Beta Aesthetics 2.0 Remastered
 

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rataj

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After lite tutorial by „GrayUA" I am now working on adding some of the beta weapons to the vanilla game library. Maybe i will release a package without the other changes! But all this means there will be a delay in release date of my rev.patches because i still have to learn how to add some new objects/models to a existing mapsrc! BEWARE, these new additions leading me to a slight concept change for the compatibility rev.MMod patch! As long i dont have the source code from MMod i cant deliver the weapons for that beautiful mod!

-added General SDK Snippets & Fixes (Thank you @ Cvoxalury for hint)
-increased cl_detaildist and cl_detailfade in client library
-increased cl_maxrenderable_dist and removed cheat flag (FCVAR_CHEAT)
-sv_infinite_aux_power is set to 1 (infinite) in server library = removed cheat flag
-sv_rollangle (value: 5) activated in shared library = removed cheat flag ~ THX @ „BaconDid#3922" (Discord)
+added beta smg2 (mp5) to the game (no replacement) [WIP-no map placement yet]
+added beta smg3 to the game (no replacement) [WIP-no map placement yet]
+added oicw to the game (no replacement) [WIP-no map placement yet] ~ by „BaconDid#3922" (Discord)
+added beta sniper rifle to the game (no replacement) [WIP-no map placement yet]

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Last Edit: 04 Mar 2021, 20:36:45 by rataj
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rataj

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+added Elena Mossman (quick hackjob) by Beta Minimalist Team
& from a Sven Co-Op Model pack (trying to find creators)
-fixed reload sound in beta Sniper Rifle QC (event AE_CL_PLAYSOUND)
+added beta Ice axe to the game (no replacement) [WIP-no map placement yet]
+enabled FlareGun (no replacement) [WIP-no map placement yet] ~ THX @ „BaconDid#3922" (Discord)

Now i am trying to find good GR9/HMG1 and AR1/AK47 model for implementation! After these two I will start in configuring Hammer to place them all into retail maps. I have to read whether there is a way to get the decompiled maps of HL2 update by Filip Victor! I don't know if I still want to add the fire extinguisher. Replacing the beta v_hands with retail v_hands is a side-by goal for the moment. Another addition i want to include are MilkywayM16's hl2-old-hud src code changes! (I did a very early test of it but got a size issue with ingame gui/hud)

Some words about my current stage of education in Source Engine,
I am a free time modder and only want to give other Beginners in that universe the most simple solution for having some of the Beta Weapons in retail version. I am not a C++/C# coder or have studying IT/programing, 3D Modeling or Art (I have Dyscalculia but i am a great artist on paper) so all my efforts are 24/7 (12/7) work and i am doing my best to deliver a round, polished final product. So I am very thankful to „BaconDid#3922" who invested a lot of patience and has sacrificed his time for my beginner questions. Without him, I would certainly had to put a lot of time and fails into this project. Thank you very much friend! :-) If someone would like to contribute something, just write me a PM with links, codes or even finished material to integrate. The aim of this project is to bring as many aspects into the beta design as possible, but without discarding the retail story. (Credits will given!)

Last Edit: 07 Mar 2021, 04:30:58 by rataj
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rataj

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+added Black Mesa crosshairs to all weapons (Credits @ Crowbar Collective)
+added "Beta 2003 Physgun Worldmodel" by mbramblet
+added "Beta Bugbait Remake" by xinus22
+added "Real Beta Weapon Icons" font by RealBeta(Icons) & RaraKnight(font)
+added "Original Pulse Rifle Energy Core" by Alfa33
+added "AR2 FX Overhaul" by Bombobux, Darken217 & ConstaChymic
+added SMG3/MP7 Improved materials by LambdaFox (texturing) & kubiiik_svK (fixes, improvements, reuving)
+added SMG3/MP7 bucket sprite by LambdaFox, kubiiik_svK & Battlepope
-viemodel_fov, god, buddha, noclip, notarget, impulse & give cvar are no longer cheat protected
(THX @ Cvoxalury, took the idea from latest Changelog post on DI Discord channel)
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I was messing around with the Ravenholm skybox and noticed that the retail one is very blue. I replaced it with the one from the leak after modifying the texture size and this is the result:

