[QUOTE=Mr. Someguy;41488761]The guy has ability, but he lacks talent, if that makes sense.[/QUOTE]
He doesn't know too well how [B]best[/B] to reinterpret HL2, but what he makes based on those reinterpretations [I]is[/I] very well-made in itself, in terms of quality.
[I]Mapping[/I]-wise, of course. I think his replacement character models are ugly as shit.
[QUOTE=Mr. Someguy;41488761]Does anyone have a picture? The guy has ability, but he lacks talent, if that makes sense. I'm curious as to how he handled it, even if he did take the wrong approach.[/QUOTE]
[t]http://media.moddb.com/images/mods/1/16/15390/2.1.jpg[/t]
I like it (because I like FF okay) even though it doesn't fit the City 17 layout. But I can see why people wouldn't like it.
[QUOTE=Armageddon104;41489835][t]http://media.moddb.com/images/mods/1/16/15390/2.1.jpg[/t]
I like it (because I like FF okay) even though it doesn't fit the City 17 layout. But I can see why people wouldn't like it.[/QUOTE]
I thought he meant when you're in the Citadel at the end of HL2 and looking out over City 17's skyline?
[QUOTE=Kahgarak;41489571]He doesn't know too well how [B]best[/B] to reinterpret HL2, but what he makes based on those reinterpretations [I]is[/I] very well-made in itself, in terms of quality.[/QUOTE]
The way I see it, mapping skill wise he's good, while atmosphere and design wise he's either great or shit depending on how he decides to do things. Effects wise he's shit, has bloom and fog everywhere, and the contrast is jacked way up. Character models range between respectable to 'oh god what', although the latter seems to be a personal design choice most of the time, and often neither fit into the lore very well regardless. Oh, and his textures are too high-res, while that's not a bad thing for some, it's horrible for optimisation and filesize. We're not playing as squirrels, and most people don't stare at walls from 2 inches away, they don't need to be that detailed..
[editline]17th July 2013[/editline]
[QUOTE=RikohZX;41489999]I thought he meant when you're in the Citadel at the end of HL2 and looking out over City 17's skyline?[/QUOTE]
I did.
[QUOTE=Mr. Someguy;41490001] Oh, and his textures are too high-res, while that's not a bad thing for some, it's horrible for optimisation and filesize. We're not playing as squirrels, and most people don't stare at walls from 2 inches away, they don't need to be that detailed..
[/QUOTE]
To be fair, some of his textures are fucking fantastic: but pretty much all of them throw style or art direction right out the window.
[QUOTE=tehstrelok;41487774]
[video=youtube;BY53J-ZBOYU]http://www.youtube.com/watch?v=MEj8BCFcVyM[/video][/QUOTE]
I remember someone fairly awhile ago having an idea of the breen broadcast switch between languages/vocalizations. That idea would go well with this and it also helps the citizens to sound different, unlike almost everyone having the same actors.
[QUOTE=Armageddon104;41489835][t]http://media.moddb.com/images/mods/1/16/15390/2.1.jpg[/t]
I like it (because I like FF okay) even though it doesn't fit the City 17 layout. But I can see why people wouldn't like it.[/QUOTE]
THE CITY! IT'S TOO CLEAN!
[QUOTE=optimussentinel;41490728]THE CITY! IT'S TOO CLEAN![/QUOTE]
I always thought that for that part, you could take a panorama and edit it. It'd require someone with a lot of skill and patience though. I dunno how the citadel's animation is done, but you might be able to throw some fires and smoke over the panorama like the portal is. It'd be neat to see the middle of town glowing orange from the distant flames (like the middle-back of [url=http://st.gdefon.ru/wallpapers_original/wallpapers/34746_los-andzheles_vechernie-ogni_panorama_2831x1080_%28www.GdeFon.ru%29.jpg]this panorama[/url], only imagine it's fire). Something like the orange-glow and smokey look [url=http://fc03.deviantart.net/fs71/f/2013/002/4/c/novi_grad_panorama_by_indir23photography-d5q5ftk.jpg]of this one[/url] (specifically the right side) would look neat.
Some potentially fitting examples I found:
Zurich - [url]http://photocompetition.upclive.com/original/608130/zurich_panorama/zurich_panorama.jpg[/url]
Athens - [url]http://www.nicolascretton.ch/Pictures/Athens_panorama.jpg[/url]
Bagota - [url]http://upload.wikimedia.org/wikipedia/commons/7/7c/Bogota-panorama-may-2009.png[/url]
[QUOTE=Mr. Someguy;41491145]I always thought that for that part, you could take a panorama and edit it. It'd require someone with a lot of skill and patience though. I dunno how the citadel's animation is done, but you might be able to throw some fires and smoke over the panorama like the portal is. It'd be neat to see the middle of town glowing orange from the distant flames (like the middle-back of [url=http://st.gdefon.ru/wallpapers_original/wallpapers/34746_los-andzheles_vechernie-ogni_panorama_2831x1080_%28www.GdeFon.ru%29.jpg]this panorama[/url], only imagine it's fire). Something like the orange-glow and smokey look [url=http://fc03.deviantart.net/fs71/f/2013/002/4/c/novi_grad_panorama_by_indir23photography-d5q5ftk.jpg]of this one[/url] (specifically the right side) would look neat.
Some potentially fitting examples I found:
Zurich - [url]http://photocompetition.upclive.com/original/608130/zurich_panorama/zurich_panorama.jpg[/url]
Athens - [url]http://www.nicolascretton.ch/Pictures/Athens_panorama.jpg[/url]
Bagota - [url]http://upload.wikimedia.org/wikipedia/commons/7/7c/Bogota-panorama-may-2009.png[/url][/QUOTE]
You could probably do most of that with some tricky mapping and sprite placement.
