Half-Life 2

Half-Life 2

Leet Rebake - HL2 Maps Remaster (Replacement)
76 Comments
Dillon 10 minutes ago 
I'm also getting the transition bug between d1_eli_02 and d1_town_01

Loading game from //MOD/save/rd1_town_01a.HL1...
ERROR: couldn't open.
Loading game from //MOD/save/rd1_eli_02.HL1...
ERROR: couldn't open.
Level transition ERROR
Can't find connection
Dillon 1 hour ago 
d1_canals_07 is completely broken, see the discussion thread for details.
Sungazer  [author] 1 Oct @ 7:36pm 
@havin a melty?
> the transition that didn't work was from Eli's Lab -> Ravenholm. I then tried to just start at Ravenholm and then I couldn't progress past the first zone either

Yep, I've messed up town_01 in the previous update, fixed in the last one. Resubscribing and starting from eli_01 would fix that.
havin a melty? 1 Oct @ 6:35pm 
I uninstalled this version and just went with the "renamed" version and that one works. But the transition that didn't work was from Eli's Lab -> Ravenholm. I then tried to just start at Ravenholm and then I couldn't progress past the first zone either. I tried reinstalling HL2 and disabling all mods (but this one) but that didn't fix it.
Sungazer  [author] 1 Oct @ 6:14pm 
@JosephNFS
> @Sungazr pog
Confirmed, fixed
JosephNFS 1 Oct @ 6:08pm 
@Sungazr pog
Sungazer  [author] 1 Oct @ 5:59pm 
@havin a melty?
> Weird, it just completely breaks my level transitions. Either it doesn't transition and I'm stuck there, or kicks me back to the main menu.

Where does this happen ? What maps? Exit or enter? Could you name examples where a) it doesn't transition and you're stuck there b) it kicks you back to the main menu c) everything works fine

How may occurrences of each case have you witnessed ?
havin a melty? 1 Oct @ 4:59pm 
Weird, it just completely breaks my level transitions. Either it doesn't transition and I'm stuck there, or kicks me back to the main menu.
Sungazer  [author] 29 Sep @ 1:45pm 
@JosephNFS
> will you ever plan to do the episodes?
Doing ep1 now, considering ep2
JosephNFS 29 Sep @ 3:42am 
will you ever plan to do the episodes?
georgegiblets 27 Sep @ 12:47pm 
that worked. don't know why hdr was off, Its always been on.
Sungazer  [author] 22 Sep @ 2:37pm 
@georgegiblets
> map d2_prison_01 is fullbright. I have turned fullbright off and it still has no lighting. plz fix
https://images.steamusercontent.com/ugc/13580535331635625404/ECECC259A9DBF88FBEF47466033FF6D81497D553/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

Cant confirm. Are you sure you had hdr on ? If at some point you did not, turn it on and restart the game.
georgegiblets 22 Sep @ 2:31pm 
map d2_prison_01 is fullbright. I have turned fullbright off and it still has no lighting. plz fix
МАРКМЭН 14 Sep @ 8:46am 
cool:gordon:
Sungazer  [author] 7 Sep @ 12:20am 
@B-TO480
> In any case you need me to assist in something to find or fix this, I will gladly help!
The current known solution is to recompile maps with modded textures and that is not really practical, so, if you figure out another way, that would be interesting. For now, I did everything I wanted or physically could with this mod.
B-TO480 6 Sep @ 8:18am 
THanks for letting me know! It's fine by me, it's just some textures, not that broken but really notisable, at least in first chapter, I can survive that.
In any case you need me to assist in something to find or fix this, I will gladly help!
Sungazer  [author] 4 Sep @ 8:35pm 
@Dr. SourceCode
> has always been an issue even before. For over 10 years.
I would like to fix this, and it sounds interesting to tackle, but I would not be very optimistic about it.
Sungazer  [author] 4 Sep @ 8:27pm 
@B-TO480
> Then the recent big update for this mod did something to the compatibility of custom textures.
So, it is an issue with modified textures. Materials are sometimes backed in the .bsp . This causes conflicts with materials defined externally. Can't do anything about it. Before Update: 23 Aug @ 3:59am most maps were not recompiled. Now all of them are. You can revert to the previous version if you want.
Dr. SourceCode 4 Sep @ 8:20pm 
has always been an issue even before. For over 10 years.
Sungazer  [author] 4 Sep @ 8:17pm 
@Dr. SourceCode
> https://www.youtube.com/watch?v=muwkZHa5DDo&ab_channel=Dr.SourceCode
Yoooo, thats weird. Thank you. Never seen anything like that and have no idea why

