• Half-Life 2: Enhancement Mod (V5)
    10,811 replies, posted
[QUOTE=Mr. Someguy;41373081]Traptown was just the name that used before they gave the town a real name, Ravenholm.[/QUOTE] I know that but that whole cool sequence with the dumpster and stuff seen at e3, I saw the image of the bridge sequence being remade and that should too because it was p. cool [editline]9th July 2013[/editline] nvm just checked again, apparently it was shorter than I remember because it was literally just that dumpster part tacked on to already existing Ravenholm
[QUOTE=Mr. Someguy;41372566]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][/QUOTE] We also need to have a go at the skybox brush for the citadel seen there. I always hated how it's just a big block of citadel wall texture with no detail.
[QUOTE=SFC003;41369447]The first person is going to be like Dark Messiah. Full body awareness. World models instead of viewmodels.[/QUOTE] So I'll be able to see my feets? Holy shit! Also, this might be only me. I saw how thick citadel is but still, when I was fighting in it, I felt like those places were way too huge. For instance, that long hallway where you fought with Strider before entering the pod to the Breen. That one really seemed like way too long to fit in.
[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] [url=http://www.youtube.com/watch?feature=player_detailpage&v=bOF3o8B292U#t=255s]The only correct train horn replacement.[/url] Jokes aside, you can't get more wrong about the sound of average eastern European trains. [media]http://www.youtube.com/watch?v=8d9TddOyvVw[/media] [media]http://www.youtube.com/watch?v=Qh9OXL8yjek[/media] I want to use this post to ask the developers of this mod to do extensive research on eastern Eu cities before changing something major like adding tall residential apartment buildings to 'make it look more like a city' as someone mentioned earlier. These cities are built for centuries, from inside out. Unless you demolish a large portion and build a new building (which doesn't happen almost anywhere except capitals), you won't see any tall buildings anywhere near the center. And even if they did demolish pre-war buildings from near the city center, it's for huge office buildings and not square, panel residential blocks. [img]http://static.iloveukraine.com.ua/p/0/11/11545/84321ed44630cef7443d099b4df10150_600x1000.jpg[/img]
[QUOTE=J. F. Christ;41375204][url=http://www.youtube.com/watch?feature=player_detailpage&v=bOF3o8B292U#t=255s]The only correct train horn replacement.[/url] Jokes aside, you can't get more wrong about the sound of average eastern European trains. [media]http://www.youtube.com/watch?v=8d9TddOyvVw[/media][/QUOTE] That's hilarious, it's like someone blowing on a tin whistle.
[QUOTE=Fat-Corgi-Guy;41369698]Actually more like ARMA, Dark Messiah still used view models for the hands I think. So think ARMA, [B]but not as crappy as in ARMA 3 [/B]:wink:[/QUOTE] whoa don't diss
[QUOTE=J. F. Christ;41375204][url=http://www.youtube.com/watch?feature=player_detailpage&v=bOF3o8B292U#t=255s]post about trainz[/QUOTE] Half-Life 2: Enhancement Mod (V6): Train Purists Take Note
[QUOTE=Mech Bgum;41374145]Original Traptown had Combines in it and was set in the daytime, so I don't think we need that. E3 level was a half-way trough version of what became Ravenholm.[/QUOTE] Personally I believe the Soldiers were added to the demo solely to make it more interesting and to show off. Zombies can't shoot through a window and kick the blinds around, nor do they feel like a huge danger if you just run away and close the doors behind you, or sit on a roof like where the dumpster scene is. I played older renditions of that map, and the building and scene are pretty much the same (although the scripted scene at the top isn't done yet). In the E3 map, the roof you standing on is just a flat platform extended from the roof of that building, it was made only for the demo. [QUOTE=Dom Pyroshark;41374844]Also, this might be only me. I saw how thick citadel is but still, when I was fighting in it, I felt like those places were way too huge. For instance, that long hallway where you fought with Strider before entering the pod to the Breen. That one really seemed like way too long to fit in.[/QUOTE] Actually most of it can work. The citadel maps are too long, but only combined, since they just go in a straight line instead of turning every once in awhile. The scale on the outside is weird too, looks so much smaller than it does the rest of the game. I see the Citadel as taking up at least one full city block.
[QUOTE=Juniez;41375332]whoa don't diss[/QUOTE] I'm just sayin', ARMA 3 has some crude FBA. You can't even see your body, you mostly just see your feet, and that's only when walking. It gives you the illusion that your head is attached somewhere round your shins, not really a good thing.
[QUOTE=Fat-Corgi-Guy;41375672]I'm just sayin', ARMA 3 has some crude FBA. You can't even see your body, you mostly just see your feet, and that's only when walking. It gives you the illusion that your head is attached somewhere round your shins, not really a good thing.[/QUOTE] [IMG]http://i.imgur.com/nYXIFua.jpg[/IMG] Say that again, I dare you.
[QUOTE=SpotEnemyBoat;41372822]One with Battlefield 3 style blue tint. :suicide:[/QUOTE]wow i like how blue moonlight instantly means BF3 get your head out of your ass
I've never seen 'blue' moonlight, it's white, whiter than the sun..
[QUOTE=Mr. Someguy;41376117]I've never seen 'blue' moonlight, it's white, whiter than the sun..[/QUOTE] Yeah but blue moonlight is usually far more aesthetically pleasing.
