Half-Life 2

Half-Life 2

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Leet Rebake - HL2 Maps Remaster (Replacement)
   
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type: assets
contains: maps, materials, models
weapons: ar2
标签: turrets
文件大小
发表于
更新日期
3.496 GB
3 月 13 日 下午 8:16
10 月 1 日 下午 5:53
9 项改动说明 ( 查看 )

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Leet Rebake - HL2 Maps Remaster (Replacement)

在 Sungazer 的 1 个合集中
Perfect Anniversary
25 件物品
描述
It's like HL2 OCD edition with primary focus on getting the best out of prebaked lighting

Anniversary update was awesome, but it could have done more. Here all hl2 campaign maps are recompiled in order to perfect visual fidelity, fix artifacts, inconsistencies and bugs while staying true to the original artistic vision.

This version is replacing original maps with the most seamless intergation.
Rename version is here https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3437059847
Campaign version is here https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3531552827

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GENERAL FEATURES
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- All maps are recompiled with Slammin Vrad with -StaticPropLighting -StaticPropPolys -TextureShadows
- For most maps -WorldtexTureShadows -TranslucentShadows are also enabled
- Vertex Lighting enabled only for props what look better with it, light sources where necessary are moved to prevent light bleed through the lampshades
- Texture Shadows enabled for all props
- Shadows enabled for almost all props that were previously disabled
- Static shadows for some of the headcrab canisters
- Remove or tone down some of the ghost lights and instead increase tonemap range to better utilize prebaked ray tracing achieving more realistic lighting.
- Better fog blending between sky_camera and env_fog_controller
- Tonemap range adjusted to better blend sun with the skybox
- Align sun with the skybox better
- Add envmap to more materials
- More cubemaps
- Add more light entities visible only for cubemaps to the light sources
- Tone down reflectivity for some textures and up for others
- Add missing sprites of light sources, better align existing
- Water in dark locations made darker to emulate volumetric lighting
- Adjust some lightmaps to reduce artifacts and maximize physical accuracy
- Fix lightmap, texture and displacement seams
- Fix light bleed
- Penumbra emulations
- Better dynamic shadows
- Fix decals and overlays
- Better (not perfect) support for "Dynamic Light (Projectiles)" https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3482548602
- Better (not perfect) support for "Dynamic Fire Glow" https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3475221974
- Add named lights to scripted fires
- Replace sound of hitting some of Nodraw brushes with appropriate materials

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MAP SPECIFIC FEATURES
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rd1_trainstation_05, rd1_eli_01, rd1_eli_02, rd3_c17_01
- fix puddle reflection

rd1_canals_01a
- fix APC stuck in the wall

rd1_canals_03
- fix pathing of manhack trapped behind the bars and fix lighting of the bars at the same time

rd1_canals_10
- fix visibility control, preventing stuff from disappearing to early or to late

rd1_canals_13
- better terrain modelling in the skybox around BME

rd1_eli_02
- add glow to projector models
- fix scanner pathing
- prevent rockets from hitting trigger brush

rd2_coast_07
- fix endlessly repeating combine spawn trigger

rd2_coast_07, rd2_coast_08
- fix windmill breaking because of level transition

rd2_coast_11
- make windmill speed change as a random walk
- fix spotlights glowing before being turned on

rd2_coast_12
- increase fog density closer to pre-anniversary values. Its cool we can see whole map now, but actually doing so makes map feel smaller
- add missing sound of the first flare being fired

rd2_prison
- replace occurrences of combines with common uniform to Nova Prospect uniform

rd2_prison_06
- dont stop camera stream in the grenade room, allowing player to watch the approaching combine squad behind the corner while blowing them up
- use actual combine camera model for the camera

rd2_prison_08
- fix softlock when Alyx not entering the teleport

- rd3_c17_01, rd3_c17_02, rd3_c17_13
- fix Dog`s buzzing sound not following him

rd3_c17_01
- fade teleport light in sync with its hum

rd3_c17_02
- reduce delay before Dog starts following player
- Add glow texture to lamppost
- Add scripted light to tv

rd3_c17_03
- remove clocks from the plaza for consistency with rd1_trainstation_02

rd3_c17_13
- have you ever noticed there are rooms with lighting but no source of it ? I didn't see it for 20 years. Now there are lamps.

rd3_breen_01
- hide disarming beam sprite previously seen before its on
- better hide Mossman previously seen awkwardly waiting behind the door
- you can finally guillotine Breen's bust with the elevator 1793 style

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KNOWN ISSUES
--------------------------------------

There is a number of things, that I was unable to fix in the current version of the engine

- Lightmap seams in areas with too many dynamic lights, caused by a limit of lightmap pages
- Lighting in rounded turns of concrete pipes in the canals is an example of geometry source can't properly handle, but I tried my best to hide it
- 3d skybox disappearing in the final gman cutscene
- Water reflection switches when several water planes are visible
- Changes textures for EP1\EP2

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INSTALLATION
--------------------------------------

Workshop installation is preferable because its more stable and updates automatically. If it does not work, check the load order. Or go to Steam\steamapps\workshop\content\220\3437059847 and copy or unpack workshop_dir.vpk into Steam\steamapps\common\Half-Life 2\hl2\custom . Manual installation should also update background maps unlike workshop installation. Though that may cause occasional crushes in the main menu.

