Beta Aesthetics 2.0 Remastered
 

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Does anyone know how the blood/gore spray effect is changed? I see this mod changes it to using the texture.

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And which file changes the glow on the combine shields? I have them looking orange in retail but the glow emitting from the wall emitter is still blue.

Edit: I finally got the numbers to display correctly and relatively lined up with the icons. Turns out the VMT for hud1 and hud2 VTF files don't have their values in double quotes, so it was ignoring those properties.
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Отредактировано: 13 Апр 2021, 01:02:44 от Scalphunter

rataj

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Does anyone know how the blood/gore spray effect is changed? I see this mod changes it to using the texture.
They should be in materials\Decals, effects & sprites folders

Цитата
And which file changes the glow on the combine shields? I have them looking orange in retail but the glow emitting from the wall emitter is still blue.
They should be in materials\effects\combineshield
idk exactly anymore (atm)
Цитата
Edit: I finally got the numbers to display correctly and relatively lined up with the icons. Turns out the VMT for hud1 and hud2 VTF files don't have their values in double quotes, so it was ignoring those properties.
You're using standard Aesthetics materials, resources, scripts or milkyway's old hl2 hud binaries? I am not able to integrate milkyway's code changes. Everytime something is missing.
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Does anyone know how the blood/gore spray effect is changed? I see this mod changes it to using the texture.
They should be in materials\Decals, effects & sprites folders

Цитата
And which file changes the glow on the combine shields? I have them looking orange in retail but the glow emitting from the wall emitter is still blue.
They should be in materials\effects\combineshield
idk exactly anymore (atm)
Цитата
Edit: I finally got the numbers to display correctly and relatively lined up with the icons. Turns out the VMT for hud1 and hud2 VTF files don't have their values in double quotes, so it was ignoring those properties.
You're using standard Aesthetics materials, resources, scripts or milkyway's old hl2 hud binaries? I am not able to integrate milkyway's code changes. Everytime something is missing.

I made changes to my copy of Valve's source engine code to get the crosshair and quickinfo to use the textures. Copied over only the changes I needed from milkyway's code and compiled the binaries. As far as the history resource changes go, I made them myself. I then copied over the VTFs from the beta and just modified the VMT. Script changes include making the weapons use the ammo textures instead of the ugly fonts Valve uses.

Can you post a screenshot of what your HUD looks like with Milkyway's code?
Отредактировано: 13 Апр 2021, 04:15:06 от Scalphunter

rataj

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I made changes to my copy of Valve's source engine code to get the crosshair and quickinfo to use the textures. Copied over only the changes I needed from milkyway's code and compiled the binaries. As far as the history resource changes go, I made them myself. I then copied over the VTFs from the beta and just modified the VMT. Script changes include making the weapons use the ammo textures instead of the ugly fonts Valve uses.

Can you post a screenshot of what your HUD looks like with Milkyway's code?

No i cant anymore because i reverted everything back. Besides that, I have a engine.dll error for many weeks that always occurs after a few minutes. First it was a code change, than a materials replacements error and now Idk what is causing that. I got a fixed ready for developing source 2013 code and have to start all my library changes again.
A: will try everything again
B: will wait on Coterminus (I hope first version this year)
C: will go back to other game projects
Отредактировано: 13 Апр 2021, 10:10:24 от rataj
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No i cant anymore because i reverted everything back. Besides that, I have a engine.dll error for many weeks that always occurs after a few minutes. First it was a code change, than a materials replacements error and now Idk what is causing that. I got a fixed ready for developing source 2013 code and have to start all my library changes again.
A: will try everything again
B: will wait on Coterminus (I hope first version this year)
C: will go back to other game projects

I never had those issues. When I first placed milkyway's compiled dlls in my hl2 folder, the only issue was that the texture had no alpha. I didn't know it back then but this is because the VMT file for the old hud textures is wrong and needs fixing. That's what I did to display the numbers correctly, so it should be an easy fix. Maybe I'll try to see if it's working on my end.

Edit: Milkyway's changes definitely work. Here are the steps to get it working:
1. Compile the code to get the dlls.
2. Place dlls in your bin folder
3. Place the script files in your scripts folder
4. Place the VTF and VMT files in your custom/sprites folder.
5. Change the hud1.vmt to the following:
"UnlitGeneric"
{
   "$basetexture" "sprites/hud1"
   "$additive" "1"
   "$vertexcolor" "1"
   "$vertexalpha" "1"
   "$ignorez"     "1"
}
6. In the mod_textures file, the coordinates for 'battery_label' and 'ammo_bar' are wrong, so make the following changes:
"battery_label"
{
    "file"             "sprites/hud1"
    "x"                "220"
    "y"                "28"
    "width"      "36"
    "height"   "14"   
}

"ammo_bar"
{
    "file"      "sprites/hud1"
    "x"      "240"
    "y"      "1"
    "width"      "12"
    "height"   "28"
}

I actually ended up incorporating Milkyway's changes into my own so I now have both the beta HUD and the history resource to display textures working. I have the DLLs for Milkyway's changes alone as well those with both mine and his changes combined. Let me know if you want either or both of these.

I am having a separate issue though. If I add a new model for the SMG, it doesn't show up in the game. I still see the old view model but the sounds and world model do change. Any idea what could be wrong?
Отредактировано: 14 Апр 2021, 10:03:05 от Scalphunter

rataj

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I actually ended up incorporating Milkyway's changes into my own so I now have both the beta HUD and the history resource to display textures working. I have the DLLs for Milkyway's changes alone as well those with both mine and his changes combined. Let me know if you want either or both of these.
Okay, idk exactly yet, but it's possible I had forgot the hud.vmt's
I will retry that later.  Thank you for the reminder!

