Half-Life 2

Half-Life 2

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Half Life 2 - Leet Rebake
   
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type: campaigns
contains: maps, materials, models
weapons: ar2
Tags: turrets
File Size
Posted
Updated
2.790 GB
21 Jul @ 7:57pm
29 Sep @ 4:49pm
10 Change Notes ( view )

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Half Life 2 - Leet Rebake

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.

This is a campaign version
Rename version is here https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3437059847
Replacement version is here https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3443977433

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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, or crushes the game, 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
16 Comments
Sungazer  [author] 3 Sep @ 5:13pm 
@Linkup
> -chop 1 -maxchop 1
This gave me return code 0xC0000005. But with value of two it ok and... I guess it does look better, sometimes. Sometimes worse. So, it will require adjusting lightmaps. I'll probably use it for ep1. Thanks!
Sungazer  [author] 23 Aug @ 1:34pm 
@aziz thank you, thats what I've been aiming for. You can consider it an anti-mod
aziz 22 Aug @ 8:12pm 
there's barely any difference:steamsad:
Bunter_punter 29 Jul @ 8:09am 
thank you Sungazer
Sungazer  [author] 28 Jul @ 9:08am 
@Bunter_punter
> does this conflict with dev commentary?

This version does not have them.
The replacement version does, but its outdated at the moment https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3443977433
Bunter_punter 27 Jul @ 4:56am 
does this conflict with dev commentary?
Linkup 26 Jul @ 2:05pm 
-chop 1 -maxchop 1

It will increase compile time especially if you don't have a 32GB RAM system, but it will make the lighting a tad nicer.
Spagootnoodels 25 Jul @ 10:50am 
Thank you again! I'm gonna write these down in case I need them later. Good work on this mod btw. It's exactly how I'd want to play the campaign.
Sungazer  [author] 25 Jul @ 8:10am 
@Spagootnoodels Another thing is
4) npc sleepstate tend to decompile wrong, causing them to wake up too early
5) and\or also the GagEnable flag, causing them to talk in the ambush
Spagootnoodels 25 Jul @ 4:08am 
Thank you for the response. That is helpful