[QUOTE=Mr. Someguy;40956493]Max Payne 3 was an amazing game, I don't even care that it departed from it's old style, it was great. It did [I]not[/I] get the recognition it deserved.[/QUOTE]
I hated it before I played it.
Then I fucking loved it.
also fucking glue oh god why jesus christ fuck
[QUOTE=Bloodshot12;40957456]I'm curious, is there any way to stiffen the ragdolls a bit so they don't collapse so easily? I always felt whenever people died in HL2 they look like they suddenly lost their bones if you killed them with say, the pistol and they weren't moving.[/QUOTE]
I think the push scale needs to get put up a bit
It's really unsatisfying to see people just slump down when you shoot them
I like how smod had different ragdoll modes, low power, high power, and cinematic
Cinematic made pistols shove people over, shotguns sent them flying, and they'd automatically fall towards ledges and staircases :v:
[QUOTE=kaze4159;40957512]I think the push scale needs to get put up a bit
It's really unsatisfying to see people just slump down when you shoot them
I like how smod had different ragdoll modes, low power, high power, and cinematic
Cinematic made pistols shove people over, shotguns sent them flying, and they'd automatically fall towards ledges and staircases :v:[/QUOTE]
playing with the clown setting or whatever it was called was the best, people flying and bouncing everywhere
I remember in MI there was one map with several ledges with metrocops on them - they were scripted to fall towards the ledge and into the pit below upon death.
That part was from the e3 presentation. The area is still used in retail with ragdoll magnets.
Where?
[QUOTE=Cows Rule;40965626]Where?[/QUOTE]
The chapter before the Citadel I believe.
What part are we talking about? There are lots of areas with ledges.
[QUOTE=Tuskin;40966190]The chapter before the Citadel I believe.[/QUOTE]
Follow Freeman. I remember a clip showing off the IRifle with that part.
[QUOTE=chipsnapper2;40966819]Follow Freeman. I remember a clip showing off the IRifle with that part.[/QUOTE]
Oh that part, yeah that's in retail. It's actually Anticitizen One, Follow Freeman is where you hook up with Barney and stormed the Nexus. And in Retail, there's only 2 Combine Soldiers in there, standing on the ledge above you, neither of them have ever fallen into the pit for me though.
Isn't the same system used for the combine snipers in the windows? Or was it always the grenade that pushed them out?
I can't be sure but I would assume it's not just the grenade, well at least going by playing other mods (and Black Mesa) with how they fall out of a window from a nade maybe 1/10th of the time.
[QUOTE=MagicSwap;40967514]Isn't the same system used for the combine snipers in the windows? Or was it always the grenade that pushed them out?[/QUOTE]
Different system. Combine Snipers are programmed only die to explosions (even if they just get caught at the very edge of it), and when they do die, they always lunge forward regardless of where the explosion was. They do the same thing in Black Mesa, only in Black Mesa their hiding spots are usually too concealed for the ragdoll to fall out naturally. In HL2 they're pretty much always placed so that they WILL fall out of the window, for example, the buildings in Follow Freeman have window frames, but the frames are hollow and the Sniper is practically standing on the ledge.
[QUOTE=Hogie bear;40949976]they cant even be called facial animation in a way. They are just recordings of peoples faces projected onto models.[/QUOTE]
Uh, yes, they're animation
It's not just a video projected on the model, there's vertex data to accompany it, the face actually does deform along with the video
[editline]10th June 2013[/editline]
Valve's facial animation system in HL2 is good, except the models themselves suffer from a problem of being not very expressive (the flex scales not far enough)
The HWM system they got going on with TF2 and anything afterwards however is absolutely excellent. It was designed by Bay Raitt (creator of SFM, dude who also made the gollum face in LOTR movies) — it's so mindblowingly stupid that they never even bothered to document it or release anything about how it works; it's only recently that modelers have figured out how it works by [I]reverse-engineering the format[/I]. It's actually super easy to set up, it has a simple yet powerful facial rules system, and Valve's dmxedit tool can even do half the work for you if you set your input properly.
But no, they never released an ounce of information on the subject. While they were licensing out Source, too. Fucking stupid.
[QUOTE=MaxOfS2D;40968154]The HWM system they got going on with TF2 and anything afterwards however is absolutely excellent...[/QUOTE]
So the HWM system capabilities are included in SFM, and I'm guessing they accessible via the animation editors? But in order to use it properly you have to build models with HWM support, and that was what Valve hadn't bothered to share...
Am I understanding this correctly?
HWM is Source 2007 and up. It's not anything specific to SFM, it plugs into what's already there: flex sliders
[QUOTE=MaxOfS2D;40969487]HWM is Source 2007 and up. It's not anything specific to SFM, it plugs into what's already there: flex sliders[/QUOTE]
Did you guys ever figure out how the face compress / stretch maps worked ?
