[QUOTE=Fat-Corgi-Guy;41266652]textures[/QUOTE]
I need this mod. NOW.
[SUP]My 2 GB GFX Card is being wasted on low-res games from 2006[/SUP]
Those textures look really true to the originals, nice job! I think that watermark is causing an optical illusion on the tiles, since they look a little curved in the preview. :v:
I'm guessing that the 11% texture completion image on the op hasn't been updated in a bit, right?
You know, We could use both?
For like the ocean on the coast levels we can use an actual mesh with refraction and cubemapped reflections, or screenspace, then in busier sections like the canals, we could just use regular source water with better normals and such.
[QUOTE=Butthurter;41266982]some of those gathered up dust look like theyre going to tile noticeably once ingame[/QUOTE]
Well the original ones tiled so much they are just trying to stay true to the Half-Life 2 art style of tiling textures that tile. Fat Corgi wouldn't want to piss off any fans.
[QUOTE=Butthurter;41266982]some of those gathered up dust look like theyre going to tile noticeably once ingame[/QUOTE]
I'm trying to make it as close to the originals as possible, however I did remove some things making it less noticeably tiled in-game compared to the original. Considering people complained a lot when even a little pixel was off from the original before, I figured this is the best solution.
[QUOTE=Armageddon104;41267042]Well the original ones tiled so much they are just trying to stay true to the Half-Life 2 art style of tiling textures that tile. Fat Corgi wouldn't want to piss off any fans.[/QUOTE]
I can't imagine what will happen once some one decides to remake Half-Life 2 on Source 2, there's going to be alot of complainers.
[QUOTE='[CWG]RustySpannerz;41262713']I mean for water that you go in it wouldn't work, but for like th coast, waves like Dear Esther would be really cool.[/QUOTE]
I'm no expert, but theoretically, couldn't one layer the 'water mesh' over the actual water block in the map? Make the block itself invisible to the player and you should be able to achieve the desired visuals while maintaining function.
[QUOTE=SFC003;41264377]They always exploded.[/QUOTE]
The grey ones, they don't explode, but sometimes the exploding ones will knock them onto the tracks. Most often though, I just throw them on to the tracks so I can watch the train smack them away.
Little facto, but I just learned the Trabant was made of [url=http://en.wikipedia.org/wiki/Duroplast]plastic[/url]. If you ever re-texture the Trabant, maybe you could change the material properties to reflect that?
I notice the regular source water (flat) sort of tiles a bit in large bodies in water (ocean sized), but its perfect for small areas like puddles, route kanal sewers, water hazard section and Black Mesa East dam.
But the coast (sandtraps, highway 17 and Nova Prospekt beach front) would look best with what others have stated, it wouldn't tile as much.
[QUOTE=SpotEnemyBoat;41270423]I notice the regular source water (flat) sort of tiles a bit in large bodies in water (ocean sized), but its perfect for small areas like puddles, route kanal sewers, water hazard section and Black Mesa East dam.
But the coast (sandtraps, highway 17 and Nova Prospekt beach front) would look best with what others have stated, it wouldn't tile as much.[/QUOTE]
Source's later water shader addresses this issue: and I'll (again) be doing some other stuff to make it look good.
[QUOTE=Chonch;41268795]I'm no expert, but theoretically, couldn't one layer the 'water mesh' over the actual water block in the map? Make the block itself invisible to the player and you should be able to achieve the desired visuals while maintaining function.[/QUOTE]
That might work.
[QUOTE=Hideyoshi;41264658]I'd never heard of doing this before, but yeah, I just tried this and it worked. The train even slowed down while I was holding a barrel out in front of it.[/QUOTE]
I tried this but I was too close and the train hit me [sub]then got stuck on the barrel[/sub].
It happened 3/3 times in my tests though. First time I got this picture, second time it killed me (oops), third time the first train went by, but the second train snagged (could tell because the sound never faded after it passed).
[t]http://cloud-2.steampowered.com/ugc/884112244203985421/691FBBAF7A1A20A1A3B7ED187BC048031763380F/[/t]
The first one made me realise something though. The first train got got stuck, and when I jumped into the canals, the second train never appeared. I assume they're the same train, and it just goes by again when you trigger it. The reason the second train occasionally fails to appear is probably because the first got stuck somewhere.
Also, while running through the trainyard, I crouch-jumped and missed the car, fell under, and noticed that this train is visible not moving before you jump out. Really minor, but while I'm posting I might as well mention it.
[t]http://cloud-2.steampowered.com/ugc/884112244203983936/E528B2F232844CA5E687ACDDCD2AD5D2A43A436E/[/t]
Okay I'm done, you may now proceed to argue about how the water shaders suck / are fine / not as good as _______'s :v:
[QUOTE=glitchvid;41271813]Source's later water shader addresses this issue: and I'll (again) be doing some other stuff to make it look good.[/QUOTE]
Portal 2 water shader?
