
[QUOTE=Armageddon104;40857685] [thumb]http://media.moddb.com/images/mods/1/16/15390/cm_11_45.jpg[/thumb] [/QUOTE] The one thing this mod definitely cant do is human bodies. Or clothes. I mean just what the fuck
Or faces. FF's proportions are all wacky when it comes to people.
[QUOTE=Mr. Someguy;40862744]Or faces. FF's proportions are all wacky when it comes to people.[/QUOTE] [IMG]http://img66.imageshack.us/img66/9779/840271fz9.jpg[/IMG]
[QUOTE=Ol' Pie;40862759][IMG]http://img66.imageshack.us/img66/9779/840271fz9.jpg[/IMG][/QUOTE] Looks like he downscaled their chromosomes too.
[QUOTE=Zelpa;40863113]Looks like he downscaled their chromosomes too.[/QUOTE] Seems to me more like he added a few for extra cinematicness
It'd be nice idea if the glass effects were improved somehow, there's no visible glass in Alien Swarm, so I'm not sure if it's like Portal 2's or not. Portal 2 easily has the best glass effect of any Valve game. If you could mimic something like that.
[QUOTE=mySvenLabs;40860960]Before we get too much further into this, can you even be at an angle inside of the train to see the area where the Citadel should be located (if not in retail, how about now since the train ride was extended slightly)? If not I guess this discussion is pretty pointless, and I can understand why Valve didn't have it in the first place. [/QUOTE] You can't see it from the train because of the roof, but you can easily see it through the skylights if they're clear. [t]http://cloud-2.steampowered.com/ugc/577864844167821558/EF58A36C0B3BF6D87F2D9170A2C75D486ECE9694/[/t] [t]http://cloud-2.steampowered.com/ugc/577864844167827556/453EC02A8C893B2419A071FA4156D627F11D3A4E/[/t] A refract shader like the Portal games use might indeed work, though. You'd still see it but it'd be fuzzy and indistinct.
[QUOTE=Tweevle;40864118]You can't see it from the train because of the roof, but you can easily see it through the skylights if they're clear. [t]http://cloud-2.steampowered.com/ugc/577864844167821558/EF58A36C0B3BF6D87F2D9170A2C75D486ECE9694/[/t] [t]http://cloud-2.steampowered.com/ugc/577864844167827556/453EC02A8C893B2419A071FA4156D627F11D3A4E/[/t] A refract shader like the Portal games use might indeed work, though. You'd still see it but it'd be fuzzy and indistinct.[/QUOTE] You could add a bunch of grit to the window texture so that you can't see out, but light still comes in. Plus it gives a good chance to show off some god rays
[QUOTE=Ol' Pie;40862759][IMG]http://img66.imageshack.us/img66/9779/840271fz9.jpg[/IMG][/QUOTE] Eli's squint. Can't unsee. :v:
[QUOTE=DatWut?;40864417]Eli's squint. Can't unsee. :v:[/QUOTE] Their eyes that point in 2 different directions are what I can't unsee. Also the fact that Alyx and Eli look nothing like Alyx and Eli...
[QUOTE=Fat-Corgi-Guy;40864433]Their eyes that point in 2 different directions are what I can't unsee. Also the fact that Alyx and Eli look nothing like Alyx and Eli...[/QUOTE] Eli looks SOMEWHAT like Eli. I mean, he still has his vest, the short grey hair and is still black.
seeing the citadel right off the bat off the train feels really oppressive, it's quite nice. Also when picking fault with maps, do remember that HL2 was made in 2004 so lots of things such as half of Ravenholm vanishing is to do with optimisation.
[QUOTE=DatWut?;40864453]Eli looks SOMEWHAT like Eli. I mean, he still has his vest, the short grey hair and is still black.[/QUOTE] [IMG]http://i.imgur.com/3LSyBbi.png[/IMG]
[QUOTE=Ereunity;40864498]seeing the citadel right off the bat off the train feels really oppressive, it's quite nice. Also when picking fault with maps, do remember that HL2 was made in 2004 so lots of things such as half of Ravenholm vanishing is to do with optimisation.[/QUOTE] I think it's better saved for the courtyard scene, you get thrown into this huge courtyard, straight in front of this impossibly tall structure, [url=http://www.youtube.com/watch?v=HkUNZHMjZyo]With this real looming, oppressive soundtrack playing[/url]
[QUOTE=Ereunity;40864498]seeing the citadel right off the bat off the train feels really oppressive, it's quite nice. Also when picking fault with maps, do remember that HL2 was made in 2004 so lots of things such as half of Ravenholm vanishing is to do with optimisation.[/QUOTE] Half of Ravenholm vanishing has something to do with cutting shit that won't work or you don't have time for. Also Ravenholm has some of the worst mapping I've seen in a long time. How the fuck did I remember it looking way better.
brb replaying half life 2
I just want to see a Half-Life 2 that doesn't have borked shadows with rainbow effects.
[QUOTE=SpotEnemyBoat;40865167]I just want to see a Half-Life 2 that doesn't have borked shadows with rainbow effects.[/QUOTE] Those bother me so much, I think I'd rather play HL2 on fullbright :v:
I don't remember exactly who was interested in animations for this mod; [URL="https://code.google.com/p/gmod-animations/"]I put the Gmod animation sources up on a Google Code SVN today[/URL]
Sorry, you need to Log In to post a reply to this thread.