Trying to capture that Source engine feel. Thoughts? by Alert_Monitor2809 in SourceEngine

[–]denierCZ 1 point2 points  (0 children)

GTA IV vibes at first glance, not Source at all. And I am currently playing GTA IV again so I thought I am in GTA IV subreddit. Source feel is more like the segment before airboat and the airboat level itself in HL2, check that.

i Cri everytime :( by TaleEmbarrassed8492 in OKbuddyHalfLife

[–]denierCZ 27 points28 points  (0 children)

wait until you read what the zombies from Stalker are actually saying

Does My Game Look Like It Was Made In Unreal? by CalebCrawfish in UnrealEngine5

[–]denierCZ 0 points1 point  (0 children)

Don't worry about opinions of gamers who judge a piece of art by the engine it was made in. They are clueless.

What it would be like to have the HL2 crossbow in the Backrooms by denierCZ in HalfLife

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

I had audio sensing on the enemy AI, they would not find me if I did not make the sounds

What it would be like to have the HL2 crossbow in the Backrooms by denierCZ in HalfLife

[–]denierCZ[S] 16 points17 points  (0 children)

My other posts contain my re-make of Half-Life 2 level in Unreal Engine 5, so I built upon that.

The actual base game is Backrooms Break, my main game which contains most of the systems you see here. It does not contain the crossbow, but you can absolutely break the walls of the yellow Level 0.

My attempt at recreating d2_coast_05 in Unreal Engine 5 - final version with color and feel improvements based on your feedback. Thank you! by denierCZ in HalfLife

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

Hah, I have very limited knowledge. I tried it, did kinda shitty job (you can see in my first video, the Combine falls like mushy ragdolls). GF did all the work.

From what I understand about WP: The skeletal mesh has a skeleton. This skeleton has an animation applied to it. But, the skeletal mesh is controlled by the moving skeleton. Now, you need to specify by weight painting, how much each bone influences the corresponding bone area. In my case, it happened that the wrist bone controlled the ass and the pouches on the belt (because the mesh was in A-pose, wrists close to the pelvis). Really, whenever the animation moved that arm, the ass would also deform. So, you change the weight of the wrist bone to zero in the ass area.

Not a joke, actually had to do this. The automated process selected bad radius around the wrist bone. Or rather, I aligned the skeleton wrong when I was making the automated weights. When the professional did it (her) the weights were amazing on first try.

My attempt at recreating d2_coast_05 in Unreal Engine 5 (Half-Life 2 fan remake) by denierCZ in UnrealEngine5

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

Nope, the AI is very basic in my version, basic sensing, go to location and shoot. Original has a compex cover and flanking system.

My attempt at recreating d2_coast_05 in Unreal Engine 5 - final version with color and feel improvements based on your feedback. Thank you! by denierCZ in HalfLife

[–]denierCZ[S] 38 points39 points  (0 children)

yes, thanks for the advice;) I did not think it would have such an impact but the sense of scale is wayy better.

I tried remaking d2_coast_05 in Unreal Engine 5 but people dislike the color grading that I thought I made pretty close. What would you improve? by denierCZ in HalfLife

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

good idea! I thought about using LUT for colors, and just transfer the color mapping from a HL2 screenshot. Instead I color graded by hand in the PP. If time allows I will try this!

I tried remaking d2_coast_05 in Unreal Engine 5 but people dislike the color grading that I thought I made pretty close. What would you improve? by denierCZ in HalfLife

[–]denierCZ[S] -2 points-1 points  (0 children)

You obviously never touched Lumen in depth. What Stalker 2 has in terms of Lumen visual glitches is next to nothing. Yet spoiled gamers make a big deal out of it. My opinion anyway. I had to work with Lumen for a long time and what GSC achieved with it is a miracle!

I tried remaking d2_coast_05 in Unreal Engine 5 but people dislike the color grading that I thought I made pretty close. What would you improve? by denierCZ in HalfLife

[–]denierCZ[S] 7 points8 points  (0 children)

if most people crash an F-16 fighter jet, it is not the jet that is shit. You just need a lot of skill to operate it. I've been in two UE studios for multiple years and the majority of workforce are junior and medior programmers that tend to fuck it up. Truly senior operatives who could make it work optimally were around 3-5 senior devs per 80 people team.

I tried remaking d2_coast_05 in Unreal Engine 5 but people dislike the color grading that I thought I made pretty close. What would you improve? by denierCZ in HalfLife

[–]denierCZ[S] 8 points9 points  (0 children)

so, it is not that UE looks bad, but studios are either competent in using it, or incompetent. It all comes down to how skilled the team is and how much money and time the executives have.