Retail Skybox:
Image

Leak Skybox:
Image

IMO, the leak skybox adds to the creepy atmosphere. If you're interested, I can send you the skybox files.
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I was messing around with the Ravenholm skybox and noticed that the retail one is very blue. I replaced it with the one from the leak after modifying the texture size and this is the result:

Retail Skybox:
Image

Leak Skybox:
Image

IMO, the leak skybox adds to the creepy atmosphere. If you're interested, I can send you the skybox files.
Looks nice! Yeah, the Ravenholm skybox is too Cold, now it's Gray, and it looks beautiful

rataj

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I was messing around with the Ravenholm skybox and noticed that the retail one is very blue. I replaced it with the one from the leak after modifying the texture size and this is the result:

IMO, the leak skybox adds to the creepy atmosphere. If you're interested, I can send you the skybox files.

Yeah that would be a good addition for the whole project if you can share it with me/us!
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Here are the skybox files:
https://www.mediafire.com/file/qheeyrvvz5ptv4n/Ravenholm_Leak_Skybox.7z/file

Just for fun I replaced the skybox with the E3 Docks and Air Exchange skybox textures. The Docks one looks as nice as E3 and the AirEx one makes it looks like Ravenholm is in hell.

Docks:
Image
Image

AirEx:
Image
Image
Image
Image
Image

rataj

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Here are the skybox files:
https://www.mediafire.com/file/qheeyrvvz5ptv4n/Ravenholm_Leak_Skybox.7z/file
Thank you very much.
+added ravenholm beta skybox to game by "GrayUA"

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Yeah they look special for that chapter too but i think i will use your grey ported one! The Docks skybox reminds to much on STALKER skybox ones. But you can also upload them. I can make two separate patches for this, or you can make them yourself!
Last Edit: 28 Mar 2021, 04:25:39 by rataj
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Thank you very much.
+added ravenholm beta skybox to game by "GrayUA"
Did GrayUA already have the files? Not sure why you needed them from me if that was the case and he added them.

Yeah they look special for that chapter too but i think i will use your grey ported one! The Docks skybox reminds to much on STALKER skybox ones. But you can also upload them. I can make two separate patches for this, or you can make them yourself!
Well, I deleted them after testing them out. It was just for fun.


rataj

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Thank you very much.
+added ravenholm beta skybox to game by "GrayUA"
Did GrayUA already have the files? Not sure why you needed them from me if that was the case and he added them.
Ahh damn, shit, I was extremely drunk yesterday :-/ I'm so sorry!  ;)
(memo@myself: Okay never read forums when you're drunk) ^_^ :D

+added ravenholm beta skybox to game by "Scalphunter"
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Thank you very much.
+added ravenholm beta skybox to game by "GrayUA"
Did GrayUA already have the files? Not sure why you needed them from me if that was the case and he added them.
Ahh damn, shit, I was extremely drunk yesterday :-/ I'm so sorry!  ;)
(memo@myself: Okay never read forums when you're drunk) ^_^ :D

+added ravenholm beta skybox to game by "Scalphunter"

lol
Image
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Thank you very much.
+added ravenholm beta skybox to game by "GrayUA"
Did GrayUA already have the files? Not sure why you needed them from me if that was the case and he added them.
Ahh damn, shit, I was extremely drunk yesterday :-/ I'm so sorry!  ;)
(memo@myself: Okay never read forums when you're drunk) ^_^ :D

+added ravenholm beta skybox to game by "Scalphunter"

Haha, no worries.  :D

I did some more digging up and noticed two things that are possibly missing.

