Half-Life 2

Half-Life 2

Leet Rebake - HL2 Maps Remaster (Renamed)
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
Sungazer  [author] 10 Sep @ 2:39pm 
@justdeltaxd the simplest way would probably be to download the textures mod, find its archive on your disk, unpack it and place in "custom" folder. Textures from custom would override all workshop mods. It's the general idea. The exact step-by step instructions should be easy to google, or to LLMogle
justdeltaxd 10 Sep @ 2:33pm 
how do i do that? im not experienced with manual installation
Sungazer  [author] 10 Sep @ 2:31pm 
@justdeltaxd
And if it turns out not to be compatible, you can use manual install and replace my materials
justdeltaxd 10 Sep @ 2:27pm 
:steamthumbsup:
Sungazer  [author] 10 Sep @ 2:24pm 
@justdeltaxd
> is this compatible with this?

As I see, it does not alter maps, so it can be compatible in theory, but 1) I also alter some materials and there might be conflicts 2) some world textures may be stretched when using custom materials

The best way to find out is to try it out
Sungazer  [author] 8 Sep @ 3:19pm 
@Skeletondudeofficial
> didnt you said that would be difficult for you to work on ep1 cuz its hard to look at?

Honestly I don't remember what exactly I said what I meant by that, but those thesis are not necessarily connected.

Looks are a spectrum. If it looks really good, it's difficult to find things to improve if it looks really bad, it's difficult to fix all the issues and somewhere in between there is a local minimum of difficulty. At different points in time I suggested ep1 could fall on either sides, but now that I took a closer look, I think it's manageable.

Actual and pre-update versions, aren't actually so bad and not too far apart. But there are definitely some lighting bugs worth fixing.
Skeletondude 8 Sep @ 1:18pm 
didnt you said that would be difficult for you to work on ep1 cuz its hard to look at?
Sungazer  [author] 8 Sep @ 12:49pm 
@ChadScript
> Would you be able to do something similar to the Afternoon Sandtraps mod that recently got uploaded?

In theory I could, but I wouldn't.
1) I wouldn't want to change the feel of the game, it's very nostalgic to me. So I mostly focus on updating the technical execution.
2) The time that I have for modding I would spend on ep1 ep2
ChadScript 8 Sep @ 2:59am 
Would you be able to do something similar to the Afternoon Sandtraps mod that recently got uploaded?
Skeletondude 1 Sep @ 8:40am 
ay nice update!
Sungazer  [author] 23 Aug @ 1:26pm 
@Skeletondudeofficial Wow, that sounds disgusting, but I don't judge. You could use a manual install and pick the maps you want
Skeletondude 23 Aug @ 10:04am 
before you say anything, yes theres an addon for that it exists but it doesnt overwrite it sadly so yeah
Sungazer  [author] 23 Aug @ 7:23am 
@adidores1054 update description updated
adidores1054 22 Aug @ 7:57pm 
What changes do you put in today's update?
Dominant Gamer 10 Aug @ 7:05am 
very odd, thanks
Sungazer  [author] 10 Aug @ 6:38am 
@Dominant Gamer
> The fence you crouch through on the staircase in d2_prison_02 is flipped and now impossible to proceed without using noclip

Can't confirm. https://images.steamusercontent.com/ugc/11643205626507666909/635E88D0C7D60DE8EE17CF8CD8775791A6E119CD/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Dominant Gamer 9 Aug @ 7:23pm 
The fence you crouch through on the staircase in d2_prison_02 is flipped and now impossible to proceed without using noclip
Sungazer  [author] 8 Aug @ 2:22pm 
@Pepsimaxguy
> Is there any way you could make it compatible with the 4x ai upscale texure mod?
Asset mods should have higher priority in the load order. Or are there any issues still present with such a setup ?
Pepsimaxguy 8 Aug @ 1:58pm 
Any way you could make it compatible with the 4x ai upscale textures mod?
finlandslim 3 Aug @ 5:09pm 
in my opinion it looks better in your picture @Sungazer
Skeletondude 31 Jul @ 11:13pm 
weird.
Sungazer  [author] 31 Jul @ 2:18pm 
@Skeletondudeofficial If you're curious, with vertex lighting it looks like this and I have no idea, why lighting voxels are calculated this way https://images.steamusercontent.com/ugc/14996233416495055880/E4A8A61C9BF9D8845E217F1439D27FBED6452EB9/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false
Skeletondude 30 Jul @ 5:32pm 
oof atleast you tried
Sungazer  [author] 30 Jul @ 5:05pm 
@Skeletondudeofficial it looks the same as the original. Though I tried, I was not able to fix everything
Skeletondude 30 Jul @ 4:36pm 
@Sungazer the lighting mismtach on the concrete not the npc sorry for the confusion lol
Sungazer  [author] 30 Jul @ 3:14pm 
@Skeletondudeofficial
What exactly? The lighting mismatch pm the concrete, the npc standing there or the way npc is lit ?
Sungazer  [author] 28 Jul @ 9:29am 
@DrXtale
> I'm partially confused by the three different versions, what are the differences?