UPD: Now I see it too wtf. And without the mod as well. But it does not always play out the same, she sometimes goes back then forth and then closes the door. And theres an npc clip brush placed by valve and enabled before she supposed to close the door but it does not stop her. This is really weird.

Has this always been the issue with vanilla ? Or is it resent ?
B-TO480 4 Sep @ 4:57pm 
Then the recent big update for this mod did something to the compatibility of custom textures. I did what the compatibility section says, and this campaign mod messes up the scale of textures Only For those specific textures where I pointed out the stretching. The moment I turn off this mod, and play vanilla maps, textures are fine, and before the recent big update, custom textures were fine when playing old versions of this mod.
Dr. SourceCode 4 Sep @ 3:38pm 
Yes, it is prison 08. Want me to send footage?
Sungazer  [author] 4 Sep @ 2:52pm 
@Dr. SourceCode
> could you please fix alyx walking back into prior room when she is closing door in d2_prison_08, it looks really bad.
You sure its d2_prison_08 ? Haven't seen anything extra weird there
Sungazer  [author] 4 Sep @ 2:49pm 
@B-TO480
> in point insertion, after you get off the train, the floor with concretefloor_39a texture is more stretched than default, I checked turning on and off this campaign replacement
Can't confirm.
> who knows how many surfaces have been altered in some way
Oh, there are a lot of surfaces that were modified. But this is not supposed to be a problem if you don't use texture mods. Are you ?
B-TO480 3 Sep @ 4:46pm 
Continuing previous comment, the floor inside the room where you meet Barney is also affected, and the floor inside the building where you do the pick up the can.
B-TO480 3 Sep @ 4:37pm 
Hi! in point insertion, after you get off the train, the floor with concretefloor_39a texture is more stretched than default, I checked turning on and off this campaign replacement and the wrong stretching only happens with this mod. I may have found only one, but who knows how many surfaces have been altered in some way... its like HL2:update.
Dr. SourceCode 2 Sep @ 6:09pm 
could you please fix alyx walking back into prior room when she is closing door in d2_prison_08, it looks really bad.
Sungazer  [author] 1 Sep @ 2:10pm 
@JosephNFS
> "the sun is leaking"
Confirmed. Fixed
JosephNFS 31 Aug @ 5:15pm 
"the sun is leaking"
Sungazer  [author] 30 Aug @ 5:28pm 
And who are them exactly? 1) the decision makers may never know 2) the issues while requiring a lot of resources might have never got enough traction. 3) Who is there to decide what looks right for a 20yo game? It's pretty hard to do by the way, I can tell.

Long story short, large complex organisations are not good at making small things.
Sungazer  [author] 30 Aug @ 5:25pm 
@wico.
> i know about lights.rad trick, i wonder why valve implemented this feature but did not use it in the game even after orange box update

To see the effect they'd have to also enable shadows for all props in the game that use this feature. But then it wont always look good right off the bat. They'd have to do testing. To go through the whole game and look for stuff. That's exactly what I did. Driven by... idk. And it took a lot of time. If valve were to do it, multiply it by at least 10 for number of people involved in the process, and average valve salary.
wico. 24 Aug @ 5:40pm 
i know about lights.rad trick, i wonder why valve implemented this feature but did not use it in the game even after orange box update
Sungazer  [author] 24 Aug @ 3:18pm 
@wico. If you're curious, -StaticPropLighting -StaticPropPolys -TextureShadows actually can be enabled in vanilla vrad, but for -TextureShadows you'd have to also alter lights.rad and make sure the vrad sees it. Slammin' vrad just has those options enabled but default. But it also has other very interesting options such as -translucentshadows -worldtextureshadows which do for brushes what -TextureShadows does for models. It also increases lightmap resolution for dispacements, without option to disable it unfortunately. But all those changes in light baking introduce artifacts to maps that were not designed for this pipeline. And adjusting to it was a big part of the work done on this mod.
wico. 22 Aug @ 9:19pm 
hah, wow, thank you, just recently planned on doing my annual summer 100% hl2 playthrough, this would spice up the game

