• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=SpotEnemyBoat;40865167]I just want to see a Half-Life 2 that doesn't have borked shadows with rainbow effects.[/QUOTE] That's a bug? I always thought it was something on my end.
[QUOTE=Chaotic Lord;40865574]That's a bug? I always thought it was something on my end.[/QUOTE] Nah, 2010 update broke the lighting and shadows in a lot of places.
[QUOTE=Chaotic Lord;40865574]That's a bug? I always thought it was something on my end.[/QUOTE] Apparently it's to do with the maps being compiled with vrad on fast Came with the orange box update, along with the stretched to shit skyboxes, broken HDR and Breen becoming tired of standing up
I feel that a lot of the skyboxes in this game is really lacking. When I play this game I don't get the feeling that this is a gigantic world. I feel boxed in. [editline]1st June 2013[/editline] For example when you escape on the rooftops. You can clearly see that there are no more buildings after the first "layer" of buildings.
Wow, you guys pay way too much attention on the game. This mod will sure rock! Every time i see a new image i get even more and more surprised.
Another thing which really takes away immersion is when some maps "overlap" each other. For example after getting the crowbar. If you walk back to the train station and look in, then all the props and so on will be missing as if the place is unused. Thing is, you were just there! And there were things there!
I'm sure that's being solved in this mod. I think they said they were gonna design the area for the first time we see it, then copy + paste it and alter whatever's necessary for the second time we see it. So that way, they'll be as close as possible.
[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] I know you guys are against showing the Citadel so early in the game, even if it's obscured by fuzzy glass (which I think is a good compromise), but I personally really like how this looks. I hope I'm not the only one. [QUOTE=Mr. Someguy;40866852]I'm sure that's being solved in this mod. I think they said they were gonna design the area for the first time we see it, then copy + paste it and alter whatever's necessary for the second time we see it. So that way, they'll be as close as possible.[/QUOTE] Would it be possible to reuse the first map, but spawn in behind Kleiner's lab like the game already does? This way, you wouldn't have to copy-paste much (aside from extending the part that leads to the next chapter over the fence, but you'd still have Sweepy the Vortigaunt doin' his thing), you could areaportal-off most of the trainstation that would be out of the players sight, and could still hear Breen's speech (which would make sense since I'm sure he and the Combine would want to keep up the idea of "everything being fine"). I'm really sorry if I'm starting to clog the thread with requests and ideas. I don't mean to.
[QUOTE=mySvenLabs;40867549]This way, you wouldn't have to copy-paste much (aside from extending the part that leads to the next chapter over the fence, but you'd still have Sweepy the Vortigaunt doin' his thing), you could areaportal-off most of the trainstation that would be out of the players sight, and could still hear Breen's speech (which would make sense since I'm sure he and the Combine would want to keep up the idea of "everything being fine"). [/QUOTE] That's actually how the map was in the leak, it was part of the same map.
I think being able to see the Citadel like that looks incredibly ominous. Like, just looking at that screenshot, it's a lot more foreboding and creepy than the original HL2.
I feel as though the sky and lighting don't really match up, though I'd image that would be changed.
[QUOTE=Tweevle;40864118][t]http://cloud-2.steampowered.com/ugc/577864844167821558/EF58A36C0B3BF6D87F2D9170A2C75D486ECE9694/[/t] [t]http://cloud-2.steampowered.com/ugc/577864844167827556/453EC02A8C893B2419A071FA4156D627F11D3A4E/[/t][/QUOTE] I liked it the other way, it gave a sort of claustrophobic feeling. If you do this, you should change the sky to be clear and bright.
I don't really get a claustrophobic feeling in the first parts of the map to be honest. I feel that it's a linear map which I have to follow.
[QUOTE=Mr. Someguy;40868073]I liked it the other way, it gave a sort of claustrophobic feeling. If you do this, you should change the sky to be clear and bright.[/QUOTE] Original HL2 was never claustrophobic.
[QUOTE=lintz;40868117]Original HL2 was never claustrophobic.[/QUOTE] Maybe that wasn't the right word. It made you feel confined, you couldn't see the world around you, all you knew of the world for the first couple maps was the trainstation. Getting to the Plaza is supposed to be the 'reveal', the first time you see the outside world.
I felt confined through out pretty much the entire game. Not a good feeling, hard to get immersed.
[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 need to add more buildings around it, and you need some env_lightglow so it looks proper and still has the white effect. Even some fake volumetric brushes.
[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] I just noticed how short those passenger cars are. They look a bit out of place in that new realistically sized station.
Maybe try making the glass even less transparent?
[QUOTE=Butthurter;40870191]just turn off the hdr then[/QUOTE] What does this have to do with anything?
[QUOTE=Lerlth;40862084]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] This is basically what Portal did, but the problem is that much of HL2's windows are "nonstandard" sized (not always certain dimensions) so we'd end up with a lot of inconsistencies of windows that have cool refraction effects, and ones that don't. It would be possible to update the glass and glass-breaking texture to have a refraction option though.