[QUOTE=optimussentinel;41490728]THE CITY! IT'S TOO CLEAN![/QUOTE]
and flat at that angle.
That picture makes me want to go to Zurich so bad!
[QUOTE=glitchvid;41488604]Rerr.
I'm using Riga.[/QUOTE]
yeah, that one is perfect, in google maps you can see it has the most fitting layout and everything.
[QUOTE=FpShepard;41490304]I remember someone fairly awhile ago having an idea of the breen broadcast switch between languages/vocalizations. That idea would go well with this and it also helps the citizens to sound different, unlike almost everyone having the same actors.[/QUOTE]
I think the other Idea was to get some of the community to do some other voices in other languages to give even more variation to the citizens (which I think is a great Idea)
[QUOTE=Sir Max;41493531]I think the other Idea was to get some of the community to do some other voices in other languages to give even more variation to the citizens (which I think is a great Idea)[/QUOTE]
The idea is to switch out some of the minor citizen lines with some of the voice lines provided by the different language support in HL2. Then have some people come in and re-record lines with different accents so not everyone sounds the same.
[QUOTE=Hideyoshi;41488590]I'd rather have it all in English. Sort of like in movies and cartoons where the main character speaks another language (like Russian), but you hear everything in English so you can actually understand what they're saying. I'm not trying to say Gordon knows other languages, but I'd rather understand everything I hear.[/QUOTE]
Just make it so that the important story stuff is in English and half of the side dialogue is made up of different languages. I've already played HL2 enough to know what citizens are saying at certain areas of the game.
[QUOTE=glitchvid;41490046]To be fair, some of his textures are fucking fantastic: but pretty much all of them throw style or art direction right out the window.[/QUOTE]
It's funny how a mod created by only one person can be so visually inconsistent.
Other languages: optional subtitles? People who want to know what NPCs are saying can turn them on, people who assume Gordon's not a polyglot can turn them off.
Since we are talking about the citizens and then speaking different languages again I'll post the idea I had in V2:
[QUOTE=highvoltage;39335028][img]http://puu.sh/1RKg6[/img]Half-life 2 has full audio support for 9 languages, so all you would need to to would be to change the language of the game and steam will download all the audio files needed for you.
Then its just a matter of copying any files you need to the mod and applying them where need be.
It could be set up so the citizens sitting in the train station and wandering the city all have different languages. Like the the guy mumbling about the trains be doing so in Russian, or even go as far as adding a bunch more citizens and have groups all chatting in there own languages using what lines are available.[/QUOTE]
[QUOTE=tehstrelok;41487774]In some very particular cases, (just very few) we could have citizens speaking russian, you can have both languages in the game and it won´t mess up the lips movement, it will automatically match, and in any case, you can turn on captions and they`ll be in english. it would be just for some specific cases, now you might disagree I know, but just think about it
Another case could be with grigori, he is probably russian and gordon never speaks so, he could just say things in his native language, but I have my doubts myself. Here I´ll show you some russian lines I left in just to see if they would fit.
You tell me, if you don´t like it, well, I´ll just leave it till here and won´t mention it again
video
[video=youtube;BY53J-ZBOYU]http://www.youtube.com/watch?v=MEj8BCFcVyM[/video][/QUOTE]
The dislikes are unfair. I'd accept this as long as its restricted to non-important NPCs. The couple on the couch and the guys in the housing complex are fine.
Stop with the language stuff again, please, we already decided to use varied languages back on thread V3.
[QUOTE=Fat-Corgi-Guy;41495396]Stop with the language stuff again, please, we already decided to use varied languages back on thread V3.[/QUOTE]
oh, ok then
I love the idea of varied languages. It'll really add some depth.
[QUOTE=Ekalektik_1;41498752]I love the idea of varied languages. It'll really add some depth.[/QUOTE]
To me it seems like one of those 'good on paper' ideas. The best you could do would be something like the Metro series.
I think a good way to do it would be having more citizens around and about in the square thus more voices and more variation
it would also work really well with the rebels
The multiple voices would probably fit better if the citizens talked in English only with Gordon or maybe when he's around them, they should also have different accents to keep it veritable.
Anyway, any updates on the new models?
[QUOTE=RaTcHeT302;41499172]The multiple voices would probably fit better if the citizens talked in English only with Gordon or maybe when he's around them, they should also have different accents to keep it veritable.[/QUOTE]
but then you'd have people speaking pitch-perfect Japanese, then turning around and talking to you in strong American English accents. everyone would have like three vastly different voices, they'd all be talking like The Many or something
weren't they going to consider getting different people from different countries to voice act some civilians? if so, you could get them do a set of vocals in their native tongue, and then some in english.
On the subject of different languages, I recently played through Ravenholm again. This time, however, I had swapped out all of Father Grigori's lines for the localised russian ones. It made it a hell of a lot creepier when some disembodied voice recited verses from the bible in the background. The only problem is that the russian voice actor sounds very different from Grigori's normal actor, so it would likely not sound right to have his major lines in english. But holy damn is the russian laughing creepy.
EDIT:
I forgot to mention, if you guys are looking for some realistic gun sounds, I've been working on them. The MP7 is a no-go right now, it's almost impossible to find any good videos of, but I've got the SPAS-12, Annabelle, the USP and the Python sorted out. I'm not sure if you're going for realism or cool-factor, because the guns do sound rather piddly and weak in real life.
guys this isn't a linguist's thread let's get back to topic
[QUOTE=SFC003;41500696]guys this isn't a linguist's thread let's get back to topic[/QUOTE]
Them guns... what's the progress on them?
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