• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=Cvoxalury;45390010]Does putting $reflectentities 1 and $forceexpensive 1 in the water VMT work?[/QUOTE] Yep. [T]http://i.imgur.com/JtmTLcu.jpg[/T] But there's also this: [T]http://i.imgur.com/xUPAFtY.jpg[/T] Materials that use Refract shader appear incorrectly (non-transparent). This only happens on Windows 7, they appear fine on Windows XP.
[QUOTE=Nik1895;45394999] Materials that use Refract shader appear incorrectly (non-transparent). This only happens on Windows 7, they appear fine on Windows XP.[/QUOTE] Happens to me on 8.1 as well. Probably related to those shader problems on modern systems/graphic adapters. Though I see you have other shaders working alright, no super-lowres picmip crap (and I encounter this very lowres crap now, after upgrading from GTS 250 to R9 270x). Also, [QUOTE=Nik1895;45376794]Anybody knows why doesn't beta play reload sounds for most weapons and how to fix this?[/QUOTE] Having this issue as well. Never happened until I switched to 8. I can't remember whether I had reload sounds working on 8 when I was playing on GTS 250 (i.e. is it a recent bug or an older bug, I don't play the leak often)... though it would seem weird for a sound problem to be related to graphics. But that's the leak.
[QUOTE=Cvoxalury;45395691]Happens to me on 8.1 as well. Probably related to those shader problems on modern systems/graphic adapters. Though I see you have other shaders working alright, no super-lowres picmip crap (and I encounter this very lowres crap now, after upgrading from GTS 250 to R9 270x)[/QUOTE] I actually had low-res textures bug, too, but I found a workaround for that: [url]http://www.dotemu.com/en/forums/pc-games/support/vampire-bloodlines-blurry-texture-fix[/url] Make sure you delete bin\vidcfg.bin before doing that and set it to read-only after removing RAM limit. This doesn't fix above problem with refractions, though.
[QUOTE=Nik1895;45395912]I actually had low-res textures bug, too, but I found a workaround for that: [url]http://www.dotemu.com/en/forums/pc-games/support/vampire-bloodlines-blurry-texture-fix[/url] Make sure you delete bin\vidcfg.bin before doing that and set it to read-only after removing RAM limit. This doesn't fix above problem with refractions, though.[/QUOTE] Ugh. That seems kinda hacky and dangerous. Thanks for sharing the method, but I wouldn't experiment with system settings of this sort. The lowres problem is this kinda issue you find a solution for but when you encounter this again couple of years later, you forget what to do. This is solveable on coding side, right? Provided you have the right VS version and you're able to bulid the shaders lib. Just need to find a fix for it and backup it everywhere. Heh...
[QUOTE=Cvoxalury;45396229]Ugh. That seems kinda hacky and dangerous. Thanks for sharing the method, but I wouldn't experiment with system settings of this sort. The lowres problem is this kinda issue you find a solution for but when you encounter this again couple of years later, you forget what to do. This is solveable on coding side, right? Provided you have the right VS version and you're able to bulid the shaders lib. Just need to find a fix for it and backup it everywhere. Heh...[/QUOTE] Well, I did this multiple times and didn't break anything. And yes, it can be solved by coding, the problem is in shaderapidx9.dll
[IMG]http://i.imgur.com/GOxGBA9.png[/IMG] Now with 100% less S.T.A.L.K.E.R! It's still not as good as my GYFTVs, but it's getting there.
[QUOTE=Thevaultkid;45430050][IMG]http://i.imgur.com/GOxGBA9.png[/IMG] Now with 100% less S.T.A.L.K.E.R! It's still not as good as my GYFTVs, but it's getting there.[/QUOTE] Holy crap, that looks awesome! ... Wait, is that what I think it is?
[QUOTE=BoxBuilder999;45430221]Holy crap, that looks awesome! ... Wait, is that what I think it is?[/QUOTE] My sidewalk is better than yours.
[QUOTE=Thevaultkid;45430335]My sidewalk is better than yours.[/QUOTE] This is why I can't map nice things.
[QUOTE=Thevaultkid;45430050][IMG]http://i.imgur.com/GOxGBA9.png[/IMG] Now with 100% less S.T.A.L.K.E.R! It's still not as good as my GYFTVs, but it's getting there.[/QUOTE] Looks way better, needs a better skybox texture though.
