[QUOTE=Cows Rule;41462836]Thought it was sand.[/QUOTE]
It is, just happens to be in the dirt folder structure.
Go figure.
[QUOTE=cloudcakes30;41459948]I don't want them too, I just wanted to ask. I love the abh.[/QUOTE]
I present to you, the "sv_enable_accelerated_hopping" command!
This small command handles how Dr. Freeman jump.
0 is disabled, normal SLOW jumps.
1 is Accelerated Back Hopping!
2 is Bunny Hops that exist back in 2004 days
3 is enable BOTH ABH and BHOP!
[video=youtube;KLOHkKra5oA]http://www.youtube.com/watch?v=KLOHkKra5oA[/video]
[QUOTE=BMCHa;41461566]Spent a few days modifying vbsp and mashing the 2007 shader system into the 2013 sdk (which was supposed to get the shader system 2 weeks ago but valve time happened), I have this working.
[video=youtube;ZH6s1hbwoQQ]http://www.youtube.com/watch?v=ZH6s1hbwoQQ[/video]
[t]http://i.imgur.com/odlagKf.jpg[/t][/QUOTE]
So, on ASW is it possible to make it a native feature of lightmappedgeneric? Or is it strictly limited to entity-tied stuff ?
Not quite sure what you're asking, but what I was getting at was that as far as I know ASW (unlike the 2007 SDK) lets you override built in shaders (in 2007 you'd have to go through all the vmts and change it to "lightmappedgenericparallax" or something like that). My code would be added to LightmappedGeneric as an optional feature (in the way that basically everything but basetexture is "optional"). The entity tying is just to give env_cubemaps bounding boxes; the bounding box entities are removed upon compile and their data is written into the material patch that is made for cubemapped surfaces anyway. (For world geometry there isn't actually a texture called "env_cubemap", so all materials with "$envmap env_cubemap" get [url="https://developer.valvesoftware.com/wiki/Patch"]patched[/url] to reference a specific cubemap, e.g.
[code]
"patch"
{
"include" "materials/PLASTER/PLASTERWALL030C.vmt"
"replace"
{
"$envmap" "maps/cubemaptest/c3_0_32"
}
}
[/code]
)
I just modified vbsp to add a few more lines to the material patch that define the bounding box. A modified lightmappedgeneric shader would pick up on those extra lines and enable parallax correction. No vmt editing needed, merely a compile with my vbsp and the implementation of a modified lightmappedgeneric shader.
Did that answer your questions?
[QUOTE=BMCHa;41463735]Not quite sure what you're asking, but what I was getting at was that as far as I know ASW (unlike the 2007 SDK) lets you override built in shaders (in 2007 you'd have to go through all the vmts and change it to "lightmappedgenericparallax" or something like that). My code would be added to LightmappedGeneric as an optional feature (in the way that basically everything but basetexture is "optional"). The entity tying is just to give env_cubemaps bounding boxes; the bounding box entities are removed upon compile and their data is written into the material patch that is made for cubemapped surfaces anyway. (For world geometry there isn't actually a texture called "env_cubemap", so all materials with "$envmap env_cubemap" get [url="https://developer.valvesoftware.com/wiki/Patch"]patched[/url] to reference a specific cubemap, e.g.
[code]
"patch"
{
"include" "materials/PLASTER/PLASTERWALL030C.vmt"
"replace"
{
"$envmap" "maps/cubemaptest/c3_0_32"
}
}
[/code]
)
I just modified vbsp to add a few more lines to the material patch that define the bounding box. A modified lightmappedgeneric shader would pick up on those extra lines and enable parallax correction. No vmt editing needed, merely a compile with my vbsp and the implementation of a modified lightmappedgeneric shader.
Did that answer your questions?[/QUOTE]
More or less. Mainly I was just trying to figure out if it would be usable on a larger 'scale': the implementation (which is fantastic regardless)seems to 'require' a tied entity, which would make it so anything we want to have the feature of being corrected, needs to be specifically defined in-hammer before push: which is doable (and certainly better than the default cubemaps). And so I wanted to see if having it be more 'automated' (like I've seen it used un unity via a shader edit?) so that we could just throw it on existing maps and only do minor shader editing (I'd rather have to manually edit all the VMTs to add a few repetitive lines, than have every map be modified to support correction in specific areas).
Again, I'm way out of my water when talking about anything shader-related: forgive my ignorance.
