Garry's Mod

Garry's Mod

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[HRCS] HL2 Finale (d3_breen_01_hrcs)
   
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素材类型: 插件
插件类型: 地图
插件标签: 风景, 写实
文件大小
发表于
661.485 MB
2024 年 3 月 11 日 下午 3:16
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[HRCS] HL2 Finale (d3_breen_01_hrcs)

在 legoj15 的 1 个合集中
High Resolution Cubemaps & Shadows Maps
46 件物品
描述
High Resolution Cubemaps & Shadows

The last playable map of Half-Life 2 where I showcase the maximum extent of the Source Engine's static lighting system using GMod's 64bit compile tools. Features 256x256 resolution cubemaps and the highest resolution shadows possible without the compile tools throwing errors due to too many vertices.

Compiled for LDR & HDR and retains full functionality as long as you have Half-Life 2 purchased & installed on Steam and mounted in Garry's Mod. Also includes a navmesh.

Map name is d3_breen_01_hrcs and can be found in the "Half-Life 2" map section.

If I ever do Episode 1, I'll link it here.

Misc info:
  • Some entities removed by the developers have been restored.
  • This map is not from a decompile
  • If you've stuck around since the first upload of this project back in 2020, just know that I'm not done, I plan on touching up all the previous maps and eventually releasing this as a ModDB addon for Half-Life 2.
13 条留言
ExPR 1 月 14 日 上午 10:09 
Amazing work, in my opinion HRCS series is the definitive way to play half-life 2. However I have an issue, as you stated before that if you reached the checkpoint you will instantly load the next map, on my end it doesn’t work since I have to manually select the next map in the menu. Currently using graphics mod along with Half life 2 gamemode. Is there a fix to this?
legoj15  [作者] 2024 年 3 月 26 日 下午 5:08 
I'm currently redoing the canals maps. As for ravenholm, they're all still there. I'm going through every HL2 HRCS map I've uploaded and doing "final touches" on them, you can find the ones that I have completed here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3188997888
Jariner 2024 年 3 月 26 日 下午 1:21 
why is rest of the hrcs maps you made deleted, like for example half of the canals and half of ravenholm?
wildwyatt87 2024 年 3 月 16 日 下午 8:12 
It crashes yet with hunkalloclightmaps 0
Akis_02 2024 年 3 月 13 日 上午 5:16 
I mean for the lightmaps i thought you were using this https://gamebanana.com/tools/6917 but ig not, its a way to automate lightmap scales
legoj15  [作者] 2024 年 3 月 12 日 下午 6:56 
Around the time I was half-way through nova-prospekt, Microsoft was pushing their co-pilot chat GPT client really hard, so I decided to make use of it and had it help me write python scripts to automate a LOT of the really tedious stuff, like non-map specific changes that I would apply to every map, and even the screenshot taking process. This is how I was able to do so many maps between 2023 and now. I plan on uploading those scripts and my personal checklist to my GitHub so that other people can follow the process if they're crazy enough.

The canal levels were definitely the hardest, lots of manual additions like bringing in details from future and previous maps so that the world seemed more continuous. That, and while they weren't too complex, they were big, so they usually got decent quality shadows, but took about an hour each to compile.
legoj15  [作者] 2024 年 3 月 12 日 下午 6:55 
And while it was time consuming, it honestly wasn't all that bad by the end. In the beginning, it was 100% by hand, with the only "automation" being a find and replace for all the shadow resolutions for each map. I also had a slower processor, and the process of finding screenshot locations and taking them in all 3 games also took a lot of time! So it was a very arduous process for the first half of the maps, but then I got a better processor (specifically for this project), and the 64bit gmod compile tools also seem to have improved over time, which seems to have cut down on compile times a bit.
legoj15  [作者] 2024 年 3 月 12 日 下午 6:49 
In regards to crashing, there's a simple fix: run r_hunkalloclightmaps 0 in the console, the maps will load without crashing (I think, I didn't test them all). I plan on including an autoexec.cfg with the download and mentioning the r_hunkalloclightmaps 0 parameter to those who may already have an autoexec.cfg. I haven't calculated it yet, but the download will likely be huge. There are 68 maps, excluding the menu background maps which I do plan on doing as well. Assuming that each map is a gigabyte, that would be a 68 gig download 🥶, I'll likely have to use my work's internet to upload it lol.
legoj15  [作者] 2024 年 3 月 12 日 下午 6:49 
Wow thank you for the warm reception. Some responses:

I do have plans for EP1, just not any time soon. EP2 however, I feel Valve already flew quite close to the sun with the shadow quality on their brush geometry, and most of EP2 uses displacement geometry, which has an inherently lower maximum shadow resolution. I may still do it just for the reflections though, and maybe squeeze out some extra shadow quality out of the map compilers while I'm at it, but definitely not for a while.
JSGamePlayer 2024 年 3 月 12 日 上午 8:11 
Congrats man! I've been following your uploads on these.
Re-rendering every single HL2 map was not likely easy.