• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
Do you guys plan on adding more Beta NPCs besides the Houndeye and the Bullsquid? I think adding a Cremator walking across the road or something would add a bit more detail in the game.
[QUOTE=glitchvid;41289162]It actually takes a bit of work: but VALVe used some software to do it procedurally.[/QUOTE] Do you think you could explain? I don't recall anything in the commentary mentioning it. I was under the assumption that it was just some 'city' models in a very large skybox.
[QUOTE=Mr. Someguy;41289469]Do you think you could explain? I don't recall anything in the commentary mentioning it. I was under the assumption that it was just some 'city' models in a very large skybox.[/QUOTE] The model is really REALLY complex, so I doubt it was done all by hand, most likely something made in Maya with a tool (Or houdini, since it has a shitton of procedural capabilities: and we know they have it since they use it in Portal 2) [video=youtube;L7AFspnXUoE]http://www.youtube.com/watch?v=L7AFspnXUoE[/video]
I actually went in and looked, and that's what it looks to be, to me anyway. Just a [I]lot[/I] of buildings facades and flat trees in a [I]very[/I] large skybox. [t]http://cloud-2.steampowered.com/ugc/884112698550890635/D4B45B53426E337EC7690BB4D0A933D9BC819167/[/t]
[QUOTE=Mr. Someguy;41289593]I actually went in and looked, and that's what it looks to be, to me anyway. Just a [I]lot[/I] of buildings facades and flat trees in a [I]very[/I] large skybox. [t]http://cloud-2.steampowered.com/ugc/884112698550890635/D4B45B53426E337EC7690BB4D0A933D9BC819167/[/t][/QUOTE] In terms of the amount of elements (turn on wireframe), and the positioning (the road lights follow streets), it's pretty complex.
I never said it wasn't, I mean the idea is simple, but the execution looks like it'd be difficult. There must be thousands of those things in the L4D version. I would like something like that, but it doesn't need to be as complex, seeing as we'll be distant, high up, and only viewing it from one semi-narrow direction.
I just wish the view of city 17 from above was less "alive" looking. In vanilla it looked fuckin bustling with every light blazing bright. When you're on the ground the town really doesn't look that well off.
[QUOTE=Mr. Someguy;41288286]which itself assumes that the Citadel maps are consistent (they're not).[/QUOTE] They should be.
[QUOTE=xalener;41291129]I just wish the view of city 17 from above was less "alive" looking. In vanilla it looked fuckin bustling with every light blazing bright. When you're on the ground the town really doesn't look that well off.[/QUOTE] needs tons of smoke to really make it look wartorn from above
[QUOTE=xalener;41291129]I just wish the view of city 17 from above was less "alive" looking. In vanilla it looked fuckin bustling with every light blazing bright. When you're on the ground the town really doesn't look that well off.[/QUOTE] Exactly, just a few lights here and there, bombed buildings, and fire. Maybe smoke effects like those from the cliff part after the bombing run in black mesa source. I`ve been trying something, but just texture, can`t add particles or building shapes there myself [IMG]https://imageshack.com/scaled/medium/849/3gj.png[/IMG] Btw, guys, here is a concept art from the wiki which helps you see the actual scale of the citadel [IMG]http://combineoverwiki.net/images/6/62/Citadel_wide.jpg[/IMG] EDIT: The post below has a better meassuring image
[QUOTE=tehstrelok;41294154]Exactly, just a few lights here and there, bombed buildings, and fire. Maybe smoke effects like those from the cliff part after the bombing run in black mesa source. I`ve been trying something, but just texture, can`t add particles or building shapes there myself [IMG]https://imageshack.com/scaled/medium/849/3gj.png[/IMG] Btw, guys, here is a concept art from the wiki which helps you see the actual scale of the citadel [IMG]http://combineoverwiki.net/images/6/62/Citadel_wide.jpg[/IMG][/QUOTE] [thumb]http://img.gawkerassets.com/img/17fnuh4xdl99fjpg/original.jpg[/thumb] More scaling?
[QUOTE=mySvenLabs;41294519][thumb]http://img.gawkerassets.com/img/17fnuh4xdl99fjpg/original.jpg[/thumb] More scaling?[/QUOTE] Wow, it's almost as large as Kanye West's ego!
I think the buildings should be a model, or detail sprites. [t]http://cloud-2.steampowered.com/ugc/866081809086421993/736AE42799370E616F0380B5AAFA8E75AFDD6877/[/t]
Will the weapon animations also be redone?
[QUOTE=Auto Taco;41295742]Will the weapon animations also be redone?[/QUOTE] I think it's been stated before as a "yes," but I'm not entirely sure on all of the weapons. Crowbar is a definite yes, though. [editline]3rd July 2013[/editline] [QUOTE=mySvenLabs;41294519][thumb]http://img.gawkerassets.com/img/17fnuh4xdl99fjpg/original.jpg[/thumb] More scaling?[/QUOTE] What's the scale's actual unit? :v:
It seems like the mountains from EP2 should be visible from the citadel to be honest.
