• Half-Life and Portal series, general discussion (v6)
    5,016 replies, posted
[QUOTE=Maestro Fenix;47288867]Hmm, have you tried without the spaces at [i]hl-s hammer maps[/i]?. Also you should post this at the Mapping Thread, at the post your questions thread.[/QUOTE] The thing is, I have all my HL2 .vmf files in a folder titled "HL2 - Hammer Maps" and they compile just fine. I think it's a problem with the configuration, but I'm not entirely sure. Yeah, I'll move this to the Mapping Thread.
[QUOTE=WhyNott;47288446][img]http://s.cdaction.pl/obrazki//nadgodziny-08-03-15-4_4bia.jpg[/img][/QUOTE] Vincent van Gordon
Goghrdan Freeman. [editline]9th March 2015[/editline] Has anyone ever loaded up a HL2 map in Garry's Mod just to screw around and accidentally play through most of HL2?
[QUOTE=A B.A. Survivor;47292508]Goghrdan Freeman. [editline]9th March 2015[/editline] Has anyone ever loaded up a HL2 map in Garry's Mod just to screw around and accidentally play through most of HL2?[/QUOTE]yeah but what ends up happening is that every time the level changes, i get a missing texture over my camera that won't go away
[t]http://marlamin.com/lister//valvevr/image384.png[/t][t]http://marlamin.com/u/croppdf.png[/t] Some screens from the Portal VR demo. [url=http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf]Source[/url].
The texture resolution on that wall above the phone is looking p good. Apparently, according to the document and my limited understanding of it, the normal maps are 4k because anything less looks unnatural. I assume this also applies somewhat to detail textures and just textures in general, although perhaps it's not as imperative as with normal maps that give off some sense of depth. [quote]Most normal maps work great in VR...mostly. ● What doesn’t work: ● Feature detail larger than a few cm inside tracked volume is bad[/quote]
Source 2 looks like what ID Tech 5 looks like compared to ID Tech 4, without all the streaming low resolution textures.
People should definitely read those slides before judging. Not really representative of what S2 can do in a normal environment. Well, hopefully.lol
[QUOTE=Marlamin;47293718][t]http://marlamin.com/lister//valvevr/image384.png[/t][t]http://marlamin.com/u/croppdf.png[/t] Some screens from the Portal VR demo. [url=http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf]Source[/url].[/QUOTE] Interesting, the equipment on the left side says "Aperture pocket universe management station". I hope we get to see the full demo at some point, it seems like it might provide some more details about Aperture (if it's Canon).
[QUOTE=nightlord;47294886]Interesting, the equipment on the left side says "Aperture pocket universe management station". I hope we get to see the full demo at some point, it seems like it might provide some more details about Aperture (if it's Canon).[/QUOTE] They said it'll probably ship with the Vive at the end of this year.
this is late as fuck but are magnusson and cave johnson voiced by the same guy?
no
Has anyone looked into adding in some of the unused animations/functions? Because some of them look really interesting in terms of gameplay/aesthetics. I mean, there are additional 'signal' animations that the Soldiers never use, as well as animations for dropping grenades (like the HECU) and rolling grenades. There are also animations for Metrocops and Citizens throwing grenades which go unused as well.
I wonder how much the Vive is going to cost, as I really want to get a VR headset and may just hold out for this one in particular.
[QUOTE=Marlamin;47293718][t]http://marlamin.com/lister//valvevr/image384.png[/t][t]http://marlamin.com/u/croppdf.png[/t] Some screens from the Portal VR demo. [url=http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf]Source[/url].[/QUOTE] The '3' on the phone dial is worn off :v:
Does anyone have that amazing comic with Gordon climbing ladders w/ the rocket boots? Couldn't find it anywhere else.
[QUOTE=Butthurter;47294172]graphics wise i dont really see anything outstanding, it honestly reminds me more of cryengine 1 back in 07 maybe ill reserve judgement for an actual source 2 demo rather than a vr demo that relies on the artstyle of a game with primarily clean and soft textures[/QUOTE] Yeah, we haven't seen a L4D type map on it yet, or even one with the P2 overgrowth
[QUOTE=Butthurter;47294172]graphics wise i dont really see anything outstanding, it honestly reminds me more of cryengine 1 back in 07 maybe ill reserve judgement for an actual source 2 demo rather than a vr demo that relies on the artstyle of a game with primarily clean and soft textures[/QUOTE] Whenever Source 2 goes on a beta, or even full release, i'd honestly like to see what modders can do in seeing how well things like Counter-Strike or Half-Life 2 port over first to see how intuitive and effective the engine can be alongside whatever new capabilities it has, and then work our way up from there to original works.
