• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
You can contact Fillip Victor about the VMF's. It is said on this page that the Orange Box image for the X360 contained VMFs for that version of the game. [url]http://forums.steampowered.com/forums/showthread.php?t=1093025[/url]
[QUOTE=halfer;41358459]You can contact Fillip Victor abot the VMF's [url]http://forums.steampowered.com/forums/showthread.php?t=1093025[/url][/QUOTE] Volumetric fog? Wait what?
[QUOTE=Giraffen93;41359106]Volumetric fog? Wait what?[/QUOTE] Sunrays? I dunno
[QUOTE=Mr. Someguy;41345701]400 meters based on what? I don't think Valve even had exact measurements in mind when they did that scene. Considering they just used a flat texture to represent a city, I imagine they were thinking somewhere between "really high up" and "in the sky". [editline]7th July 2013[/editline] I'm not in any way opposed to the idea, however, it's just that I don't think there was any scale to begin with. If we start adding 3d models or sprites, then there would be scale to base it off of, and I'd support it. Like we could see some of those residential high-rises we see throughout the game, and how tiny they are now. That'll help with perspective.[/QUOTE] Based on decompiled maps and this: [url]https://developer.valvesoftware.com/wiki/Dimensions#Map_Grid_Units:_quick_reference[/url] Citadel has a precise height which can be measured. The end-game core map can be decompiled and measured how high it is above the surface. I don't remember exact numbers, did that in 2009 on another forum, but I still have an Email I sent to Mark Laidlaw requesting to explain the dramatic difference: [quote]I asked one of the old HL2 artists and he says: "Not off the top of my head, at least a mile I thought. If you can find someone with a HL2 tree, they could load it up in model viewer and multiply the size by 16 (because this is a skybox version) you’ll get an exact height." I think the Garry's mod folks have access to those models and Worldcraft, so can probably derive this info using this method. From: *************** Sent: Tuesday, August 25, 2009 11:48 PM To: Marc Laidlaw Subject: Citadel height A quick question: What is the exact height of the Citadel in City17? Looking forward to your reply, and have a great day![/quote] [editline]8th July 2013[/editline] No wait, that's not it. I don't have the follow up email I sent after measuring it. Basically he said that those didn't matter as long as the game looked good. [editline]8th July 2013[/editline] But if you guys want to sacrifice the looks and put the level on a real height, I can do the measuring again. [editline]8th July 2013[/editline] Found the Email! (forgive my past-self grammar) [quote]Thanks for reply, but I've done this some time before writing you but i noticed some strange thing: At first I calculated in-game citadel height with help of hamer, citadel model and valve developer wiki grid reference, so i can say that in-game Citadel is 2 569 meters in height. BUT if you look at the last map (d3_breen_01), and place this skybox citadel in the skybox of the map, you will notice that the map where you play on is placed too low compared to the citadel. Have a look: (just for the note i measured the "city" texture (wich is actually New-York) to the citadel model and it fits) [img]http://i32.tinypic.com/huknib.jpg[/img] Camera placed on the top of a skybox citadel, the black thing you see near it is the map where you supposed to be at the "top" of the citadel. I think it was made because some design reasons to make it look better. Back to the main question - If the game citadel is equal in size to universe citadel, I now know the answer. Thanks for the reply![/quote] Where he replied: [quote]Yep, probably all done to optimize how good it looked. We'd rather create a good illusion than be consistent.[/quote] [editline]8th July 2013[/editline] Sorry for edits, for some reason I can't edit messages right now. [editline]8th July 2013[/editline] It's a far cry, but would be awesome to export a whole chunk of NY with the 3d buildings, make a night version and use as a single model to put in a skybox? The same exact place that was used for city 17 texture: [IMG]http://i.imgur.com/H74iLdX.jpg[/IMG] [editline]8th July 2013[/editline] On one hand this doesn't fit C17 at all, on the other, there will be "woah, this is the same exact place I remember... only HD!" moment from old-timely half life 2 fans who remember everything. [editline]8th July 2013[/editline] Arkane had whole Dunwall modelled and then build individual levels: [IMG]http://i.imgur.com/vVPivce.jpg[/IMG] Wish we would have something similar in half life 2 leak with C17. I know there were proto_ cities, low detail, great scale. Even says so in Raising the Bar... But they're not that big nor accurate to the final product.
[QUOTE=halfer;41358459]You can contact Fillip Victor about the VMF's. It is said on this page that the Orange Box image for the X360 contained VMFs for that version of the game. [url]http://forums.steampowered.com/forums/showthread.php?t=1093025[/url][/QUOTE] This isn't a bad idea, I didn't even know anyone was doing that. [QUOTE=J. F. Christ;41359257]Wish we would have something similar in half life 2 leak with C17. I know there were proto_ cities, low detail, great scale. Even says so in Raising the Bar... But they're not that big nor accurate to the final product.[/QUOTE] The leak cities would be a drop in the bucket compared to the upper citadel levels, you'd need a lot more buildings.
[QUOTE=Mr. Someguy;41353321]Not to derail the topic, but are sounds from Portal 2 bad? I made a train horn replacement with some sounds I found in there. Sounds real nice I think: [media]http://www.youtube.com/watch?v=J30xznFy5g4[/media][/QUOTE] I am a bit late to this but that horn sounds too American, It's the same horn that Trainz is notorious for using all the time. :v:
It does sound too American, from what I could tell Russian locomotives, including the hl2 train or DR1P, had higher pitch horns. DR1P train [video=youtube;RqR0aMnBxHc]http://www.youtube.com/watch?v=RqR0aMnBxHc[/video] Different model but same family, DR1a [video=youtube;90szU9DI22Q]http://www.youtube.com/watch?v=90szU9DI22Q[/video] General Russian locomotives, they all seem to have a higher pitch to them. [video=youtube;R7b4mYnCWVk]http://www.youtube.com/watch?v=R7b4mYnCWVk[/video]
That second video wasn't a good example with all the crazy US train sounds. :v: I brought up the DR1P a few pages ago, I know it's obvious by now that I am interested in the subject so I've been using it as motivation to get into modeling; to some degree at least. Right now I can't model but I have thought about improving props/trains from half life 2 to get started and then later modeling my own.