[QUOTE=gk99;41295945]What's the scale's actual unit? :v:[/QUOTE] metre most likely
[QUOTE=kaine123;41296255]It seems like the mountains from EP2 should be visible from the citadel to be honest.[/QUOTE] Now I do agree with this, I was thinking of adding them to the skybox texture before knowing of this mod, now a mapper and/or modeller can do something nice for that
This is the Citadel's exact scale as far as the units in Hammer go (just the main body, it lacks the thin antenea on the top): [t]http://i.imgur.com/7TBZzyK.jpg[/t] If you open up the full image, one pixel is one square meter. I used the scale and comparison images from [URL="http://www.merzo.net/"]this site.[/URL] [editline]edit[/editline] Oh, and those little specks on the side of it are to-scale gunships.
[QUOTE=Tweevle;41296472]This is the Citadel's exact scale as far as the units in Hammer go (just the main body, it lacks the thin antenea on the top): [t]http://i.imgur.com/7TBZzyK.jpg[/t] If you open up the full image, one pixel is one square meter. I used the scale and comparison images from [URL="http://www.merzo.net/"]this site.[/URL] [editline]edit[/editline] Oh, and those little specks on the side of it are to-scale gunships.[/QUOTE] It's gotta be fuckin' cold and windy at the top of that. It'd be great if we had some wind physics/sound effects when we were climbing around the teleporting Breen part. Would make the whole segment more perilous rather than a simple climb puzzle.
[QUOTE=Ken Chan;41280405][video=youtube;hhLhWc0YBWE]http://www.youtube.com/watch?v=hhLhWc0YBWE[/video][/QUOTE] Now THIS is what I meant with more destructible environments. Imagine if, after shooting that sniper with the RPG, the walls blew out, in a similar manner to the bomb cart in TF2. I have no experience mapping or creating sequences like that, so if you say source can't do it I'll take your word, but could some systems similar to TF2 and L4D be employed, like with the airport plane? I'm picturing this being used in areas which have existing structural weaknesses or are exposed to powerful weapons, like the last section of the streetwar, where that building's systematically blown apart by striders. With regards to smaller areas, I think a good example is the warehouse after the chopper before Black Mesa East, with the collection of desks and shelving that can be thoroughly messed up.
Did you guys decide if you are using the AR2 animation idea we mentioned a while back? That looked pretty slick.
[QUOTE=Stiffy360;41295738]I think the buildings should be a model, or detail sprites. [t]http://cloud-2.steampowered.com/ugc/866081809086421993/736AE42799370E616F0380B5AAFA8E75AFDD6877/[/t][/QUOTE] If I was to do it (I can't model though) I'd make a single model that had the remaining 'tall' buildings that were seeable, then a small amount of still standing medium sized buildings (on the horizon): then I'd probably have the whole city below slightly displaced with a height map. [editline]3rd July 2013[/editline] [QUOTE=QwertySecond;41297244]Now THIS is what I meant with more destructible environments. Imagine if, after shooting that sniper with the RPG, the walls blew out, in a similar manner to the bomb cart in TF2. I have no experience mapping or creating sequences like that, so if you say source can't do it I'll take your word, but could some systems similar to TF2 and L4D be employed, like with the airport plane? I'm picturing this being used in areas which have existing structural weaknesses or are exposed to powerful weapons, like the last section of the streetwar, where that building's systematically blown apart by striders. With regards to smaller areas, I think a good example is the warehouse after the chopper before Black Mesa East, with the collection of desks and shelving that can be thoroughly messed up.[/QUOTE] I don't think any of us have the actual tools VALVe used to create the destruction, let alone the plugins they probably used to get them out.
Isn't that just cinematic physics? Shit you could do with any simulator in any software package? I'm pretty sure the proper importing/ exporting tools ARE available to the public, because I've seen quite a few custom cinematic physics sequences. I actually kinda want to bring back the subject of water for a sec. Would it be possible to have dynamic wakes/ ripples in a normal /parallax map like the Fallout 3-Skyrim gamebryo games and Halo 4 has?
[QUOTE=Skyward;41297254]Did you guys decide if you are using the AR2 animation idea we mentioned a while back? That looked pretty slick.[/QUOTE] I'm planning on it, but we'll see.
Valve probably used at the time either maya or 3ds max's built in physics system to simulate destruction.
[QUOTE=nomad1;41297875]Valve probably used at the time either maya or 3ds max's built in physics system to simulate destruction.[/QUOTE] No, they use Blastcode, which is a bit more advanced than stuff done in maya or 3dsmax.
[QUOTE=Tweevle;41296472]This is the Citadel's exact scale as far as the units in Hammer go (just the main body, it lacks the thin antenea on the top): [t]http://i.imgur.com/7TBZzyK.jpg[/t] If you open up the full image, one pixel is one square meter. I used the scale and comparison images from [URL="http://www.merzo.net/"]this site.[/URL] [editline]edit[/editline] Oh, and those little specks on the side of it are to-scale gunships.[/QUOTE] so if we slapped this thing onto New York [img]http://files.1337upload.net/citadel.jpg[/img] holy balls
[QUOTE=xalener;41297634]Isn't that just cinematic physics? Shit you could do with any simulator in any software package? I'm pretty sure the proper importing/ exporting tools ARE available to the public, because I've seen quite a few custom cinematic physics sequences.[/QUOTE] I was already discussing that with Porky, im probably going to do some tests using 3ds max's Rayfire plugin.
[QUOTE=Joazzz;41298849]so if we slapped this thing onto New York [img]http://files.1337upload.net/citadel.jpg[/img] holy balls[/QUOTE] The new twin towers. Now the tallest things in the world.
Sorry, you need to Log In to post a reply to this thread.