[QUOTE=QwertySecond;40434615]That's some really impressive work you've done. I know I'm stepping a bit out of line here, as I can't contribute anything, but I'd really like to see this in the mod. Valve's level design is a bit slap-dash, seeing it all moulded together into something cohesive would be incredible. And seeing the same areas change and evolve as the games progress really gives the impression of a dynamic world which keeps moving regardless of the player.[/QUOTE]
Thank you! I agree. Some kind of coherent layout would also help if someone where to make the cityscape you see from the Citadel correspond to how the place was really laid out. It'd be quite something to look out the windows and be able to make out the trainstation you arrived on in the distance.
[QUOTE=Adarrek;40434677]I noticed that in episode two the overwatch announcer has subtitles. Would it be possible to do the same for the half life 2 announcer for those who don't understand what it's saying?[/QUOTE]
Oh yes, and for the soldiers too, at least the ones on the radio in Nova Prospekt. I found that if you open the sound files in the phoneme editor in Faceposer it gives you the text, so we wouldn't have to go by ear.
[QUOTE=Tweevle;40433078]Cans aside, I spent some time mapping out Episode 1 to see if the two streets I posted work as the same street. Short answer: not quite, but with a bit of tinkering they actually do fit together quite nicely.
First here's an overview map of the City 17 section of Ep1, with an overlay I did to make working this out easier:
[img_thumb]http://i.imgur.com/PQgLKRU.jpg[/img_thumb]
Now, here's what it looks like if you superimpose it on the HL2 maps, using the street as the point where they match up:
[img_thumb]http://i.imgur.com/UsKhD13.jpg[/img_thumb]
The major flaws are the map has to be rotated 180 degrees to fit (so the Citadel is in the wrong direction), the carpark you emerge from after Lowlife is in the same place as the train line at the beginning of Route Canal, some sections overlap HL2's trainstation and plaza, and the Ep1 trainstation and hospital overlap sections of Anticitizen One. However, I worked out that by altering the maps in key locations it should be possible to make them all fit together (changes in blue):
[img_thumb]http://i.imgur.com/5lqzm14.jpg[/img_thumb]
If you move the top section up somewhat and extend the road to fit, it stops it from overlapping the trainstation and plaza, and they fit together quite well. Then if you rotate the carpark, the trainstation, and the majority of the hospital (or more precisely, keep those in their original rotation), it prevents them from overlapping the HL2 bits and also keeps the Citadel in the right direction for key places such as the vista at the beginning and the train leaving the city. There are a couple more minor things that I've put on the diagram, but that's the basic drift.
This all really applies to Ep1, which I know you're not doing right now, but it's good to keep in mind for consistency's sake. All you have to do for HL2 is fix up and extend the shared road to make it the same as in Ep1, and perhaps change the buildings you go past after that so they match the gunship attic. Hope this all makes sense!
Incidentally, it was interesting to realise that Barney's safehouse in Ep1 was in this building all along:
[IMG]http://i.imgur.com/eKrYUxp.jpg[/IMG][/QUOTE]
I now won't be able to start HL2 without thinking of the "burning" kitchen that should be the first thing I walk into.
What'd be interesting would be to merge HL2 and EP1 into one super long game for that consistency's sake. An interesting thought, but impractical.
[QUOTE=Tweevle;40433078]Cans aside, I spent some time mapping out Episode 1 to see if the two streets I posted work as the same street. Short answer: not quite, but with a bit of tinkering they actually do fit together quite nicely.
First here's an overview map of the City 17 section of Ep1, with an overlay I did to make working this out easier:
[img_thumb]http://i.imgur.com/PQgLKRU.jpg[/img_thumb]
Now, here's what it looks like if you superimpose it on the HL2 maps, using the street as the point where they match up:
[img_thumb]http://i.imgur.com/UsKhD13.jpg[/img_thumb]
The major flaws are the map has to be rotated 180 degrees to fit (so the Citadel is in the wrong direction), the carpark you emerge from after Lowlife is in the same place as the train line at the beginning of Route Canal, some sections overlap HL2's trainstation and plaza, and the Ep1 trainstation and hospital overlap sections of Anticitizen One. However, I worked out that by altering the maps in key locations it should be possible to make them all fit together (changes in blue):
[img_thumb]http://i.imgur.com/5lqzm14.jpg[/img_thumb]
If you move the top section up somewhat and extend the road to fit, it stops it from overlapping the trainstation and plaza, and they fit together quite well. Then if you rotate the carpark, the trainstation, and the majority of the hospital (or more precisely, keep those in their original rotation), it prevents them from overlapping the HL2 bits and also keeps the Citadel in the right direction for key places such as the vista at the beginning and the train leaving the city. There are a couple more minor things that I've put on the diagram, but that's the basic drift.
