Squad Posted December 7, 2019 Report Share Posted December 7, 2019 I was planning to replay HL2 (and perhaps HL) while awaiting HL:A, so this is a welcome addition for sure Quote Link to comment Share on other sites More sharing options...
dux Posted December 7, 2019 Report Share Posted December 7, 2019 17 hours ago, [HP] said: If you're like me, and the announcement of Alyx makes you wanna replay HL2, this mod seems to enhance things a little bit. I absolutely love the feature that turns the projectiles from hitscan to "bullet drop". I'm currently replaying HL2 and this mod looked really cool so downloaded and gave it a go. Within 30 minutes I uninstalled it as the footstep sounds drove me crazy. A great mod ruined by one thing. Playing with this instead: https://store.steampowered.com/app/290930/HalfLife_2_Update/ Zarsky 1 Quote Link to comment Share on other sites More sharing options...
blackdog Posted December 7, 2019 Report Share Posted December 7, 2019 Could easily replace the footsteps sound with the original by copy/pasting the file I’m sure? Quote Link to comment Share on other sites More sharing options...
dux Posted December 7, 2019 Report Share Posted December 7, 2019 3 hours ago, blackdog said: Could easily replace the footsteps sound with the original by copy/pasting the file I’m sure? Nope Quote Link to comment Share on other sites More sharing options...
FMPONE Posted December 7, 2019 Report Share Posted December 7, 2019 5 hours ago, blackdog said: Could easily replace the footsteps sound with the original by copy/pasting the file I’m sure? Few things on Source are this simple, one reason why the engine is so time consuming to work with dux 1 Quote Link to comment Share on other sites More sharing options...
Zarsky Posted December 8, 2019 Report Share Posted December 8, 2019 (edited) On 12/7/2019 at 9:46 PM, FMPONE said: Few things on Source are this simple, one reason why the engine is so time consuming to work with Any idea if Source 2 has improved in this regard? Edited December 8, 2019 by Zarsky Quote Link to comment Share on other sites More sharing options...
FMPONE Posted December 8, 2019 Report Share Posted December 8, 2019 11 minutes ago, Zarsky said: Any idea if Source 2 has improved in this regard? I haven’t spent much time in Source 2 yet. I’m very curious about: -Animating character models in Source 2 (Source Film Maker style?) -PBR materials in Source 2 -How accurate editor lighting is (are there compiles to finalize?) -Scripting/coding stuff Perhaps someone can enlighten me. Zarsky 1 Quote Link to comment Share on other sites More sharing options...
leplubodeslapin Posted December 8, 2019 Report Share Posted December 8, 2019 Calling @marnamai ! Enlighten us! Zarsky 1 Quote Link to comment Share on other sites More sharing options...
marnamai Posted December 9, 2019 Report Share Posted December 9, 2019 (edited) Source 2 user friendliness has been vastly improved, importing assets is mostly drag and drop, the asset browser compiles it into the game format in the background. QCs are a thing of the past.Model editor https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Model_Editorhttps://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial Material editor Naming conventions are important, if you use the correct post-fix, materials slots will be automatically filled out in your material. Setting up a material is basically checking a bunch of flags and assigning the correct textures. _color (diffuse) _normal (normal map) _ao (lighting) _refl (reflectance) _gloss (glossiness, has a metalness slider)https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/MaterialsLighting The current lighting system in SteamVR isn't super great since it's using vertex baked lighting for indirect light and AO on hammer mesh. We do however have per-pixel shadow casting lights available, but there's a limit to how many can be on screen at once. Quote The lighting can be split up into four different groups, diffuse and specular, with each with respectively direct and ambient lighting. Physically based rendering (PBR) is assumed to be used, which among other things means that surfaces are energy conserving and cannot emit more light that they receive. The light received by the surface is split up into diffuse and specular reflections according to the material properties. https://developer.valvesoftware.com/wiki/SteamVR/Environments/Adding_Lighting All lights can be direct, indirect or both. Baked lighting uses photon mapping (which you'll need to compile), by default, photon mapping is performed from the edges of the map, so if you have background objects, it will increase compile time, to combat this you can use a light_importance_volume to define a volume to perform detailed photon mapping in, outside of it only simplified lighting is compiled. Dynamic objects (physics and prop_dynamic) are not affected by baked lighting and require an env_combined_light_probe_volume (has a built in cubemap) Compiles for lights are still required, but we can use real time in editor lights and then switch those lights to baked, before compiling. The lighting system for Half-Life Alyx will support lightmaps. If you are interested in working with S2, I can recommend the SteamVR tutorials,https://developer.valvesoftware.com/wiki/SteamVR/Environments Hammer mesh has been confirmed to be compatible with HLA, lighting and entities will not. Edited December 9, 2019 by marnamai Vaya, FMPONE, Klems and 8 others 7 4 Quote Link to comment Share on other sites More sharing options...
Comfort Jones Posted December 9, 2019 Report Share Posted December 9, 2019 On 12/7/2019 at 9:45 AM, dux said: Nope I'd bet you didn't put the sound in custom/whateverfoldername/sounds. It should work. (I use a lot of little mods with MMOD) blackdog 1 Quote Link to comment Share on other sites More sharing options...
dux Posted December 10, 2019 Report Share Posted December 10, 2019 I probably could of done that but I couldn't remember how to do it nor could I really be bothered I just found it strange that there are all these options for everything including how big the kitchen sink is but nothing to disable the god awful footsteps. It's almost as if it were done in purpose Radu and -HP- 1 1 Quote Link to comment Share on other sites More sharing options...
-HP- Posted December 19, 2019 Report Share Posted December 19, 2019 Zarsky 1 Quote Link to comment Share on other sites More sharing options...
blackdog Posted December 24, 2019 Report Share Posted December 24, 2019 Didn't even know Alyx was recast until I saw the thumbnail for this video which is clickbait cos the video doesn't actually explain it. Still incredibly weird have Merle voice 95% of the game to then recast. I dunno, I couldn't tell the difference between the original and the new voice in the trailer (they say she's still in there), I just assumed there was a bit of processing to make her sound younger. Quote Link to comment Share on other sites More sharing options...
dux Posted December 28, 2019 Report Share Posted December 28, 2019 Makes 0 sense to me. I'm just under the impression someone high up doesn't like her for X reason. A shame really, it's brought down my anticipation for this a bit. Quote Link to comment Share on other sites More sharing options...
-HP- Posted January 12, 2020 Report Share Posted January 12, 2020 Damn, I'm still rocking a 970. Will need to upgrade for this. SYSTEM REQUIREMENTS MINIMUM: OS: Windows 10 Processor: Core i5-7500 / Ryzen 5 1600 Memory: 12 GB RAM Graphics: GTX 1060 / RX 580 - 6GB VRAM Quote Link to comment Share on other sites More sharing options...
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