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Half-Life Alyx


Tisky

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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/

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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.

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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_Editor
https://developer.valvesoftware.com/wiki/SteamVR/Environments/Importing_Tutorial

1235400378_Screenshot2019-12-0919_21_03.png.33cc003aece3787c9d13b6a09279c8c7.png
 
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/Materials

1602378505_Screenshot2019-12-0919_24_28.png.c073cd5ca8da13abae4cf4ad440cbd31.png

Lighting
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 by marnamai
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  • 2 weeks later...

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.

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  • 2 weeks later...

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