Well, defining cubemap bounds is kind of a requirement of the technique. It's not something that specifically has to be done at map compile but then someone would have to write an ingame bounds editor; I decided hammer would be a good place for it. I guess it technically could be automated but not with any sort of ease. Do you have a link to the unity thing you mentioned?
(Following is an explanation of how it works, this should show why bounds are needed)
With standard cubemapping, the cubemap images are essentially at infinity, much like a skybox. Because of that there is no parallax effect when the camera moves. Of course, the surfaces captured in the cubemap are not infinitely far away, so we get the problems evident with uncorrected cubemapping.
With corrected cubemaps, a cubemap's bounds are defined—proxy geometry that approximates the surfaces captured by the cubemap. With these bounds in place, the cubemap shader can calculated the correct texel to return.
For more details:
[img]http://i.imgur.com/OTLC2KK.png[/img]
(from [url]http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/[/url])
Yellow blob is the visible wall geometry, black box is the defined cubemap bounds, C is the cubemap position.
R is the view ray reflected off the surface. In standard cubemapping it is used directly by the cubemap for lookup. (put the origin of R at point C to see this. The texel returned is near the top of the cubemap)
With parallax correction, the intersection of R (with origin at the surface point as in the diagram) and the bounding box is found (point P). Using point P and point C we can find the red vector R' and use that to read the cubemap, returning the pixel near point P that is the correct reflection.
This diagram uses a box for correction, as does my implementation. Other shapes can be used but shader cost is tied to the complexity of this geometry. A box provides a good fit for most uses and is cheap to both send to the shader and to find the intersection with. In any event, some sort of bounds is needed.
[editline]14th July 2013[/editline]
(FP isn't letting me edit that post, other posts work though, hope this automerges)
Actually I did just think of one way this could be automated after rereading a sentence from the article I linked (I'd misread it before and missed an important word). He mentions cube depth maps as one possibility. It may be possible to implement in (what we get of) Source, but I'm not sure of how expensive of an effect it would be (or how accurate the correction would be). It's certainly something I'll look into.
The icing on the cake would be UE3 style fake (but really good looking) image based reflections.
[URL="https://www.youtube.com/watch?v=_jh2rDyOXGI"]Also this guy's follow up vids to the parallax corrected cubemap vid are candy.
[/URL]
Speaking of cubemaps... I know source has image based lighting, but now I'm seeing a bunch of other stuff from other engines that use (I think) really similar implementations of the same method and look way better. Like, Cryengine 3 and the Fox engine. What am I missing? (everything)
[QUOTE=BMCHa;41464058]It may be possible to implement in (what we get of) Source, but I'm not sure of how expensive of an effect it would be (or how accurate the correction would be). It's certainly something I'll look into.[/QUOTE]
Please do, but I suspect that DX9's shading model (that Source uses, at least for Windows) doesn't include Depth Cube Maps.
[QUOTE=CrystalGamma;41465066]Please do, but I suspect that DX9's shading model (that Source uses, at least for Windows) doesn't include Depth Cube Maps.[/QUOTE]
dx9 has support for cubemaps in general but you'll need to implement depth yourself.
and that's not really going to be possible without source's source (or its going to be really hard).
[QUOTE=Ken Chan]sv_enable_accelerated_hopping[/QUOTE]
You just warranted me getting this mod.
[editline]15th July 2013[/editline]
[QUOTE=usa;41465267]dx9 has support for cubemaps in general but you'll need to implement depth yourself.
and that's not really going to be possible without source's source (or its going to be really hard).[/QUOTE]
I thought ASW was open source
[QUOTE=BMCHa;41461566]Spent a few days modifying vbsp and mashing the 2007 shader system into the 2013 sdk (which was supposed to get the shader system 2 weeks ago but valve time happened), I have this working.
[video=youtube;ZH6s1hbwoQQ]http://www.youtube.com/watch?v=ZH6s1hbwoQQ[/video]
Note that these two rooms are almost the best case scenario for this, so they don't show too many of the drawbacks of cubemap based reflection, but in most actual uses there's normal distortion, envmap masking, envmaptint/contrast, and other factors that make any flaws less noticeable (and anything is an improvement, high cubemap resolution without correction looks awful: see my spawnroom in gm_skydive2008_rc1 for an example).
As I say in the description it's not integrated into LightmappedGeneric, which is one of the reasons I only show it on the floor (which has no envmapmask and barely has a normal map: a perfect test material). I don't think it would be too hard to integrate but I didn't feel like doing it on the 2007 version of the shader. This mod's using alien swarm anyway, so getting it fully working in 2013 wouldn't be much of a help.