1. When picking up ammo, the font used for the numbers used to be a texture which is located in the hl2\materials\Sprites folder in the middle number row in the files hud1 and hud2. Not sure what code changes need to be made to use that instead of the font file, but I'm fairly certain it's in the history_resource.cpp file.

2. When the remaining amount of ammo for a weapon outside the magazine is zero, it should be painted red. I tried doing this in hudanimations file but the entire panel turns red instead of just the number. Not sure what the fix for this is either.

You can see both of these in the below screenshot:
Image
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Of course, you can do whatever you want. As the creator of the mod, I am pleased that someone is interested in improving my creation.

So after a complete playthrough i've tested episodic with your Aesthetic compilation but some files of materials/effect folder gaved me some weird bugs within first chapter. Specifically the red light above citadel. So I started to merge your mod with my own Aesthetic compilation.
(Started during Black Mesa Source 2012 release)

BEWARE
I am trying to mix all content from 2001, 2002, 2003 and 2004!
All Credits going to everyone else, not to me.
I dream about a darkish and dangerous style.
So I am playing without HDR or Bloom!


Changes (So far a week of work),
-Integrated my uploaded OICW variant which i got from Jackathan
-Repaired the big wooden crates for physcannon
-Changed physcannon self back to another beta model
-Female Humans wear white beta clothes
-Male Humans wear the green beta clothes (conscripts still there)
(I like a mix of all variants because an Alien Species would separate females from males)
-Odessa's Face is now reverted to original one
-Integrated own fixed textures for Alyx 2002 model +high resolution neck texture
-Removed crosshair from every weapon
-Citadel model is again retail +desaturated and recolored textures to match sky etc
-Replaced Combine Elite variant with Missing Information one
-Added another Metrocop beta variant
-Merged Mossman purple jacket to retail one
-Revert Kleiner model back to retail one
-Grass restored in some locations/areas
-Changed Skybox for all d2_coast maps to a more toxic style one (source gamebanana)
-Increased/doubled citadel_alert_loop2 sound 
-Reverted HUD/GUI to retail one (But working on fixing sniper icon)
-Added RE4 ENBSeries with modified Header to give a lot more dark style
-Changed Combine Scanner to beta Wasteland Scanner
-Restored Suit Charger back to Combine one
(makes no sense for combine to have old HEV charger)
-Replaced MP5 model with smg3 model (idk if it was 2 or 3)
-Changed Crossbow (Sniper) ammo count from 30 to 20
-Changed 357 ammo count from 12 to 22
-Airboat ammo count is set to 600 and recharge rate to 50
-Removed beta trees (because vanilla trees are scary enough)

+Now it is compatible with Update version by Filip Victor
+Material folder is slightly cleaned as some unused files were present or duplicated

I'm still working on it to test about bugs but episodic seems to work fine yet.
I will try to port all things to episodic and ep2 as not every change in hl2 is used by episodes.
Some models and textures also need to be added to their custom folders!


you said you reverted the citadel back to the retail model, but why do that when there are other beta models that would fit nicely? like the tapered cylinders model, or the thick cylinders model, or the e3 model?:

rataj

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you said you reverted the citadel back to the retail model, but why do that when there are other beta models that would fit nicely? like the tapered cylinders model, or the thick cylinders model, or the e3 model?:

The first and second one are not very beautiful. Maybe the Third one.
Or the one by TwoTime & RizGBlue
https://gamebanana.com/skins/186783
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I was able to change the history resource file to show the ammo pickup count using textures instead of the font:

Image

The only problems are that the backgrounds for the numbers aren't transparent, the color isn't applying to the texture, and it's not aligned. Will start digging into hud_bitmapnumericdisplay, but if anyone has any idea or wants to try their hand at these issues, feel free to send me a message and I'll send you the modified source code file.

Edit:
A better screenshot with some fixed alignment:
Image
Last Edit: 11 Apr 2021, 13:19:42 by Scalphunter

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