-StaticPropLighting -StaticPropPolys -TextureShadows commands are truly magical, when I found them existing in vrad of slammin' hammer i just had to recompile all of my maps with these commands on because of how much they add to the map
Sungazer  [author] 22 Aug @ 6:08pm 
@wico. Compared to other versions of this mod it was 5 months behind, I wanted to fix some more things, but fuck it, this will never end, now it's fully updated and totally working last time I checked which was a week ago
wico. 20 Aug @ 9:50pm 
how much outdated this version is, what known issues does it have and are you having any plans on fixing them anytime soon?
[DATA EXPUNGED] 12 Aug @ 3:18pm 
@Sungazer
I can't rightly say. I'll give it a try later, but I haven't had any issues like this before. I'll let you know.
Sungazer  [author] 12 Aug @ 2:52pm 
@[DATA EXPUNGED] are you sure the issue is caused by this mod and not the scripting mods like "Dynamic Fire Glow" or "Dynamic Light (Projectiles)" which are, unfortunately, known to cause it?
[DATA EXPUNGED] 12 Aug @ 2:24pm 
There seems to be an issue with Highway 17. On the map with the crane, there's the section where you drive the buggy through a window and onto the highway, leading up to a bridge. The windows themselves break, but the wooden frames don't. I can't progress any further no matter how many times I ram into them.
Pepsimaxguy 9 Aug @ 9:28pm 
@Sungazar yea that's it and i installed the optional map files nut for some reaason they disable the mod completely but anyways i get it and it's cool man good luck on on that new job
Sungazer  [author] 9 Aug @ 4:21pm 
@Pepsimaxguy Assuming you mean this mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3373383215 it seems to have an optional maps mod to fix some issues

> If you do not install these optional maps, some textures may look stretched. This is because some texture material files are embedded in the map files.

Interesting, I never knew that about Source.

So, if map has such issues, using a manual install you could choose releet or upscaled maps on per map basis.

If 1) I'd really loved upscaling mod 2) had a lot of time, I could make a version of Rebake intended to be used with upscaled textures, but neither is the case. I think it's good, upscaling definitely went a long way, just not my cup of tea. And the next hl2 project on my list was fixing ep1 but as of late I'm not entirely sure I will ever get around to that having a new job.
Pepsimaxguy 9 Aug @ 12:24pm 
@sungazar actually there is one on workshop that changes both hl2 and the episodes but I get what your saying it's just would have been cool to use both your mod for the accurate lighting and the upacaled textures to really make half life 2 look more modern because in areas where it works together it looks fantastic
Sungazer  [author] 9 Aug @ 12:06pm 
@Pepsimaxguy
Thank you for the detail, but I don't understand how that happens. On one of the screenshots is an area where I've may have used modified materials, on the other I didn't and on the third I didn't touch anything. There are a lot of ai 4k texture mods and I don't know which one it is to test with. And finally, I'm sorry, but I've never intended to shift focus from getting the best vanilla look to providing support for asset mods.
Pepsimaxguy 9 Aug @ 10:17am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3545520149
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3545519608
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3545517142
@Sungazer as you can see on these screenshots in some areas the textures are broken and look like the picture is zoomed in or something
Sungazer  [author] 9 Aug @ 6:08am 
@Pepsimaxguy That's interesting. Could you provide some screenshots ?
Pepsimaxguy 8 Aug @ 4:08pm 
That is if i put the texture mod in the lower priority if i put it higher the mod doesn't work at all
Pepsimaxguy 8 Aug @ 4:04pm 
@Sungazer textures appear bigger and lower quality in some places
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 @ 1:55pm 
Is there any way you could make it compatible with the 4x ai upscale texure mod?