[QUOTE=Snood_1990;45430389]Looks way better, needs a better skybox texture though.[/QUOTE] Yeah I'm not too inclined to stand out in the middle of a field and take a panoramic of the sky while a tornado is about to touchdown just to get a green sky texture, but I know what you're saying.
[QUOTE=Thevaultkid;45430550]Yeah I'm not too inclined to stand out in the middle of a field and take a panoramic of the sky while a tornado is about to touchdown just to get a green sky texture, but I know what you're saying.[/QUOTE] Or, you know, use Google images.
[QUOTE=Thevaultkid;45430550]Yeah I'm not too inclined to stand out in the middle of a field and take a panoramic of the sky while a tornado is about to touchdown just to get a green sky texture, but I know what you're saying.[/QUOTE] [url]http://www.cgskies.com/[/url]
[QUOTE=Thevaultkid;45430550]Yeah I'm not too inclined to stand out in the middle of a field and take a panoramic of the sky while a tornado is about to touchdown just to get a green sky texture, but I know what you're saying.[/QUOTE] Get a stormchaser to do it instead
[QUOTE=WhyNott;45431002][url]http://www.cgskies.com/[/url][/QUOTE] Uhh, I don't really want to spend 20 smack on a sky. Google images it is.
See if you can chuck in an ambient cloudscape as well, that might look cool. Similar to the scrolling clouds in CSS.
[QUOTE=Nik1895;45359115]Is there any way to convert beta models to retail format without decompiling and recompiling each of them one by one? I don't even need characters, I just want to convert prop models.[/QUOTE] It could be done entirely in PowerShell scripts but that'd take a billion years to write out, so no fun. You could launch decompilers and compilers using e.g. Perl which is what I did with my batch decompiler (we don't batch compile at all). [QUOTE=Nik1895;45378132]I doubt about it, The Axel Project does have reload sounds playing alright, and it doesn't replace any of the view models except for those which are in old format. Could be something about the code, and I would not like it to be true.[/QUOTE] It is a problem with the code. However it could be fixed entirely in the QC scripts although that's a terrible solution imo. [QUOTE=Cvoxalury;45395691]Happens to me on 8.1 as well. Probably related to those shader problems on modern systems/graphic adapters. Though I see you have other shaders working alright, no super-lowres picmip crap (and I encounter this very lowres crap now, after upgrading from GTS 250 to R9 270x). Also, Having this issue as well. Never happened until I switched to 8. I can't remember whether I had reload sounds working on 8 when I was playing on GTS 250 (i.e. is it a recent bug or an older bug, I don't play the leak often)... though it would seem weird for a sound problem to be related to graphics. But that's the leak.[/QUOTE] Everything related to shader problems stems from the proper detection of pow2 framebuffer support. It's one line of code to fix but you can't use the recompiled shaderapidx9.dll with the leaked binaries of obvious reasons. [QUOTE=Thevaultkid;45430050][IMG]http://i.imgur.com/GOxGBA9.png[/IMG] Now with 100% less S.T.A.L.K.E.R! It's still not as good as my GYFTVs, but it's getting there.[/QUOTE] Fix the lighting on the wall to the left, and flesh out that building a bit more. The smoke particles looks like they're supposed to come from a major fire (think skybox fire - rocket in EP2) so tweak that. Maybe some tall buildings in the skybox or the Citadel? The sidewalk is a bit too high if you ask me.
[QUOTE=Thevaultkid;45430050][IMG]http://i.imgur.com/GOxGBA9.png[/IMG] Now with 100% less S.T.A.L.K.E.R! It's still not as good as my GYFTVs, but it's getting there.[/QUOTE] Peculiar how mip-mapping on the fence texture makes it look like the fence's torn and worn. Or [I]is[/I] it a new texture on those models?
You can use Terragen to make skyboxes, gives you a lot of options so you can make some nice ~dark and dramatic~ polluted skies. [URL="https://developer.valvesoftware.com/wiki/Skybox_(2D)_with_Terragen"]here's[/URL] a tutorial on the Valve Developer Community. Although from the looks of it you can only make low-res ones with the free version.
Vue10 is also pretty good.