Also, is there a nice hub for this specific technicality on the sdk wiki ?
You think you make the snipers actually visible other than just a laser sight out of a black wall?
[QUOTE=Cows Rule;40971032]You think you make the snipers actually visible other than just a laser sight out of a black wall?[/QUOTE]
Would that not create the illusion to the player that they can just shoot them? I understand for people that have played HL2 know that you obviously don't do this, but for those who have just bought the game and decide to install the mod along with it, it might cause some confusion for them.
I just saw this on FPSBanana: [url]http://hl2.gamebanana.com/skins/126833[/url]
Thanks Corgi :3
[QUOTE=CMB Unit 01;40971154]Would that not create the illusion to the player that they can just shoot them? I understand for people that have played HL2 know that you obviously don't do this, but for those who have just bought the game and decide to install the mod along with it, it might cause some confusion for them.[/QUOTE]
Like I said someplace previously, the problem isn't whether or not the sniper is visible, it's whether or not the cover looks "entrenched" enough. The problem is that in base hl2, the snipers are behind what looks like a simple knocked-out window (AKA what the player has been encouraged to shoot through). In order to encourage the player to chuck a grenade or something, you'd need something like some combine barricades or something that visibly tells the player that "no, your bullets aren't working. You need explosions".
[QUOTE=Maestro Fenix;40971170]I just saw this on FPSBanana: [url]http://hl2.gamebanana.com/skins/126833[/url]
Thanks Corgi :3[/QUOTE]
Wow, wasn't expecting a release like that, thought it'd be released with the mod when it's done.
[QUOTE=Dr.Cola;40971230]Wow, wasn't expecting a release like that, thought it'd be released with the mod when it's done.[/QUOTE]
Well I actually released Barney, Gman, and Alyx a while ago on the Open Source Filmmaker Steam Forum, but seeming as not too many people found it there I thought I'd release it somewhere else, and I also had time to whip up a new skin of Breen to go with it.
The reason for releasing (apart from being asked to release it by several people before) is that they're not the final-final versions, the final skins will look similar, but they will have new models and new UVmaps so I'm gonna have to reskin them again anyways. I also figured people would like to use them in films, posters, in-game, etc.
You can even think of them as a 'teaser' of the final versions in-mod. :wink:
Enjoy!
[QUOTE=Cows Rule;40971032]You think you make the snipers actually visible other than just a laser sight out of a black wall?[/QUOTE]
It would require reworking the NPC, but it's definitely possible. It's not a black wall though, the texture of the room's walls is just black, there's a flag that makes the Sniper invisible (and it's always checked). Also, the Sniper has no animations.
I think it would be possible to make the Sniper Rifle from EP1 into a mounted emplacement, and just have Combine Soldiers man them. I doubt it's a high priority though, since the Sniper isn't that common and only has the simple function of making non-hitscan bullets go from here to there really fast. Of course that's just my opinion. I'm sure to the team and everyone else here, half the stuff I mention is low priority :v:
[QUOTE=Mr. Someguy;40976244]It would require reworking the NPC, but it's definitely possible. It's not a black wall though, the texture of the room's walls is just black, there's a flag that makes the Sniper invisible (and it's always checked). Also, the Sniper has no animations.
I think it would be possible to make the Sniper Rifle from EP1 into a mounted emplacement, and just have Combine Soldiers man them. I doubt it's a high priority though, since the Sniper isn't that common and only has the simple function of making non-hitscan bullets go from here to there really fast. Of course that's just my opinion. I'm sure to the team and everyone else here, half the stuff I mention is low priority :v:[/QUOTE]
The sniper rifle was in EP2, and wasn't actually interacted with. Both of the times alyx snipes for gordon in the episodes is just the NPC sniper.
Do you guys plan on porting everything over to the engine titanfall will be running, or just sticking with the alien swarm engine?
[QUOTE=Digivee;40982513]Do you guys plan on porting everything over to the engine titanfall will be running, or just sticking with the alien swarm engine?[/QUOTE]
Jeez we know next to nothing about Titanfall's software and we're already getting questions about it? :v:
[QUOTE=Mr. Someguy;40982539]Jeez we know next to nothing about Titanfall's software and we're already getting questions about it? :v:[/QUOTE]
We know it will be running a version of Source.
[QUOTE=Digivee;40982573]We know it will be running a version of Source.[/QUOTE]
I'd argue, but I'm not a team leader, it isn't really my place to do so.
[QUOTE=Digivee;40982513]Do you guys plan on porting everything over to the engine titanfall will be running, or just sticking with the alien swarm engine?[/QUOTE]
Titanfall's engine is a heavily modified version of Source... they have added a bunch of proprietary stuff in there. Also, the game is published by EA. There may be some major hurdles in the way of using it like you're suggesting.
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