This all really applies to Ep1, which I know you're not doing right now, but it's good to keep in mind for consistency's sake. All you have to do for HL2 is fix up and extend the shared road to make it the same as in Ep1, and perhaps change the buildings you go past after that so they match the gunship attic. Hope this all makes sense!
Incidentally, it was interesting to realise that Barney's safehouse in Ep1 was in this building all along:
[IMG]http://i.imgur.com/eKrYUxp.jpg[/IMG][/QUOTE]
Absolutely amazing work. I do feel someone should email Valve about that street before we make such drastic changes, though. However if we do make such changes, I would suggest a simpler solution. Modify the Antlion Guard encounter so that you approach from the Top rather than the Side. That simple one-map modification should shift the entire first part of the map up to that street out of the way of HL2's mapping. Then once you enter the Hospital, make yourself head toward the Bottom rather than to the Right. ([url=http://i.imgur.com/UsKhD13.jpg]refer to this for orientation[/url])
And Tweevle, if you allow me use of your template, I can make a visual explanation of my intentions.
I'll play EP1 again later for better perspective.
[QUOTE=Mr. Someguy;40437632]And Tweevle, if you allow me use of your template, I can make a visual explanation of my intentions.[/QUOTE]
Of course! Here it is (overlay it on [URL="http://www.unleashthedog.net/uploads/HL2_overview.jpg"]this map[/URL]):
[img_thumb]http://i.imgur.com/4N3hmQT.png[/img_thumb]
Thanks for your comments! I'm interested to hear people's thoughts on this.
Alright making it now, it's taking awhile because paint.net doesn't seem to have a transparent select function? I might need to find another way to do this.
[QUOTE=Mr. Someguy;40438268]Alright making it now, it's taking awhile because paint.net doesn't seem to have a transparent select function? I might need to find another way to do this.[/QUOTE]
Couldn't you just use the Magic Wand and mess with the Tolerance?
Or do you mean you can't select all transparent parts at once?
[QUOTE=etrius0023;40438352]Couldn't you just use the Magic Wand and mess with the Tolerance?
Or do you mean you can't select all transparent parts at once?[/QUOTE]
I've spent the last half hour trying to figure out how you select the lines without the background, but there doesn't seem to be any option for it. Finally I found out that if you save the image as a .png, then drag it back over the other image and add it as a layer, it will work.
[editline]26th April 2013[/editline]
[img]http://i.imgur.com/RtgbPyv.jpg[/img]
Still havent' worked out what to do with the square outside C17 Station though, it leads right into the wall of buildings from EP1's square. I also noticed the layout doesn't explain why everyone just ignores the trainstation, but I guess that could just be ignored as it either being destroyed or not having any trains left.
[editline]26th April 2013[/editline]
Is anyone gonna try emailing valve to see if the levels are supposed to match up in the first place? Only thing is I'm not sure who designed those particular levels, so I don't know who to address it to.
Who want a can?
[t]http://puu.sh/2I04T.jpg[/t]
(No, this is not a joke. Since the crossbow is made by someone else(I still have the body from mine), I made a simple model because I'm lazy, a can.)
[sub][sub][sub][sub]Over 1000 tri[/sub][/sub][/sub][/sub]
[editline]Wat[/editline]
Okay, I deleted some loop, the soda can opener... thing will be a plane with a alpha texture, and right now i'm trying to reduce the poly manually without loosing the perfect shape.
wow its actually round
unbelievable
[QUOTE=soullink;40440967]Who want a can?
[t]http://puu.sh/2I04T.jpg[/t]
(No, this is not a joke. Since the crossbow is made by someone else(I still have the body from mine), I made a simple model because I'm lazy, a can.)
[sub][sub][sub][sub]Over 1000 tri[/sub][/sub][/sub][/sub]
[editline]Wat[/editline]
Okay, I deleted some loop, the soda can opener... thing will be a plane with a alpha texture, and right now i'm trying to reduce the poly manually without loosing the perfect shape.[/QUOTE]
You'll wanna create a LOD model or two to go with it.