There's less tiling, but its still there. INFRA uses it for rivers/small lakes, I think.
[QUOTE=SpotEnemyBoat;41267369]I can't imagine what will happen once some one decides to remake Half-Life 2 on Source 2, there's going to be alot of complainers.[/QUOTE]
Oh god, please no! I am already barely running HL2 how it is now on my god damn toaster, and they would want to remake it in version of Source that my computer can't handle for shit? I didn't want to play this game anyway so...
But back to this thread. I am not sure but I don't think it was already discussed here. Will you give dying enemies some animations? Like in TF2 if you get headshoted or backstabed your characters do these animations of dying. Will you add something like that or are you gonna go with just turning them into ragdolls?
[QUOTE=SpotEnemyBoat;41274090]Portal 2 water shader?
There's less tiling, but its still there. INFRA uses it for rivers/small lakes, I think.[/QUOTE]
Yeah, sorta: more like L4D2's or Alien Swarms (Which are pretty much the same), the difference is Infra's water is more like Portal 2's, in that there's no "apparent depth" you can see (You can't see the bottom of the floor, there's no visible refraction: this was a design choice IIRC, and perfectly fine).
But the shader also supports being more like HL2's water, with it being more clear, and having strong refraction.
Also:
[t]http://static.glitchvid.com/facepunch/vgameandmods/images/hl2em/watercanalsvmt.png[/t]
[QUOTE=Mr. Someguy;41273741]Train bug[/QUOTE]
I've tried over and over for half an hour to replicate this bug, but I still can't, I've tried explosive and non explosive barrels, heck I even pushed the dumpster out there with the gravity gun! :v:
Every single time the train just passed right through everything, never got stuck once.
I'm not sure why it's happening on yours or anybody else's...
[QUOTE=Fat-Corgi-Guy;41274263]I've tried over and over for half an hour to replicate this bug, but I still can't, I've tried explosive and non explosive barrels, heck I even pushed the dumpster out there with the gravity gun! :v:
Every single time the train just passed right through everything, never got stuck once.
I'm not sure why it's happening on yours or anybody else's...[/QUOTE]
Huh, that's really odd, do you mean passes through as in it doesn't collide at all? For me the train collides with everything except ragdolls (which are hollow to everything but static brushes / props*). From there the barrel has a small chance to get pushed to the front-side and snag on the side of the forcefield, holding up the entire train. If it doesn't, it'll get pushed to the side and the rear locomotive (being the wider than the carriages) will push it into the side of the forcefield and snag. (it's usually the forcefield 'walls' that it gets stuck on).
* speaking of, we're gonna have solid ragdolls, yes? That'd be cool.
[QUOTE=Mr. Someguy;41274530]
* speaking of, we're gonna have solid ragdolls, yes? That'd be cool.[/QUOTE]
Probably not, there's no real reason to (it wastes a ton of perf) and would required a rewrite of the crossbow bolt to pin serverside ragdolls to walls.
*I'm not an authority on this, just stating what I think about it, all my stuff is subject to change at any time.
Is severside / clientside even an issue an a singleplayer game?
Smod has the option for solid ragdolls, it's off by default because you can't walk over them like normal props, you get stuck on them a lot and it's a pain to go around
[QUOTE=kaze4159;41274672]Smod has the option for solid ragdolls, it's off by default because you can't walk over them like normal props, you get stuck on them a lot and it's a pain to go around[/QUOTE]
At least in Smod Redux you can make them non-solid specifically to the player, and it doesn't really waste that much more performance compared to default ragdolls.
[QUOTE=HGrunt;41275715]At least in Smod Redux you can make them non-solid specifically to the player, and it doesn't really waste that much more performance compared to default ragdolls.[/QUOTE]
Ragdolls colliding with each other adds up quite quickly, get a squad of 3 soldiers gunned down on top of each other, and it won't kill your framerate, but it certainly wastes CPU cycles.
Can we just re-add the functionality of cl_ragdoll_collide instead then?
What's the progress on this mod? I just discovered it and I gotta say I'm really loving both the way it works and the discussion on the re-design of levels for more consistency and just slightly changing hl2 for a better experience. I just hope it you know... gets released. I really wanna see this finished.
[QUOTE=General J;41276890]What's the progress on this mod? I just discovered it and I gotta say I'm really loving both the way it works and the discussion on the re-design of levels for more consistency and just slightly changing hl2 for a better experience. I just hope it you know... gets released. I really wanna see this finished.[/QUOTE]
When it's ready.
He asked about progress, not release.
I'd say they have a pretty solid team. Most of what goes on in this thread is general banter with some suggestions and techy-talk. But I think they got a good thing goin' on.
I wish I understood the techy-talk.
[QUOTE=General J;41276890]What's the progress on this mod?[/QUOTE]
[QUOTE=Zelpa;41277105]When it's ready.[/QUOTE]
Yeah that makes perfect sense.