[QUOTE=ProZak;45436326]It could be done entirely in PowerShell scripts but that'd take a billion years to write out, so no fun. You could launch decompilers and compilers using e.g. Perl which is what I did with my batch decompiler (we don't batch compile at all). It is a problem with the code. However it could be fixed entirely in the QC scripts although that's a terrible solution imo. Everything related to shader problems stems from the proper detection of pow2 framebuffer support. It's one line of code to fix but you can't use the recompiled shaderapidx9.dll with the leaked binaries of obvious reasons. Fix the lighting on the wall to the left, and flesh out that building a bit more. The smoke particles looks like they're supposed to come from a major fire (think skybox fire - rocket in EP2) so tweak that. Maybe some tall buildings in the skybox or the Citadel? The sidewalk is a bit too high if you ask me.[/QUOTE] I don't actually what's up with the lighting on that wall, it might have something to do with Lightmaps. As for fleshing out the building, what do you propose?
[IMG]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/gm_construct0006.1.jpg[/IMG] Decided to try and rig the leak's Samuel model to the Valve Biped since I couldn't find one that was ported already. I haven't rigged his fingers yet and the model is ugly as sin, but... Yeah.
[QUOTE=Thevaultkid;45438600]I don't actually what's up with the lighting on that wall, it might have something to do with Lightmaps. As for fleshing out the building, what do you propose?[/QUOTE] I messed a bit around last night and came up with this [thumb]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building%20artitecture0000.jpg[/thumb] [thumb]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building%20artitecture0001.jpg[/thumb] [thumb]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building%20artitecture0002.jpg[/thumb] The VMF is here if you want to see how its done. It might a few mistakes and could be tweaked a bit but this wasn't really spend too much time on so whatever. [url]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building.rar[/url]
[QUOTE=ProZak;45447778]I messed a bit around last night and came up with this [thumb]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building%20artitecture0000.jpg[/thumb] [thumb]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building%20artitecture0001.jpg[/thumb] [thumb]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building%20artitecture0002.jpg[/thumb] The VMF is here if you want to see how its done. It might a few mistakes and could be tweaked a bit but this wasn't really spend too much time on so whatever. [url]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building.rar[/url][/QUOTE] Speaking of brushwork, I made a Combine wall monitor that looks like a prop for the movie Blade Runner [IMG]http://i.imgur.com/ofWSkOT.png[/IMG]
[IMG]http://i.imgur.com/j6O5X4Z.png[/IMG] Not really happy with the lighting yet. Going to be a sideroom in a cathedral.
[QUOTE=ProZak;45447778]I messed a bit around last night and came up with this [thumb]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building%20artitecture0000.jpg[/thumb] [thumb]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building%20artitecture0001.jpg[/thumb] [thumb]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building%20artitecture0002.jpg[/thumb] The VMF is here if you want to see how its done. It might a few mistakes and could be tweaked a bit but this wasn't really spend too much time on so whatever. [url]http://scart.slkandy.com/images/missinginformation/Architecture%20Test/building.rar[/url][/QUOTE] The pictures could've really used one more light source. Had to download just to understand what you were showing with 'em =/
Has anyone managed to load the physics gun's reference smd in any model editor without it losing bits and pieces?
[IMG]http://i.imgur.com/IYxzUde.png[/IMG] It's a mystery as to why you think the entire dev team is claiming this, we're not. Only one (former) member of the team has been going around saying this (as far as I know, at least. There might be more) and it was a joke that got taken seriously, could you please clarify this?
[QUOTE=Sally;45456791]Has anyone managed to load the physics gun's reference smd in any model editor without it losing bits and pieces?[/QUOTE] I have. edit Well, that is the actual answer to his question... Anyhow, this [url]https://www.dropbox.com/s/mj4rxe351xd0r6l/Physgun_loadable.7z[/url] Loads alright in kHed (I know it itsn't suitable for weapon modeling or any animated model making, but my 3dsmax refuses to run for some reason, and I don't have any other editor installed atm), compiles pretty much fine as well. I don't think all of its anims are the same as the original ones, I tweaked some and made others for myself, but it's the mesh that matters most, isn't it? And the anims are easy to make, anyway.
[QUOTE=Sergeant Stacker;45464196][IMG]http://i.imgur.com/IYxzUde.png[/IMG] It's a mystery as to why you think the entire dev team is claiming this, we're not. Only one (former) member of the team has been going around saying this (as far as I know, at least. There might be more) and it was a joke that got taken seriously, could you please clarify this?[/QUOTE] Two people asked me independently so I posted that to stop any further confusion from spreading. I just got home from a week in Sweden so I had no idea what had happened online meanwhile.
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