[QUOTE=99p;40441293]You'll wanna create a LOD model or two to go with it.[/QUOTE]
I'm starting to do that, the mid lod will be kinda like the original, and the last will be a almost basic cylinder.
[Editline]fsf[/editline]
Done in all flavor, but I don't think we need to use all of them.
[t]http://puu.sh/2I1py.jpg[/t]
[QUOTE=soullink;40441309]I'm starting to do that, the mid lod will be kinda like the original, and the last will be a almost basic cylinder.[/QUOTE]
It might be worth doing a bit of testing to see at what distance the current can doesn't look like arse.
Okay, so, now for the texturing.
[sub][sub][sub]Fuck, I can't UV for shit, gonna use my super power of fuck this shit for today.[/sub][/sub][/sub]
I will stop working on It for now, I will finish it later today or tomorrow.
Critics needed.. I have no damn idea what's off.. it's been bugging me all day long.
[t]https://dl.dropboxusercontent.com/u/5497487/hev_critic_piece.png[/t]
Paintovers highly appreciated!
[b]EDIT:[/b]
Reference for the back:
[t]http://www.gamingheads.com/images/stories/products/HLGF/horizontal_07.jpg[/t]
You silly guys :v:
[QUOTE=kwant111;40441933]Critics needed.. I have no damn idea what's off.. it's been bugging me all day long.
[t]https://dl.dropboxusercontent.com/u/5497487/hev_critic_piece.png[/t]
Paintovers highly appreciated!
[b]EDIT:[/b]
Reference for the back:
[t]http://www.gamingheads.com/images/stories/products/HLGF/horizontal_07.jpg[/t]
You silly guys :v:[/QUOTE]
I don't think it's fitted enough. It should be closer to an hourglass shape, but only slightly, and as someone pointed out already, the shoulders need to be more angled.
[QUOTE=kwant111;40441933]Critics needed.. I have no damn idea what's off.. it's been bugging me all day long.
[t]https://dl.dropboxusercontent.com/u/5497487/hev_critic_piece.png[/t]
Paintovers highly appreciated![/QUOTE]
It's very possible that the problem has something to do with the legs currently having nothing, which messes with how the suit is perceived. Without the leg pieces, the back of the hip section looks like some sort of [I]giant metal diaper[/I].
I mean, I'm sure that's relatively practical for a scientist who ultimately spends several days without a restroom break, but… :v:a
That said, the hip piece is currently sitting on his hips like a thick belt. The top lip of the hip piece should probably be hidden, or connecting with the torso piece, like it appears on the Gaming Heads model that you posted.
[QUOTE=kwant111;40441933]Critics needed.. I have no damn idea what's off.. it's been bugging me all day long.
[t]https://dl.dropboxusercontent.com/u/5497487/hev_critic_piece.png[/t]
Paintovers highly appreciated!
[b]EDIT:[/b]
Reference for the back:
[t]http://www.gamingheads.com/images/stories/products/HLGF/horizontal_07.jpg[/t]
You silly guys :v:[/QUOTE]
It looks a little too squared-off. The bit under the shoulder armor is (I think) supposed to be more snug, so unless Gordon gained a lot of weight while he was in stasis I think we may have found the problem. Try slimming it down a little bit and see if it looks less strange.
Thanks for the tips everyone! I adjusted everything and it looks alot better, I also updated the backside to make it look better. (pics up soon)
[QUOTE=soullink;40440967]Who want a can?
[t]http://puu.sh/2I04T.jpg[/t]
(No, this is not a joke. Since the crossbow is made by someone else(I still have the body from mine), I made a simple model because I'm lazy, a can.)
[SUB][SUB][SUB][SUB]Over 1000 tri[/SUB][/SUB][/SUB][/SUB]
[editline]Wat[/editline]
Okay, I deleted some loop, the soda can opener... thing will be a plane with a alpha texture, and right now i'm trying to reduce the poly manually without loosing the perfect shape.[/QUOTE]
Just make a lowpoly and bake a normalmap with the highpoly
[QUOTE=Tobba;40443780]Just make a lowpoly and bake a normalmap with the highpoly[/QUOTE]
Not even that, I think the 8 sided LOD would do. There's no need for it to be that high detail.
