Half-Life 2

Half-Life 2

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Leet Rebake - HL2 Maps Remaster (Renamed)
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type: assets
contains: maps, materials, models
weapons: ar2
Tags: turrets
File Size
Posted
Updated
2.790 GB
2 Mar @ 5:18am
29 Sep @ 4:47pm
37 Change Notes ( view )

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Leet Rebake - HL2 Maps Remaster (Renamed)

In 1 collection by Sungazer
Perfect Anniversary
25 items
Description
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.

In this version maps are renamed.
Replacement version is here https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3443977433
Campaign version is here https://gtm.steamproxy.vip/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 support for "Dynamic Light (Projectiles)" https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3482548602
- Better support for "Dynamic Fire Glow" https://gtm.steamproxy.vip/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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ISSUES I COULD NOT FIX
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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

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INSTALLATION
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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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- Ignores all 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
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- 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 try `mat_specular 0`

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RECOMMENDED CONFIG
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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
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Other mods you can see on my screenshots

Best Foliage https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3438884379
Enhanced Fire Effect https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3366961769
Fixed Combine Thumper https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3368259440
Fixed Grenade World Model Texture https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3366417070
Edited Airboat https://gamebanana.com/mods/500948
Leet Manhack https://gtm.steamproxy.vip/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
Popular Discussions View All (1)
4
25 Jul @ 9:14am
Does this disable the Lambda Cache achievements?
Jelleh95
252 Comments
Sungazer  [author] 20 Sep @ 6:26am 
@Skeletondude
> found a bug in d1_trainstation_05 where the kleiner starts the teleporter thing and the blue light doesnt go away after alyx teleports.

That is strange. I added some changes, turning blue light on second time when Gordon starts to teleport to compensate for how dark the room gets with hdr and screen effects, but right after Alyx teleports it should go out, so, I cant confirm it the way you put it.
https://images.steamusercontent.com/ugc/12131785160070974096/8BFA0DC4999A6637C7DB95DAA6EDF691902CBA97/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Skeletondude 20 Sep @ 2:11am 
found a bug in d1_trainstation_05 where the kleiner starts the teleporter thing and the blue light doesnt go away after alyx teleports.
Meme guy 14 Sep @ 10:38am 
this is completely unrelated to what the mod does but that lambda cake looks delicious, i would eat that... and eat it again
justdeltaxd 11 Sep @ 8:30am 
Can I send a link of my modpack so you can help me find out the issue
Sungazer  [author] 10 Sep @ 3:14pm 
@justdeltaxd > mod caused missing textures i think, im gonna disable it and see if it worked
Oh well, try reloading materials, restarting the map, etc, resubbing to something, usually a mod conflict
justdeltaxd 10 Sep @ 3:08pm 
mod caused missing textures i think, im gonna disable it and see if it worked
Sungazer  [author] 10 Sep @ 2:56pm 
@justdeltaxd you can sub but disable the mod in the game menu :devilskiss:
Sungazer  [author] 10 Sep @ 2:53pm 
lmao
justdeltaxd 10 Sep @ 2:49pm 
yeah i was planning to unsub to this one (no offense), it was gonna be one of the major mods in the modpack im making
Sungazer  [author] 10 Sep @ 2:43pm 
@justdeltaxd But please don't unsub from the winter mod after manual installation, we don't want to make the creator of winter mod sad right, I liked it