1) "Renamed" - maps are starting with prefix "r". Maps are loaded from chapter selection.

Pros:
- Does not conflict with other map mods or official lump updates.
Cons:
- Saved don't have pretty chapter names in them.
- Some map-related hardcode may be off. The one known example is that the guy in the lighthous meating you after gunship says nothing.
- Overrides chapter selection in the episodes

2) "Campaign" - same as renamed, but is launched from the workshop campaign selection, instead of main chapter selection

3) "Replacement" - map names are the same as the original
Pros:
- the most seamless integration with everything
Cons:
- Might get broken by other mods, or by official map updates and will require patching
- Is not yet updated
Sungazer  [author] 28 Jul @ 9:19am 
@Pepsimaxguy
> This mod looks great
Thank you!
> Have you ever considered using water reflections
I tried using water reflections for floors, didn't work out. Maybe I did it wrong ?
> or parallax corrected cube maps on wet floors
As far as I know, this is not supported on the engine level. Maybe eventually, I will find time to make a mod with altered engine, there are a couple of things I'd like to change. But I believe I wont be able to post it on the workshop.
Sungazer  [author] 28 Jul @ 9:13am 
@adidores1054
> Apparently this bug is caused by spawning citizens in the map

You mean, spawning them how ? Manually ? Interesting.
DrXtale 27 Jul @ 12:02pm 
I'm partially confused by the three different versions, what are the differences?
Pepsimaxguy 27 Jul @ 7:36am 
This mod looks great
Have you ever considered using water reflections or parallax corrected cube maps on wet floors like in point insertion?
adidores1054 27 Jul @ 4:47am 
Apparently this bug is caused by spawning citizens in the map
Sungazer  [author] 27 Jul @ 4:21am 
> In rd3_c17_07, Alyx kept repeating the lines she said in the beginning of the map at the part where you have to defend her opening up the generator from the soldiers

Can't confirm
adidores1054 26 Jul @ 7:10pm 
In rd3_c17_07, Alyx kept repeating the lines she said in the beginning of the map at the part where you have to defend her opening up the generator from the soldiers
Sungazer  [author] 25 Jul @ 11:29am 
> If you don't know about this, there's some unnecessary files in the "models" folder

Yep, there are some wip leftovers, but they don't affect the experience and weight nothing compared to the maps, so, idk, maybe I will clean things up, thanks to highlighting those
adidores1054 24 Jul @ 10:51pm 
If you don't know about this, there's some unnecessary files in the "models" folder, such as:

- Extra combine_camera001.vmt in "models/props_combine" instead of "materials/models/props_combine"
- Decompiled files of lighttowercluster01 and prison_archwindow001_shifted
- Compile folder of substation_circuitbreaker01a
Sungazer  [author] 24 Jul @ 6:41pm 
> They just released an update, looks like it's maps specific. Will you incorpora it?


> Restored speed of the train
Done

> Fixed missing collision that was allowing NPCs to shoot through some walls in Entanglement
Still no idea what this is about. On d2_prison_08 I've found a glass wall, that player can shout though. It works the same before and after valve update. But on my maps, it's bullet proof, though I dont remember intentionally working on it.
Sungazer  [author] 23 Jul @ 2:50pm 
@finlandslim
> They just released an update, looks like it's maps specific. Will you incorpora it?

Great timing, I guess. Interesting.
- Fixed issue where Alyx could obstruct the player's path when boarding the teleporter near the end of Entanglement.
If I understand it correctly, it's already in the mod.
- Restored speed of the train
This is worth fixing and shouldn't be hard
- Fixed missing collision that was allowing NPCs to shoot through some walls in Entanglement.
I'm not even sure where or what exactly they did