[QUOTE=kwant111;40441933]Critics needed.. I have no damn idea what's off.. it's been bugging me all day long.
[t]https://dl.dropboxusercontent.com/u/5497487/hev_critic_piece.png[/t][/QUOTE]
I think you made the "abs" and belt stand out too much. Right now each looks like a separate piece/layer where I think they should look more connected.
[t]http://images5.fanpop.com/image/photos/25600000/Gordon-Freeman-holding-heart-gordon-freeman-25675652-865-1174.jpg[/t]
I don't think that ass flap is actually supposed to be there. On the figure, it looks like a cut they had to make for articulation.
[QUOTE=xalener;40444871]I don't think that ass flap is actually supposed to be there. On the figure, it looks like a cut they had to make for articulation.[/QUOTE]
That's a statue, it's not a poseable figure, though the NECA action figure fallows a very similar suit design.
[QUOTE=xalener;40444871]I don't think that ass flap is actually supposed to be there. On the figure, it looks like a cut they had to make for articulation.[/QUOTE]
yeah but its almost on every back part I can find. Except for the beta model, but that design is [b]really[/b] bad.
[QUOTE=Snood_1990;40443978]Not even that, I think the 8 sided LOD would do. There's no need for it to be that high detail.[/QUOTE]
Not really a terribly big point in remaking the model then though, since the original is just an extruded 8 sided cylinder (I think) (edit: 10 sided, it even has a nice rim), upclose (such as when grabbing it) you'd want a 8 or so sided lowpoly with baked normals though, and suddenly switching between normal maps and not using normal maps via a LOD would be weird
[editline]27th April 2013[/editline]
You specially you want a normal map on the non-flatcap versions, the normal interpolation is completely fucked, and flat cap would look terrible upclose
[editline]27th April 2013[/editline]
You'll also want a normal map if a specular is tossed on, it would barely do anything to performance because the performance hit from per-pixel lighting maps exponentially to the distance from the camera, so unless its in your face it'll have 0 impact on performance, but its probably gonna look terrible on the rim without a normal map
[editline]27th April 2013[/editline]
Plus if the plan to move to a deferred renderer goes through then theres no actual cost to a normal map and specular other than an extra sample and ALU operation per pixel
[editline]27th April 2013[/editline]
Then again, IIRC the source engine only cares about normal maps for specular lighting and does model lighting per-vertex, which would pretty much ruin half their purpose, if thats the case, which I'm fairly sure it actually is, closeup a 16 sided model should probably be used
[QUOTE=Tobba;40445632]Not really a terribly big point in remaking the model then though, since the original is just an extruded 8 sided cylinder (I think) (edit: 10 sided, it even has a nice rim), upclose (such as when grabbing it) you'd want a 8 or so sided lowpoly with baked normals though, and suddenly switching between normal maps and not using normal maps via a LOD would be weird
[editline]27th April 2013[/editline]
You specially you want a normal map on the non-flatcap versions, the normal interpolation is completely fucked, and flat cap would look terrible upclose
[editline]27th April 2013[/editline]
You'll also want a normal map if a specular is tossed on, it would barely do anything to performance because the performance hit from per-pixel lighting maps exponentially to the distance from the camera, so unless its in your face it'll have 0 impact on performance, but its probably gonna look terrible on the rim without a normal map
[editline]27th April 2013[/editline]
Plus if the plan to move to a deferred renderer goes through then theres no actual cost to a normal map and specular other than an extra sample and ALU operation per pixel
[editline]27th April 2013[/editline]
Then again, IIRC the source engine only cares about normal maps for specular lighting and does model lighting per-vertex, which would pretty much ruin half their purpose, if thats the case, which I'm fairly sure it actually is, closeup a 16 sided model should probably be used[/QUOTE]
I'm cool with just using a 16-32 sided one, with normal maps and cubemaps.
Also, the part where the can starts tilts (goes in at an angle to the top of the can) should start much closer to the top/bottom.
why are we even focusing on this
Because soda cans are serious buisness.
[sub][sub]Not really[/sub][/sub]
[QUOTE=Meatpuppet;40447883]why are we even focusing on this[/QUOTE]
well hey even if the mod bombs at least we'll be able to confidently say [I]"that was a fucking nice can"[/I]
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