Wow. I had a look at that GDC footage and i have to say its everything i expected and more. Love that little portal room they made. On a side note. [QUOTE=PostedNote;47230549]Hey, Guys! Just had to ask was there any actual concept done for "HECU RPG"? Or was it just throw together on the spot?[/QUOTE]
By the way, does anyone happen to know what was the first custom map ever made for each Valve game? What about mods?
[QUOTE=juhana;47300686]By the way, does anyone happen to know what was the first custom map ever made for each Valve game? What about mods?[/QUOTE]Do you mean good and serious maps, or fast-n-ugly orange-texture maps? Because if we're talking about the first category, I think Lazytown was the first serious TF2 map, started before the TF2 FGDs were even released.
[QUOTE=TheRealRudy;47300939]I don't really care that much if Source 2 will be powerful as the rest or not, as long Valve can create an amazing sequel for HL2 with it that will blow my mind like the previous titles.[/QUOTE] I want, at least, an increase of the maximum amount of players. Imagine 200 player zombie survival.
[QUOTE=Megadave;47301632]I want, at least, an increase of the maximum amount of players. Imagine 200 player zombie survival.[/QUOTE] 200 player Portal 2 Co-op.
[QUOTE=Megadave;47301632]Imagine 200 player zombie survival.[/QUOTE]200 twelve-year olds screaming racial slurs at each other in a glorified orangebox. Fuck that and fuck the bike it rode in on.
[QUOTE=Megadave;47301632]I want, at least, an increase of the maximum amount of players. Imagine 200 player zombie survival.[/QUOTE] 64 retards in one server is already enough
[QUOTE=PostedNote;47230549]Hey, Guys! Just had to ask was there any actual concept done for "HECU RPG"? Or was it just throw together on the spot?[/QUOTE] Are you referring to the HGrunts with mounted/stationary rocket launchers found in On a Rail in HL1? If so, then no, there was no specific concept art done for them. At least none that has publicly surfaced that I am aware of. The fact that Marphy or one of the other HL1 experts hasn't responded to your query in a week or so would also indicate this as well. If you're referring to the RPG weapon found throughout HL1 then that is designed as an amalgamation of several real world RPGs and recoilless rifles with some added artistic liberty. Again I am unaware of any specific concept art regarding this weapon. There doesn't appear to be any concept art on the overwiki either, and they tend to have that kind of stuff.
[media]http://www.youtube.com/watch?v=-ZHA8--bkhs[/media] Have a video
don't forget the other 2 [video=youtube;GfxIz44mHKI]http://www.youtube.com/watch?v=GfxIz44mHKI[/video] [video=youtube;Qkspjshu-Oo]http://www.youtube.com/watch?v=Qkspjshu-Oo[/video]
[QUOTE=Butthurter;47294172]graphics wise i dont really see anything outstanding, it honestly reminds me more of cryengine 1 back in 07 maybe ill reserve judgement for an actual source 2 demo rather than a vr demo that relies on the artstyle of a game with primarily clean and soft textures[/QUOTE] It's definitely above 2007 cryengine quality - I suspect you are misremembering how good that actually was: [T]http://gamingbolt.com/wp-content/uploads/2011/08/Crysis1.jpg[/T] Pretty blurry textures by today's standards (especially on the closer boulder), even if the art direction is timeless. I suspect the main goal of Source 2 is to remove limitations and essentially modernise Source, rather than a jaw-dropping tech showcase. I don't think anything it could do would really live up to the jump the original Source made, anyways, since that had physics as a backbone to advertise itself, whereas there's little Source 2 could do now that other engines haven't already done. I do, however, suspect that the demo we've seen there isn't necessarily indicative of what Source 2 could look like. The lighting is definitely very sterile in that demo, and usually lighting is probably the number 1 contributor to graphical quality - remember how good Doom 3 looked? [T]http://img.tomshardware.com/us/2005/12/05/ati_mobility_radeon_x1600/doom3shot.jpg[/T] Compare that to one of it's monster models under more homogeneous lighting: [T]http://www.webwombat.com.au/games/images/doom-3-exp-2.jpg[/T] While not being [I]bad,[/I] it certainly looks dated even for when it was released. Lighting and shadowing is super important.
I had a weird dream today where Valve and Square Enix teamed up to make a game called Half-Life: Human Evolution. It takes place in City 17, where you start off as a Civil Protection unit protecting a Combine facility, which is hit by rebels and then you get injured. You're augmented into a Combine Soldier, and you spend the entirety of the game in pseudo-stealth mode, where if you hide behind cover it goes into third person and you can aim and shoot rebels. Also, everything is tinted blue and important stuff are highlighted in dark blue. SOMEONE MAKE THIS A MOD PLEASE.
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