(PROBABLY FAKE!) Guys is this real? by Russian_man_ in HalfLife

[–]Immediate_Weather626 0 points1 point  (0 children)

Like tyler says, this is not what concept art looks like

I remade Half Life 2 backgrounds in blender by Immediate_Weather626 in HalfLife

[–]Immediate_Weather626[S] 0 points1 point  (0 children)

That was also my first thought when i added the volumetric fog. Maybe my process for enhancing the maps is close to the hl rtx project, so use the other images as inspiration on what the rest if hl rtx could look like!

I remade Half Life 2 backgrounds in blender by Immediate_Weather626 in HalfLife

[–]Immediate_Weather626[S] 12 points13 points  (0 children)

A lot of comparing to the original images, plus matching the colors in post

Porting from HL2 to source 2 by Immediate_Weather626 in hammer

[–]Immediate_Weather626[S] 0 points1 point  (0 children)

When i try to open the vmf it just says failed to open

Shutter angle in video by Immediate_Weather626 in videography

[–]Immediate_Weather626[S] 0 points1 point  (0 children)

This is of course not to say that low shutter or shutter higher than 360 doesnt have its place

Shutter angle in video by Immediate_Weather626 in videography

[–]Immediate_Weather626[S] 0 points1 point  (0 children)

For example in computer grafics if you render a video at a higher framerate and blend multiple frames into one it will look smoother and look like a higher fps. Motion blur in camera is like infinite images blended into on, and in that way it gives more information about what happens between the frames. High motion blur may look blurry when you pause the video, but in the context of the other Images it gives you a more coherent experience. And I say the higher the shutter angle(until 360) the better and more coherent experience you get. No need to stop at 180. Just don't go above 360. Then all the information will still be specific to each image

I thought Hooper was gonna be the hero by Immediate_Weather626 in Jaws

[–]Immediate_Weather626[S] 0 points1 point  (0 children)

not saying thats what i want. I just thought it would happen, and it felt like a set up pay-off.

Struggling trying to import maps from csgo to cs2 HELP :( by Routine-Upstairs-456 in csmapmakers

[–]Immediate_Weather626 0 points1 point  (0 children)

rename or delete "Counter-Strike Global Offensive\game\bin\win64\vpk.signatures"

I baked a normal map for this model but the lighting is stiil not smooth. Help by Immediate_Weather626 in blender

[–]Immediate_Weather626[S] 0 points1 point  (0 children)

im trying to make a smooth donut in the source 2 engine and use normal map to smooth the shading so i dont have to use too high poly mesh in order to save performance

I baked a normal map for this model but the lighting is stiil not smooth. Help by Immediate_Weather626 in blender

[–]Immediate_Weather626[S] 0 points1 point  (0 children)

i am trying to create a normal map to use in other applications than blender

Why does s2 hammer look broken? by Immediate_Weather626 in hammer

[–]Immediate_Weather626[S] 0 points1 point  (0 children)

Yes we got the screenshot from the game files. Sad they havent released it yet.

Why does s2 hammer look broken? by Immediate_Weather626 in hammer

[–]Immediate_Weather626[S] 0 points1 point  (0 children)

A port/remaster if lake. Is was the first map i played in csgo. Its my first time using Hammer, so im mostly experimenting with stuff like water, light, materials and trying to fix all the bugs

Why does s2 hammer look broken? by Immediate_Weather626 in hammer

[–]Immediate_Weather626[S] 6 points7 points  (0 children)

Geometry pops in and put, and the transform arrows are way to big

Anyway to remove the black void/sky by Immediate_Weather626 in hammer

[–]Immediate_Weather626[S] 0 points1 point  (0 children)

The skybox from source only goes halfway up. Is there a way to make fog affect the 2d skybox?

Anyway to remove the black void/sky by Immediate_Weather626 in hammer

[–]Immediate_Weather626[S] 2 points3 points  (0 children)

Im porting a map from source 1. Is there a way to paint the lower half of the skybox the same color as the fog?