[QUOTE=PredGD;40865979]I feel that a lot of the skyboxes in this game is really lacking. When I play this game I don't get the feeling that this is a gigantic world. I feel boxed in. [editline]1st June 2013[/editline] For example when you escape on the rooftops. You can clearly see that there are no more buildings after the first "layer" of buildings.[/QUOTE] i find this image relevant since with appropiate textures and good use of lighting makes a big difference in giving the illusion of scale of the map [T]http://media.moddb.com/images/mods/1/12/11987/ss_xray-sdk_03-28-11_19-51-43_la02_new_york.jpg[/T]
[QUOTE=Yourself;40870719]i find this image relevant since with appropiate textures and good use of lighting makes a big difference in giving the illusion of scale of the map [T]http://media.moddb.com/images/mods/1/12/11987/ss_xray-sdk_03-28-11_19-51-43_la02_new_york.jpg[/T][/QUOTE] Not pictured below?
lol I actually go to school in Philly *depicted above* That was weird.
Alrighty then, my apologies for the delay, there was quite a bit of ground to cover. I'm posting this slightly hungover, so no promises I'll cover everything. I've focused on the station plaza and rooftops, as these areas get revisited and inconsistencies are a bit more obvious. Hopefully these images are reasonably easy to look at. [t]http://filesmelt.com/dl/1plaza.png[/t] [t]http://filesmelt.com/dl/1plazahotel.png[/t] [t]http://filesmelt.com/dl/1plazastation.png[/t] Some of these changes could be explained in-universe (as the walls move power lines get taken down) but most of it looks like oversights. Also, inside the trainstation there's a clock hanging on the glass. Not impossible, but not a very practical choice. [t]http://filesmelt.com/dl/2courtyard1.png[/t] [t]http://filesmelt.com/dl/2courtyard2.png[/t] [t]http://filesmelt.com/dl/2courtyardbuilding.png[/t] The courtyard is actually the most consistent area, almost everything down to the swings, dumpster and plant life is identical. The only omission is a drain pipe on the building the player enters. However, the south stairwell of the building overlaps the alley where the metrocops are detaining the citizens. In the stairwell there is a window; outside there isn't one. As has been previously mentioned, there are no exits for either elevators beyond the ground floor, and in fact the stair case would cover any exit unless the elevator rotated 90 degrees. [t]http://filesmelt.com/dl/3roofshot11.png[/t] [t]http://filesmelt.com/dl/3roofshot12.png[/t] [t]http://filesmelt.com/dl/3roofshot21.png[/t] [t]http://filesmelt.com/dl/3roofshot22.png[/t] [t]http://filesmelt.com/dl/3roofshot31.png[/t] The rooftops are also reasonably consistent. A lot of stuff (chimneys and so forth) have been removed, mostly I'd guess for optimisation, and the player wouldn't ordinarily see them anyway. The stone steps leading into some buildings have gone for whatever reason, looks like they were broken off. What with the encroaching walls, should the buildings have boarded windows and other signs of abandonment? The missing shop window in the first run is the biggest omission. It's also a bit strange that there's a force field in the shop, obviously to allow the soldiers through and stop the player, but I'd have thought the same thing could be achieved by having the ruined APC block the entrance. Also in regards to the APC, there's nowhere for it come from. The best option would be for the wall to briefly raise. Thinking back to the Dog vs APC fight, there's a substantial amount of combine hardware (APC, soldiers, dropships) and I think Gordon inadvertently fended off a major attack on Kleiner's lab. There's damage to the lab, most of his equipment is shut down, he's got a shotgun ready and appears terrified, and the original entrance you use has been barricaded. Could this section be expanded to include a much larger fight against several squads of combine? [t]http://filesmelt.com/dl/d3_c17_020028.png[/t] The room Gordon enters has no doors, it's completely inaccessible unless the wall gets knocked down. Instead, could the combine wall be moved back slightly, so that the front door to the apartment block is accessible? A neat little expansion could be to have Gordon go back through the building first, rather than just proceed straight to the courtyard. Right, that's a start, shall I do the rest of the game?
has anyone tried to import the models and textures for the Black Mesa Anti Mass Spectrometer into the hl2 intro? because I'm currently trying to give it a shot but I won't keep going if someone has already started as well
[QUOTE=Sir Max;40875913]has anyone tried to import the models and textures for the Black Mesa Anti Mass Spectrometer into the hl2 intro? because I'm currently trying to give it a shot but I won't keep going if someone has already started as well[/QUOTE] I believe this has been addressed, we will not use the Black Mesa assets.
[QUOTE=SFC003;40876141]I believe this has been addressed, we will not use the Black Mesa assets.[/QUOTE] We never said we wouldn't, but for something like the Anti Mass Spectrometer or the test chamber I think I'd rather have our own model made of it.
Well darn. Now I want to make a vector-diagram of the Anti-mass spectrometer, but it's 5:30am :v:. Would anyone benefit from one? Or a diagram of anything else for that matter?
Should you really put a lot of effort into a model that is only seen for a few seconds in the background?
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