• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Mech Bgum;41141220]Drunk shader? [VIDEO] [/quote] Yup. It's the sway vertex shader from the trees applied to everything
[QUOTE=Mech Bgum;41141220]Drunk shader? [video=youtube;T2FClRRwIMU]http://www.youtube.com/watch?v=T2FClRRwIMU[/video][/QUOTE] That's amazing.
Could someone give me a link to the ported Half-Life 2 to Alien Swarm source?
[QUOTE=supersoldier58;41142664]Could someone give me a link to the ported Half-Life 2 to Alien Swarm source?[/QUOTE] [url]https://code.google.com/p/swarm-sdk-template/[/url] That's it combined with the Orange Box SDK. If that's what you're looking for.
[QUOTE=Mech Bgum;41141220]Drunk shader? [video=youtube;T2FClRRwIMU]http://www.youtube.com/watch?v=T2FClRRwIMU[/video][/QUOTE] Oh god that song. [media]http://www.youtube.com/watch?v=4ShACteRduY[/media] (wait for it)
[QUOTE=Snood_1990;41144292][url]https://code.google.com/p/swarm-sdk-template/[/url] That's it combined with the Orange Box SDK. If that's what you're looking for.[/QUOTE] Now, a tutorial for how to make it not be specific for a multiplayer class-based shooter with a killfeed.
[QUOTE=mySvenLabs;41149129]Now, a tutorial for how to make it not be specific for a multiplayer class-based shooter with a killfeed.[/QUOTE] or how to make it not crash on spawn or is it just me?
[QUOTE=Margen67;41149576]or how to make it not crash on spawn or is it just me?[/QUOTE] It's not. I have that build that someone posted on the Alien Swarm SPUF and I crash every time I spawn on the pre-built mod.
[QUOTE=mySvenLabs;41149749]It's not. I have that build that someone posted on the Alien Swarm SPUF and I crash every time I spawn on the pre-built mod.[/QUOTE] I'll see if doing everything the [URL="https://code.google.com/p/swarm-sdk-template/"]Google Code page[/URL] tells you to do makes it work. I'm not sure if the one you're using is any different, though. It does. It works now.
[QUOTE=Margen67;41149799]I'll see if doing everything the [URL="https://code.google.com/p/swarm-sdk-template/"]Google Code page[/URL] tells you to do makes it work. I'm not sure if the one you're using is any different, though. It does. It works now.[/QUOTE] What did you do exactly? I'm lost.
[QUOTE=mySvenLabs;41149947]What did you do exactly? I'm lost.[/QUOTE] I checked out [URL]http://swarm-sdk-template.googlecode.com/svn/build/[/URL] with TortoiseSVN in swarmsdktemplate in C:\Program Files (x86)\Steam\steamapps\sourcemods Then downloaded Visual Basic 2010 Express from [URL="http://www.microsoft.com/visualstudio/eng/downloads#d-2010-express"]here[/URL] I don't think downloading that is what fixed it, though. What's funny?
Visual C++ 2010 Express. Visual Basic.NET is a completely different language.
Sorry for being off-topic Regarding L4D2: Unfortunately, it doesn't have that "sway vertex shader" for the trees :-( Only CS:GO benefits from that. And I want to ask you: Can someone, please, make that feature available for L4D2 too? [B](ONLY for the trees; Drunk Mod may be funny, but I want only the trees to swing)[/B] Thank you in advance.
[QUOTE=Myth Alex;41151550]Sorry for being off-topic Regarding L4D2: Unfortunately, it doesn't have that "sway vertex shader" for the trees :-( Only CS:GO benefits from that. And I want to ask you: Can someone, please, make that feature available for L4D2 too? [B](ONLY for the trees; Drunk Mod may be funny, but I want only the trees to swing)[/B] Thank you in advance.[/QUOTE] L4D2 does use the 'sway vetex shader' for trees, and any that don't you can simply edit the .VMT file and add in a few lines for it to work.
[QUOTE=Fat-Corgi-Guy;41151760]L4D2 does use the 'sway vetex shader' for trees, and any that don't you can simply edit the .VMT file and add in a few lines for it to work.[/QUOTE] I see. What .VMT file (the path for it)? What lines should I add?! O_o
[QUOTE=Margen67;41149576]or how to make it not crash on spawn or is it just me?[/QUOTE] Holy shit you actually posted in a thread.
[video=youtube;k_CBxLIZzuc]http://www.youtube.com/watch?v=k_CBxLIZzuc[/video] Ow.
Why not just animate the trees? Because clearly vertex sway is making the whole tree look like rubber.
Well, it's map-controllable shader.
You should make it so that the drunk mode activates when you are bitten by the poison headcrabs.
[QUOTE=Bumbanut;41154002]You should make it so that the drunk mode activates when you are bitten by the poison headcrabs.[/QUOTE] That would actually be a sweet place to throw in the chromatic aberration effect if you really wanted it :v:
^bit by poison headcrab = instant Max payne 3 cutscene. It would be cool if it put a highpass filter over all the audio for a few seconds though. [QUOTE=Sally;41153724]Why not just animate the trees? [/QUOTE] Because then you'd have to animate the fucking trees.
[QUOTE=J. F. Christ;41148509]Oh god that song.[/QUOTE] I actually know that song, its korpiklaani - Vodka :v: [QUOTE=Skyward;41140201]This mod only covers HL2 as far as I know, not the episodes. And probably not.[/QUOTE] We haven't announced anything yet regarding the episodes if I recall correctly.
[QUOTE=Myth Alex;41151863]I see. What .VMT file (the path for it)? What lines should I add?! O_o[/QUOTE] The path for the VMT file is just whatever tree or other static prop you want ot give the swaying to, so you look for the VMT for the tree or whatever you want, and edit the VMT. Google is your friend for that, or Yahoo depending on preference.
[QUOTE=Sally;41153724]Why not just animate the trees? Because clearly vertex sway is making the whole tree look like rubber.[/QUOTE] Wastes perf, and it won't allow us to have lightmap shadows from the tree.
[QUOTE=glitchvid;41155938]Wastes perf, and it won't allow us to have lightmap shadows from the tree.[/QUOTE] We can get lightmaps from trees, it just wouldn't have the new fancy shadows.
[QUOTE=Stiffy360;41160823]We can get lightmaps from trees, it just wouldn't have the new fancy shadows.[/QUOTE] If we used an animated prop (prop_dynamic or prop_physics) it would not cast shadows onto the world (lightmapped shadows, it would cast rtt shadows: but those look bad).
[QUOTE=PaChIrA;41140167]Will HL2 Enh be making fights a little less tutorialized and more difficult? Like how in EP2's antlion defense with Griggs and Sheckley they first take the time to explain everything and build up the difficulty.[/QUOTE] Don't forget the rebels constantly telling you about the hoppers. At this point that one bit of dialogue is rather redundant and annoying, seeing as I played HL2 for more than I can remember.
[QUOTE=SpotEnemyBoat;41160981]Don't forget the rebels constantly telling you about the hoppers. At this point that one bit of dialogue is rather redundant and annoying, seeing as I played HL2 for more than I can remember.[/QUOTE] i just threw them at antlions i never really planted them.
[QUOTE=SpotEnemyBoat;41160981]Don't forget the rebels constantly telling you about the hoppers. At this point that one bit of dialogue is rather redundant and annoying, seeing as I played HL2 for more than I can remember.[/QUOTE] You guys should also cut down how much the rebels remind you to reload.
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