To be fair, all of HL2's train sounds are American. If one of the sound guys wants to make Russian sounds for 'em though, I'd be all for it. Plus the Razor Train would be in huge contrast to that thing :v:
[QUOTE=xalener;41352758]Or move the clouds further down the citadel shaft.[/QUOTE] Ya'll thought I was joking, but I'm serious.
[B]More or less finished [I]tilefloor013a[/I][/B] [t]http://i.imgur.com/yO4w5UQ.jpg[/t][t]http://i.imgur.com/ChEigrQ.jpg[/t][t]http://i.imgur.com/SfxKHMb.jpg[/t][t]http://i.imgur.com/npdKLAF.jpg[/t] It now has an SSBump thanks to [I]Yanzl[/I], our newest team member!
Good work so far, I've been lurking. Will the immersive first person have v_models, or will I just see the world model in the player models head view?
[QUOTE=chipsnapper2;41369246]Good work so far, I've been lurking. Will the immersive first person have v_models, or will I just see the world model in the player models head view?[/QUOTE] The first person is going to be like Dark Messiah. Full body awareness. World models instead of viewmodels.
[QUOTE=Mr. Someguy;41368604]To be fair, all of HL2's train sounds are American. If one of the sound guys wants to make Russian sounds for 'em though, I'd be all for it. Plus the Razor Train would be in huge contrast to that thing :v:[/QUOTE] True, it's one of those small things that isn't really necessary. But would add a nice touch.
[QUOTE=SFC003;41369447]The first person is going to be like Dark Messiah. Full body awareness. World models instead of viewmodels.[/QUOTE] Actually more like ARMA, Dark Messiah still used view models for the hands I think. So think ARMA, but not as crappy as in ARMA 3 :wink:
[QUOTE=Fat-Corgi-Guy;41369698]Actually more like ARMA, Dark Messiah still used view models for the hands I think. So think ARMA, but not as crappy as in ARMA 3 :wink:[/QUOTE] Never play Messiah. Should it be worth a buy?
[QUOTE=SFC003;41369956]Never play Messiah. Should it be worth a buy?[/QUOTE] Not sure, I've only ever played the demo, but what I played was pretty great (except for the voice acting). I really liked the combat mechanics, those were really well done. I'm hoping to pick up the game during the summer sale to see what the full thing's like. [B]Anyways, back to more on-thread-topic stuff![/B] About the citadel, should we make the pod ride longer perhaps? Make the top of the citadel seem, and actually be, higher up? Or should we leave it the same, just change up the skybox to look higher up, and maybe add a few cloud particles?
[QUOTE=SFC003;41369956]Never play Messiah. Should it be worth a buy?[/QUOTE] Buy it now
[QUOTE=Fat-Corgi-Guy;41370388]About the citadel, should we make the pod ride longer perhaps? Make the top of the citadel seem, and actually be, higher up? Or should we leave it the same, just change up the skybox to look higher up, and maybe add a few cloud particles?[/QUOTE] Since it's seen going up above the clouds from the streets, I'm for making the actual level have some clouds. As for lengthening the pod ride, that may be a good idea as well, since IMO it was of the most scenic portions of the game.
I think if you lengthen the pod ride, there should be combat effects visible from the sky, like strider cannons and small explosions, maybe even blow out a few buildings to remind the player what's going on below.
Or don't lengthen it and put that in the sneak you get at the city. I do like the idea tbh.
Are we adding more levels to the citadel? I remember talk about walking on the outer edge and EP1 style elements. Could have an elevator there.
[QUOTE=Mr. Someguy;41371117]Are we adding more levels to the citadel? I remember talk about walking on the outer edge and EP1 style elements. Could have an elevator there.[/QUOTE] Probably not more levels, just maybe longer areas in some levels.
[QUOTE=Fat-Corgi-Guy;41370388]Make the top of the citadel seem, and actually be, higher up?[/QUOTE] A thousand times this! (of course I don't mean make the citadel seem a thousand times higher, but you get what I mean :v:) Honestly, I don't really care how you do that, whether by lengthening the pod ride or something else, but in vanilla HL2 the citadel just feels too small on the inside. Like 400m out of 4km.
They could just add a couple (preferably peaceful) elevator rides and extend the pod ride. I'd prefer a new EP1 inspired level where you can go through some of the innards and emerge outside on a ledge before finding your way back in, but I understand why they wouldn't add that. Could be ledges and platforms like these: [img]http://combineoverwiki.net/images/9/95/D3_citadel_010020.JPG[/img]
probably has been suggested but what about traptown?
[QUOTE=General J;41372788]probably has been suggested but what about traptown?[/QUOTE] I believe it was, and with several ideas. One with Battlefield 3 style blue tint. :suicide:
I think that was a joke and then everyone started talking shit about BF3's post processing for like five pages.
[QUOTE=General J;41372788]probably has been suggested but what about traptown?[/QUOTE] Traptown was just the name that used before they gave the town a real name, Ravenholm.
So is the shotgun going to have a correct primary and secondary fire? If you use primary fire it's 7 pellets, and with double it's 12 (counter on the walls way back in the day). I always lowered sk_plr_num_shotgun_pellets to 6 just 'cause it drove me crazy.
Sorry, you need to Log In to post a reply to this thread.