[QUOTE=Mr. Someguy;41376117]I've never seen 'blue' moonlight, it's white, whiter than the sun..[/QUOTE]it's always looked really pale desaturated blue to me
[QUOTE=samuel2213;41375922][IMG]http://i.imgur.com/nYXIFua.jpg[/IMG] Say that again, I dare you.[/QUOTE] How the heck? I just played this last weekend, and it looked nothing like that... Ok well, I'll shut up now...
[QUOTE=Fat-Corgi-Guy;41376142]How the heck? I just played this last weekend, and it looked nothing like that...[/QUOTE] Hold alt to just move your head. Also, the reason you only really see your feet when looking down normally is because your character looks down like this. [IMG]http://i.imgur.com/xMIsdKd.jpg[/IMG] You try looking down like that and seeing more than just your feet.
[QUOTE=samuel2213;41376157]Hold alt to just move your head. Also, the reason you only really see your feet when looking down normally is because your character looks down like this.[/QUOTE] Ah ok, that explains it then.
Also, I am probably incredibly late in this but if this is being made in the Alien Swarm branch of the Source Engine, is there going to be per object motion blur?
I think we should add some mountains in the distance of the maps. Because I think it's kind of weird that there's a mountain about half the height of the citadel, yet you never see it (white forest from episode 2)
[QUOTE=Stiffy360;41376475]I think we should add some mountains in the distance of the maps. Because I think it's kind of weird that there's a mountain about half the height of the citadel, yet you never see it (white forest from episode 2)[/QUOTE] when making the skybox for the c17 vista from above, those can be placed there on the horizon along with the relief building shapes.
[QUOTE=Stiffy360;41376475]I think we should add some mountains in the distance of the maps. Because I think it's kind of weird that there's a mountain about half the height of the citadel, yet you never see it (white forest from episode 2)[/QUOTE] We'll need to figure out the orientation for that, which would be slightly difficult since it's never consistent, iirc even the citadel changes direction on a couple maps. Speaking of distances, I just realised something (fairly obvious, but it slipped my mind and nobody else mentioned it so). If you make the Citadel visible from the Coast, then you need to render the entire coast visible from various parts of the Coast. Which also means we'll be able to see the badass train bridge
[QUOTE=Mr. Someguy;41376117]I've never seen 'blue' moonlight, it's white, whiter than the sun..[/QUOTE] There's a reason for it 'looking' blue. [url]http://graphics.cs.ucf.edu/papers/jov.pdf[/url]
[QUOTE=Mr. Someguy;41376988]We'll need to figure out the orientation for that, which would be slightly difficult since it's never consistent, iirc even the citadel changes direction on a couple maps.[/QUOTE] So I went to check, because curiosity kills me. The Citadel is mostly consistent in what direction it is and what distance (I use measurements like "that way" and "about there", so there's room for minor shifts that nobody will really care to notice). There are 4 notable changes (one of which was the topic at hand; the citadel disappearing halfway through WH), the first change occurs during Route Canal, between [url=http://i.imgur.com/hKXnPHr.jpg]d1_canal_03[/url] and [url=http://i.imgur.com/xSXm8mc.jpg]d1_canal_05[/url] (there is no 04), the Citadel rotates 90 to the right and shifts to much further away. The third change happens between d3_c17_12 and d3_c17_12a, where the Citadel shifts from directly behind the Overwatch Nexus to several blocks left of that in the next map. The fourth change happens between d3_c17_13 and d3_citadel_01, where the Citadel shifts forward roughly a block or so ([url=http://i.imgur.com/tGMjCy7.jpg]picture taken at the end of the tunnel in d3_c17_13[/url], the citadel base is not where the Citadel is in this map).
[QUOTE=Mr. Someguy;41378155]So I went to check, because curiosity kills me.[/QUOTE] curiosity killed the cat what cat?
[QUOTE=SFC003;41378294]curiosity killed the cat what cat?[/QUOTE] Kleiner conspiracy incoming.
[QUOTE=SFC003;41378294]curiosity killed the cat what cat?[/QUOTE] We made major strides since then. [B]Major strides.[/B]
[QUOTE=Bitl;41378986]We made major strides since then. [B]Major strides.[/B][/QUOTE] what? oh dear, you're right. i almost forgot.
There is some cut dialogue in which Barney states they sent the cat back through the teleporter to turn it right side out again. [video=youtube;cLuAyueq7YQ]http://www.youtube.com/watch?v=cLuAyueq7YQ[/video]
[QUOTE=Joazzz;41376094]wow i like how blue moonlight instantly means BF3 get your head out of your ass[/QUOTE] Never seen one, have everything washed out in blue like this is hardly realistic (hence why the bf community is always bitching about it).
[QUOTE=Butthurter;41381448]hes an 80s buff, ofc hed be all in for the moonlight effect[/QUOTE] ehhhhh 80's moonlight was nothing compared to some of the shit we get nowadays (and Terminator 2) [editline]9th July 2013[/editline] [QUOTE=SpotEnemyBoat;41381319]Never seen one, have everything washed out in blue like this is hardly realistic (hence why the bf community is always bitching about it).[/QUOTE] ok now i like how realistic automatically equals better looking; this is an enhancement mod, not photorealism mod, although if the more realistic version looks better then i'm all for it
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