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COMPATIBILITY
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- Incompatible with other map mods.
- Should have lower priority than other asset mods, but might not look good with texture mods for the environment.

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TROUBLESHOOTING
--------------------------------------
- Try restarting the map
- Be sure to enable HDR.
- If everything is pink try rebuilding cubemaps. Only works with manual install.
- If it does not help, or crushes the game, try `mat_specular 0`

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RECOMMENDED CONFIG
--------------------------------------

To get persistent decals, ragdolls and all the good stuff add these lines into the "hl2\cfg\autoexec.cfg"
cl_detaildist 999999999
cl_detailfade "3500"
cl_detailfade 999999999
cl_maxrenderable_dist 999999999
cl_ragdoll_collide "1"
cl_ragdoll_collide 1
g_ragdoll_fadespeed "0"
g_ragdoll_lvfadespeed "0"
g_ragdoll_maxcount "50"
lod_TransitionDist 999999999
mat_specular 1
r_decals 999999999
r_lod 0
r_maxdlights 999999999
r_maxmodeldecal 999999999
r_propsmaxdist 999999999
rope_wind_dist 999999999
violence_ablood "1"
violence_agibs "1"
violence_hblood "1"
violence_hgibs "1"
RequireFocusToUpdate=true
nofbo=1
dsp_water 14

But don't allow turrets to kill infinite antlions

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RECOMMENDED MODS
--------------------------------------

Other mods you can see on my screenshots

Best Foliage https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3438884379
Enhanced Fire Effect https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3366961769
Fixed Combine Thumper https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3368259440
Fixed Grenade World Model Texture https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3366417070
Edited Airboat https://gamebanana.com/mods/500948
Leet Manhack https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3437493516

This project took me almost a year. If you like my work, you can thank me here https://boosty.to/sun94z3r
热门讨论 查看全部(1)
5
10 月 11 日 下午 4:01
Visible Trigger Boxes in d1_canals_07
Dillon
85 条留言
ChadScript 10 月 19 日 下午 6:10 
Respectful answer I wasn't expecting.

Anywho, fair enough. Though I have another question to ask... Do you plan to release any VMFs for this in the future?
Sungazer  [作者] 10 月 19 日 下午 2:56 
@ChadScript
> Would you consider adding some of the additions from Half-Life 2 Update in ravenholm? (Such as the added buildings to make ravenholm look bigger than it is, also it looks objectively better with them added)

The closest thing to "looks objectively better" what we got is doing MRI to a lot of people looking at something. It's a thing and it's called neuromarketing. One of the general rules of thumb that comes from this field is that people tend to perceive as more beautiful the simpler things, that take brain less time to process. That's why corporate logos got so simplified in the recent years. It's the good old "less is more".

Alright, jokes aside, I generally don't like the Update. The additions that I've noticed look out of place, and the ones I've missed probably would not be noticed by most of the players. Either way, I'm done with this mod, it took me a year. There are still things, that bother me personally and I'm planning to fix eventually, but those are minor
ChadScript 10 月 17 日 下午 11:41 
Would you consider adding some of the additions from Half-Life 2 Update in ravenholm? (Such as the added buildings to make ravenholm look bigger than it is, also it looks objectively better with them added)
Sungazer  [作者] 10 月 11 日 下午 4:25 
@JosephNFS
> would you ever have a gamebanana page for this in folder form?
Idk. Should I? It does not seem to be more convenient in any way
JosephNFS 10 月 11 日 下午 12:21 
would you ever have a gamebanana page for this in folder form?
Dillon 10 月 10 日 下午 9:56 
Just checked, it turns out re-installing did fix the d1_canals_07 bug.
Sungazer  [作者] 10 月 10 日 下午 5:30 
@Dillon
> I was able to fix the transition bug by re-installing the mod manually

I'm not sure this what actually happened. Previous version of the mod had transition bug. If you to install that version manually, the bug would still be there. Probably between runs, game and the mod updated to last version with the fix which you then installed manually.
Dillon 10 月 10 日 下午 5:16 
I was able to fix the transition bug by re-installing the mod manually, haven't checked to see if d1_canals_07 works yet. I'll let you know when I do.
Sungazer  [作者] 10 月 10 日 下午 3:50 
@Dillon
> d1_canals_07 is completely broken, see the discussion thread for details.

Can't confirm. Sounds like lump conflict with other mod

> I'm also getting the transition bug between d1_eli_02 and d1_town_01

This was fixed. Try resubscribing to the mod to get it updated.
Dillon 10 月 10 日 下午 3:17 
I'm also getting the transition bug between d1_eli_02 and d1_town_01

Loading game from //MOD/save/rd1_town_01a.HL1...
ERROR: couldn't open.
Loading game from //MOD/save/rd1_eli_02.HL1...
ERROR: couldn't open.
Level transition ERROR
Can't find connection