I am having a separate issue though. If I add a new model for the SMG, it doesn't show up in the game. I still see the old view model but the sounds and world model do change. Any idea what could be wrong?
You mean not as replacement, you've added a new .cpp file to library?
You're using the custom folder for your changed files or a new seperated -game folder?
Отредактировано: 14 Апр 2021, 20:08:33 от rataj
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You mean not as replacement, you've added a new .cpp file to library?
You're using the custom folder for your changed files or a new seperated -game folder?

No, I'm trying to overwrite the regular smg's world and view model.I was using this model and skin for a while and it was working perfectly. Now the view model doesn't appear but the sounds work. However, if I use this skin, I see the changes.

As you can see in the below screenshot, the world model works perfectly and so do the sounds, but the view model still shows the default SMG:
Image
Отредактировано: 16 Апр 2021, 03:29:01 от Scalphunter

rataj

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No, I'm trying to overwrite the regular smg's world and view model.I was using this model and skin for a while and it was working perfectly. Now the view model doesn't appear but the sounds work. However, if I use this skin, I see the changes.

You have checked what is written in the smg script file?
If not, I would decompile the model and do some investigations.
I will give it a try and see what will happen!

EDIT: tested the SMG version and everything works fine!
Отредактировано: 16 Апр 2021, 06:56:47 от rataj
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You have checked what is written in the smg script file?
If not, I would decompile the model and do some investigations.
I will give it a try and see what will happen!
EDIT: tested the SMG version and everything works fine!

It isn't working for any SMG replacement skin. All other weapon replacements are working fine. Looks like my game is messed up  :(. Gonna uninstall and reinstall it. Just need to make sure that I have all my beta mods stuff backed up.

Edit: I figured it out. I was using a skin for the hands which has viewmodels for all the weapons. This was overwriting the view model of the OICW. I removed that and now it's working fne.
Отредактировано: 16 Апр 2021, 22:09:24 от Scalphunter

rataj

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Edit: I figured it out. I was using a skin for the hands which has viewmodels for all the weapons. This was overwriting the view model of the OICW. I removed that and now it's working fne.

Okay, sounds good! A+ But I never thought that someone would do that model work in that kind. Should be an older replacement? And if my thoughts were correct, myself figured out the engine.dll error problem. I was using a wrong code number in -force_vendor_id  -force_device_id commands! I've removed them and now it seems working again. A little late because I've already reconstructed my library work. But now I also use the fixed community source code from Nbc66 (gitHUB)
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Yeah, I was a little surprised to see that the hands skin included weapon viewmodels and not just the hands.

rataj

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Small update,
-replaced „OICW replacement for AR2" with Dark Interval variant (THX @ Cvoxalury, my Idol <3)
+added 4-Part (DODS) scope to OICW Zoom function (placeholder, atm K43 scope)
-increased the max clip_size count of weapon_oicw script to 40
+added ar1 (ak47) to the game, includes three fire modes (no replacement) [WIP-no map placement yet]
-added beta ar1 ClipIn and ClipOut sounds to reload animation (*.qc work)
-changed ar1 from third hud bucket to fourth! (HINT: Zero is the first weapon selction bucket)
+added 4-Part (DODS) scope to Sniper Rifle Zoom function (placeholder or not? idk!)
-activated Sniper Rifle Rounds ammo type in library (no own box model yet) [WIP-no map placement yet]
+added smg2 (mp5) ammo type to library (no own box model yet) [WIP-no map placement yet]
-scaled smg2 damge (+) in relation to smg1 (variables based on)
-increased the max clip_size count of weapon_smg2 library and script to 45
-changed max ammo for smg2 in library and script to 280 (smg1 is 225)
+added smg3 (mp7) ammo type to library (no own box model yet) [WIP-no map placement yet]
-scaled smg3 damge (++) in relation to smg2 (variables based on)
-increased the max clip_size count of weapon_smg3 library and script to 50
-changed max ammo for smg3 in library and script to 380 (smg2 is 280)

Next work will be,
-adding more ammo types to new weapons
-adding MilkywayM16's old HUD with improvements by Scalphunter
-adding lowering weapon animation to source code for future versions of weapon model
-creating own 4-part scope texture that fits better to a organic style on Cvoxalury's Dark Interval v_oicw

~considerations on multiple scopes due of used V_crossbow model (dynamic scope ready2integr)
(?still learning about src code programming?)

Spoiler
[свернуть]

I would like to thank you @Scalphunter, he joined my concept (in a passive position) and helped me a lot in rethinking feature additions which are not realized yet! (to say it briefly and clearly)
Next Thank you goes @yumzion90 (i dont know if i can share his discord id) but he gave me a lot hope in improving my hl2 rev.Patch project and non workshop bms project! (Credits to original authors will given)

ATTENTION,
I DO NOT RECOMMEND, making updates for hl2, episode, ep2 & lostcoast after 2019/2020 or my revision patch will not work. (I can give non illegal tutorials for that!) I don't update valve games often because of modifications. Second reason, I'm not in the stage of improving models in animations and fixing their animations or muzzle flashes!

This is the last update for the moment in which I will give more information about my patch. I just got a hardware failure which affected my Smartphone and Headset.
Отредактировано: 20 Апр 2021, 07:13:32 от rataj
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