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HQ Civil Protection - A Mod for Half-Life 2

Updates

Super Late Update 4y
  • - Added cubemapping to eyes
  • - Fixed smoothing on head
I forgot to upload this update TWO YEARS AGO.
Update 3/29 6y

Updated, Higher Quality Civil Protection

**Features**
- Normal Mapping
- Phong
- Higher-Quality Body Mesh From Barney.mdl
- Full Set Of Fingers
- 512x512 Helmet Texture
- Improved Body Texture
- Improved UV Mapping
- Fixed Manhack Bodygroup
- Self illumintion
- Barney & Barney Helmet Support

**Known Issues**
- Fingers look odd in some animations. This is very minor, occurs on very few animations, and isn't really noticeable, so I don't consider it much of an issue.
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  • Walter2009 avatar
    Walter2009 Joined 7mo ago
    Combine Industries Flag Affiliation: Combine Industries
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    3mo
    I can't wait for the Combine!
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    Mantra
    Researching Barnacle Creature
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  • RadioStaticc avatar
    RadioStaticc Joined 4y ago
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    4y
    I really love this mod. It's well made and it fits the feel of vanilla hl2.
    Hnnrrggg bones
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    MrPotatos Joined 8y ago
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    4y
    lmao nice mod
    V I D Y A G A M E Z
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    CT Razer Joined 5y ago
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    4y
    2 years later...
    • Agree x 1
    Seal Team 6
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    Rymd username pic Joined 6y ago
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    Rymd avatar
    Rymd
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    4y
    holy crap lad

    update after 2 years of absence
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    Mantra
    pew pew
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    fishman the second Joined 4y ago
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    4y
    I don't use this mod so I can't really tell how it looks or if it honestly works or not, but I find it hilarious that an update was just released after 2 years. Bravo
    >>KEEP IT CLEAN<< avatar
    Mantra
    >>KEEP IT CLEAN<<
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    Ghost1428374 Joined 6y ago
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    6y
    Looks nice on screenshots, but absolutely no difference in game. Seriously. 8/10
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    Paynamia username pic Joined 12y ago
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    6y
    > **Posted by Rafael De Jongh** > > To be honest that's the main reason I made this point, having an incorrect normal map just looks horrible in any given way to me. The other points are minimal while the normal map is actually very important to have properly done. Just a general tip I suggest you to use nDo2 When I looked into nDo2, I realized, I had actually looked into it before. Since it's dependent on Photoshop, it's not an option for me, unfortunately. In the past, I haven't been able to afford to work with, and still isn't. And as for... alternative methods of acquiring it... Well, that's never really sat right with me. > Not sure where you got that information from but that's not really correct, env reflection and phong work properly together so you can pretty much use together for this as well. The default set of alpha channel of the normal map isn't to control the phong rather is to control the env (default settings that is) if you want to change it to phong control you need to use: $normalmapalphaphongmask 1 I had attempted to use env mapping on the model before, but the issue I was getting was, when the material has a normal map and $basealphaenvmapmask 1, the engine spits out an error saying the mask has to be on the normal map, and specular doesn't work. Leaving off that parameter, though, it seems to work fine. Since that's working, I'll get to adding that, beginning with what I failed with before, the eyes. However, doing this made me realize, I forgot to change the smoothing on the head... I do think you have the default function of the normal map's alpha channel with in relation to phong backwards, though. In this screenshot, for instance, I have the phong mask in the alpha channel of the normal map, the env map mask in the alpha of the base texture and nothing in the vmt to change the default function, and it all seems to be working. > **Posted by Teh Snake** > > I want to see "before\after" screenshot Will do!
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    Rafael De Jongh username pic Joined 13y ago
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    Rafael De Jongh
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    6y
    > **Posted by Paynamia** > > > That's not the only change. Changes were also made to the hands, the chest piece and the ear trim. The ear trim texture is actually in the space that was previously occupied by the head. I've placed both textures side by side and the only main difference I could see was that the head part was removed, perhaps the changes were only minimal and I probably looked over them. > I understand this point very well. I weighed what I could do in this case, and save for the mouthpiece, which I did create a heightmap for, I did what I felt would look best. In the end, the majority of it is based on multiple layers of modified diffuse. The head normal map, however, does need to be immediately addressed. To be honest that's the main reason I made this point, having an incorrect normal map just looks horrible in any given way to me. The other points are minimal while the normal map is actually very important to have properly done. Just a general tip I suggest you to use nDo2 > > But as you didn't have any reflection set in your vmt in the first place it doesn't really matter in the first place to be honest. > > I'm just really not sure where this is coming from. This is the only thing you've said that's incorrect. That is, unless you're talking about environment mapping. If so, that's because cubemaps and phong don't play well together, but the materials do utilize phong, which in turn uses the alpha channel of the normal map. Not sure where you got that information from but that's not really correct, env reflection and phong work properly together so you can pretty much use together for this as well. The default set of alpha channel of the normal map isn't to control the phong rather is to control the env (default settings that is) if you want to change it to phong control you need to use: $normalmapalphaphongmask 1 > > Okay, so, can you elaborate on that? Do you mean something like adding rim lighting? Read the tutorial I've linked, other than phong you could work with envmap, phongexponentexture, rimlight, etc. (just see what works best with what you have currently, but only phong looks a bit dull even for the source engine)
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    Mantra
    Web Developer & 3D Artist
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    Teh Snake username pic Joined 14y ago
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    Teh Snake
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    6y
    I want to see "before\after" screenshot
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    Mantra
    Bruh
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