• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Sally;41299397]The new twin towers. Now the tallest things in the world.[/QUOTE] 9/17.
somebody mentioned the thing about the ar2, it should be 2 handed, held from the lil space behind the magazine, aaaaaaand... the magazine should be extracted to fit with the npc reload animation and the ammo you find for the ar2 which are the actual magazines. as in [url]http://hl2.gamebanana.com/skins/8251[/url] the shooting animation someone proposed a while ago might also look cool.
[video=youtube;fkQT1WI_7s0]http://www.youtube.com/watch?v=fkQT1WI_7s0[/video] I wonder if the guy would be willing to release that shader.
[QUOTE=Sally;41301007][video=youtube;fkQT1WI_7s0]http://www.youtube.com/watch?v=fkQT1WI_7s0[/video] I wonder if the guy would be willing to release that shader.[/QUOTE] there is a v2 of it [video=youtube;fkQT1WI_7s0]http://www.youtube.com/watch?v=lcp7lrZeZl0#at=34[/video]
[QUOTE=tehstrelok;41302140]there is a v2 of it [video=youtube;fkQT1WI_7s0]http://www.youtube.com/watch?v=lcp7lrZeZl0#at=34[/video][/QUOTE] and he made water thingy too [video=youtube;Oax6JETIWlE]http://www.youtube.com/watch?v=Oax6JETIWlE[/video]
[video=youtube;XINB0c8U7K0]http://www.youtube.com/watch?v=XINB0c8U7K0[/video] Ok this guy is a god of water tessellation. Edit: Dog fuckers disagree.
that ain't tessellation
15 second "intro" to a 37 second video? Seriously?
[QUOTE=Snood_1990;41296643]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] I did think how it would be like if instead of the world below, the top of the citadel (teleporter area) is just isolated in the clouds, covered in a fog. I guess to try to invoke a feeling of [I]"the city doesn't matter, the war doesn't matter, the rebels don't matter, the soldiers, everything that matters happens here and now, between you and me"[/I]. On the downside, some might just see it as a cop-out for not doing a massive eye-candy skybox instead. :v: [B]v[/B] that is what I hate about fandumbs, so hostile. Simple [img]http://www.facepunch.com/fp/ratings/cross.png[/img] would suffice.
[QUOTE=Mr. Someguy;41303728]I did think how it would be like if instead of the world below, the top of the citadel (teleporter area) is just isolated in the clouds, covered in a fog. I guess to try to invoke a feeling of [I]"the city doesn't matter, the war doesn't matter, the rebels don't matter, the soldiers, everything that matters happens here and now, between you and me"[/I]. On the downside, some might just see it as a cop-out for not doing a massive eye-candy skybox instead. :v:[/QUOTE] Aye I know what you mean, I considered the fog idea. Maybe the occasional passing wisp would be good.
[QUOTE=Mr. Someguy;41303728]I did think how it would be like if instead of the world below, the top of the citadel (teleporter area) is just isolated in the clouds, covered in a fog. I guess to try to invoke a feeling of [I]"the city doesn't matter, the war doesn't matter, the rebels don't matter, the soldiers, everything that matters happens here and now, between you and me"[/I]. On the downside, some might just see it as a cop-out for not doing a massive eye-candy skybox instead. :v:[/QUOTE] I say combine the two, since the top of the Citadel is hidden by clouds from the street view. Get some clouds, then maybe have gaps in the cover through which you can see the city. Or maybe have a thin layer of clouds and make the city visible only by the fires lit by striders or somesuch.
[QUOTE=Joazzz;41298849]so if we slapped this thing onto New York [img]http://files.1337upload.net/citadel.jpg[/img] holy balls[/QUOTE] As a native of long island. I would see that shit from a far.
[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] That gives me an idea. Source automatically creates little grass sprites in places when you compile the map. Couldn't it be possible to create a sub-version of that to create building sprites, and just turn up the density and have them only appear on the 'city' texture tiles? So when you compile the map, Source would automatically create a lot of those sprites over the city area. (forgive me if I just said the same thing you did in layman's)
Yes that would be possible.
Climbing up the citadel above the cloud layer and looking out would be the coolest thing ever. It would only really work if that part of the game happened during the day though, otherwise you wouldn't see much.
[QUOTE=Kebab;41305049]Climbing up the citadel above the cloud layer and looking out would be the coolest thing ever. It would only really work if that part of the game happened during the day though, otherwise you wouldn't see much.[/QUOTE] No but you do get to see an amazing sunset towards the end of the Citadel journey.