As far as using it goes, you just make a regular brush (rectangular prism) in hammer and tie it to an entity I defined in a custom fgd (no game coding needed as it gets removed during compile) and then reference it in the env_cubemap (entry for doing this also added in the fgd). The brush can be arbitrarily scaled and rotated, just not made anything but a rectangular prism (no idea what will happen if it isn't, but it probably won't look too great). As far as I can tell from the way ASW handles shaders you won't even need to touch the vmts or client code or anything, just add the shader to the shader dll and use a map compiled with my vbsp and it works.
Also, bonus test shot with max cubemap res (256^2) and high intensity reflection:
[t]http://i.imgur.com/odlagKf.jpg[/t][/QUOTE]
Any chance of this being released?
[QUOTE=NixNax123;41456901]it's an exploit of air acceleration[/QUOTE]
Exactly. Glitches and exploits are two very different things.
[QUOTE=UntouchedShadow;41469491]Exactly. Glitches and exploits are two very different things.[/QUOTE]
While they are indeed different things, they're all thrown into one category by devs.
[sp]"Shit that needs fixing."[/sp]
i was thinking here, does Source support envmaps on decals? the puddle of water in Kleiner's lab is all shiny but i haven't seen reflective decals elsewhere IIRC so is that just some sort of trick or does it work with any decal
[QUOTE=Joazzz;41472332]i was thinking here, does Source support envmaps on decals? the puddle of water in Kleiner's lab is all shiny but i haven't seen reflective decals elsewhere IIRC so is that just some sort of trick or does it work with any decal[/QUOTE]
unlitgeneric with translucent and envmap.
[QUOTE=Joazzz;41472332]i was thinking here, does Source support envmaps on decals? the puddle of water in Kleiner's lab is all shiny but i haven't seen reflective decals elsewhere IIRC so is that just some sort of trick or does it work with any decal[/QUOTE]
I'm pretty sure they can since decals just used a scaled LightmappedGeneric texture when placed on brushes. The puddle is either a decal or an overlay.
kk just checking
was thinking here that all the big blood stains (pools?) would look more impressive with some envmap reflections
[QUOTE=Joazzz;41472969]kk just checking
was thinking here that all the big blood stains (pools?) would look more impressive with some envmap reflections[/QUOTE]
Maybe, that's still up in the air as of yet.
Hm... couldn´t we have reflective surfaces that behave like the reflections on the water, without moving obviously.
Also LONG POST, I wanted to show possible things for the mod
more signs and stuff in cyrilic
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1513-43-18-42.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1514-18-12-72.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1513-55-49-13.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1513-44-34-60.png[/img]
Ravenholm sign in russian, grigori also says ravenholm in the russian version, but without english pronuntiation
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1515-36-44-28.png[/img]
speaking of which, I once downloaded the russian translation, and I left only a few lines of dialogues for specific citizens (only a few) and grigori as well, and feels fitting.
2 handed ar2
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1513-38-06-15.png[/img]
Some examples of high res textures, and detail textures which can help making the tiling less noticeable on some.
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1514-28-58-52.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1513-43-32-37.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1513-50-31-02.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1513-46-06-27.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1514-02-50-04.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1514-03-19-66.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1514-27-51-47.png[/img]
detailed citadel
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1514-12-25-89.png[/img]
default texture with detail
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1513-56-41-33.png[/img]
wet effect for airboat with phong
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1517-29-46-06.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1515-28-41-25.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1515-26-54-87.png[/img]
Corpse reskin to be consistent with the regular citizens, normal mapped too
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1515-41-09-09.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1515-42-35-59.png[/img]
Realistic size for the helicopter bombs
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1517-30-21-76.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1517-30-20-65.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1517-30-45-36.png[/img]
High res blood splatters for when you hit an enemy
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1514-17-52-00.png[/img]
How about a realistic sized clip and actual nade launcher that doesn´t suck for the smg? we just have to keep the alienesque
link to the original [url]http://hl2.gamebanana.com/skins/38758[/url]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1514-16-08-70.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1514-10-55-16.png[/img]
More realistic hopper mine
Link to original [url]http://hl2.gamebanana.com/skins/23566[/url] the creator has an eye for detail and likes realism too much, he would certainly like join us, I know him.
[img]http://i742.photobucket.com/albums/xx66/strelok900/hl22013-07-1514-13-43-77.png[/img]
and things like
[url]http://hl2.gamebanana.com/skins/33003[/url]
[url]http://hl2.gamebanana.com/skins/36905[/url]
Also going back to the topic of the c17 vista, it appears valve originally had plans to add 3d shapes to it, but then they dropped it.
[img]http://images.wikia.com/half-life/en/images/4/4a/Skybox_palace_02.jpg[/img]
[img]http://images.wikia.com/half-life/en/images/6/65/Skybox_palace_01.jpg[/img]
I checked the half life wiki and google maps to find the real life place in eastern europe that resembles c17 the most, at least in the layout, is Riga, a city in Latvia, it has the river and canals, the architecture is similar, and it is close to the coast, they also use cyrilic writting there
[img]http://i742.photobucket.com/albums/xx66/strelok900/latvia1-1.png[/img]
[img]http://i742.photobucket.com/albums/xx66/strelok900/latvia2.png[/img]
[img]http://s742.photobucket.com/user/strelok900/media/latvia3.png.html[/img]
[url]http://half-life.wikia.com/wiki/City_17[/url] for more info
[QUOTE=Ken Chan;41463008]I present to you, the "sv_enable_accelerated_hopping" command!
This small command handles how Dr. Freeman jump.
0 is disabled, normal SLOW jumps.
1 is Accelerated Back Hopping!
2 is Bunny Hops that exist back in 2004 days
3 is enable BOTH ABH and BHOP!
[video=youtube;KLOHkKra5oA]http://www.youtube.com/watch?v=KLOHkKra5oA[/video][/QUOTE]
Holy shit. Even though I suck at speedrunning HL2, I might try and speedrun this mod. I'll just get a 8 hour time :v:
Anyways, awesome work on that, and I love the mod work so far!
[QUOTE=Sam Za Nemesis;41474861]I can appreciate the effort of yours but most of this stuff looks really hideous, I think the vista could be made in Cityengine, it was used in Crysis 2 for procedural generation of the vista in the last chapter[/QUOTE]
eh, those were just some suggestions, we´ll see what happens as the mod progresses
It's irritating how some of the things you showed were pretty good and others not so good. For instance, the added posters and suit charger look good, but the idea of changing the ravenholm sign and the "detailed" citadel just doesn't look right.
[QUOTE=Hogie bear;41474953]It's irritating how some of the things you showed were pretty good and others not so good. For instance, the added posters and suit charger look good, but the idea of changing the ravenholm sign and the "detailed" citadel just doesn't look right.[/QUOTE]
well, it still serves as reference, most of these were released by others, and instead of seeing a concept we see the actual thing ingame so we can know what we should NOT do :p
I do think we should do a russian sign for ravenholm though, it would fit with other text in cyrilic found in episodes, like the hospital name in ep1, or the mine entrance in ep2, as the game takes place in a location where they used cyrilic back in the day before the invasion.
CzechDeath would really be a helpful hand. We should try to get him.
Was the Ar2 firing/reload ever decided?
[QUOTE=A_Pigeon;41475201]Was the Ar2 firing/reload ever decided?[/QUOTE]
I think we don´t have an animator on that yet, but is on the list of things to do I think
I actually kind of liked the detailed citadel, although the color was way off. Crate and cars just looked too dirty, that and it looks bad against the low res roads. Though I'm not sure how larger structures would work in the game as it would change a lot of the feel of the game when it feels so much more packed. Though we should be able to see buildings with some degree of detail from the citadel.
And I disagree with having a cryllic Ravenholm sign, the game may be set in eastern europe, but having Alyx mention Ravenholm, see the chapter title and the lone sign in the light really tie together to give an "Oh shit." moment. Not being able to read the sign would kinda kill the mood for me.
[QUOTE=Sam Za Nemesis;41474861]I can appreciate the effort of yours but most of this stuff looks really hideous, I think the vista could be made in Cityengine, it was used in Crysis 2 for procedural generation of the vista in the last chapter[/QUOTE]
Yeah, already on it: just having to deal with it crashing on the road import of NYC.
[QUOTE=Cows Rule;41475453] And I disagree with having a cryllic Ravenholm sign, the game may be set in eastern europe, but having Alyx mention Ravenholm, see the chapter title and the lone sign in the light really tie together to give an "Oh shit." moment. Not being able to read the sign would kinda kill the mood for me.[/QUOTE] I could see the whole Cyrillic sign thing working if "RAVENHOLM" was graffiti'd or something over the top of the sign, with maybe some blood spots on different places of the sign. The graffiti would add to the idea that it was once a simple village that ended up getting turned into a rebel hiding place, and the blood would help add to the horrific atmosphere.
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