[QUOTE=tehstrelok;41302140]there is a v2 of it [video=youtube;fkQT1WI_7s0]http://www.youtube.com/watch?v=lcp7lrZeZl0#at=34[/video][/QUOTE] pretty music
[QUOTE=Mr. Someguy;41304638]That gives me an idea. Source automatically creates little grass sprites in places when you compile the map. Couldn't it be possible to create a sub-version of that to create building sprites, and just turn up the density and have them only appear on the 'city' texture tiles? So when you compile the map, Source would automatically create a lot of those sprites over the city area. (forgive me if I just said the same thing you did in layman's)[/QUOTE] That's exactly what this picture was doing... All those trees are detail sprites.
[QUOTE=Minelayer;41306513]pretty music[/QUOTE] Any idea what it is? I love music like that.
[QUOTE=Stiffy360;41306800]That's exactly what this picture was doing... All those trees are detail sprites.[/QUOTE] it also wouldnt work out for cities because cities have like layouts n stuff
Nah it'd work because we'd be so high up it wouldn't matter, we'd just see 3D bumps with lights on them, and that's all we need to see. A flat map running into the horizon is just looks bad, it's unimpressive, maybe even lazy (although the alternative takes effort and computing power, so I can see why it is the way it is in HL2). [editline]4th July 2013[/editline] The other alternative would probably be either making a model of the city, or placing each card individually, both of which would probably take more effort than just getting the source engine to crate cards automatically.
[QUOTE=Mr. Someguy;41310132]Nah it'd work because we'd be so high up it wouldn't matter, we'd just see 3D bumps with lights on them, and that's all we need to see. A flat map running into the horizon is just looks bad, it's unimpressive, maybe even lazy (although the alternative takes effort and computing power, so I can see why it is the way it is in HL2). [editline]4th July 2013[/editline] The other alternative would probably be either making a model of the city, or placing each card individually, both of which would probably take more effort than just getting the source engine to crate cards automatically.[/QUOTE] Nah, they would clip a TON, it would not look good. I'm looking into some procedural tools for placing buildings: I'll let you know if I get far with it.
How about if you paint the buildings by hand? [img]http://shrani.si/f/15/U4/3A4Zr7BA/cit.png[/img]
[QUOTE=Juniez;41310067]it also wouldnt work out for cities because cities have like layouts n stuff[/QUOTE] You obviously haven't seen atlanta :v: Though C17 may have a layout, but from what I've seen it's kind of haphazard. [QUOTE=Yanzl;41311811]How about if you paint the buildings by hand? [img]http://shrani.si/f/15/U4/3A4Zr7BA/cit.png[/img][/QUOTE] That may be the best method.
[QUOTE=glitchvid;41310424]Nah, they would clip a TON, it would not look good. I'm looking into some procedural tools for placing buildings: I'll let you know if I get far with it.[/QUOTE] Open photoshop, do a Render>Clouds with black and white, and then do a Pixelate Mosaic, then edit however you like and throw it in a modelling program as a heightmap. Although they will be stuck together and probably very same looking.
[QUOTE=Juniez;41310067]it also wouldnt work out for cities because cities have like layouts n stuff[/QUOTE]rohohoho, everyone point and laugh at the little american, raised in his little plastic mass-produced pre-planned cities welcome to the Immaterium, the Realm of Chaos, where emotions become facts and feelings grow into forms. common mortal name: Europe
Something that I've always had an idea for in video games would be some kind of "additive" part of footsteps. Perhaps there would be the "base" footstep; basically the footstep of whatever surface you are on; then small additives sounds to fit the scenario, such as subtle splashes or sloshes while its raining or dirt/rock "scrapes" if there is perhaps some form of dirty concrete. It might be something to think about, I'd love to see something like that, it'd be very interesting. Especially after looking at the rain shaders shown above. If the water is flowing like that the subtle sloshes and splashes would be really immersive and realistic.
[QUOTE=tehstrelok;41302140]there is a v2 of it [video=youtube;fkQT1WI_7s0]http://www.youtube.com/watch?v=lcp7lrZeZl0#at=34[/video][/QUOTE] It would just be pure sex to see that in the game. Wow, that and the water waves he made look incredible.
The rain has some custom animated normal maps in there, but the water (in the water_waves video at least) looks just like the EP2 water shader but scaled way up to better fit ocean water. You can see the 3 layer normal scroll.
[QUOTE=BMCHa;41318799]The rain has some custom animated normal maps in there, but the water (in the water_waves video at least) looks just like the EP2 water shader but scaled way up to better fit ocean water. You can see the 3 layer normal scroll.[/QUOTE] gm_treasurehunt did that. [url]http://www.garrysmod.org/downloads/?a=view&id=128315[/url]
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