HQ Civil Protection

A Skin Mod for Half-Life 2

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Updates

Super Late Update
  • Added cubemapping to eyes
  • Fixed smoothing on head
I forgot to upload this update TWO YEARS AGO.
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Paynamia
2mo
Update 3/29
  • Added self illumination (Thanks to Rafaël De Jongh)
  • Modified normal maps (to the extent I could in a short time) (Also Thanks to Rafaël De Jongh)
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2y

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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Posts

  • 1
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  • 1mo
    I really love this mod. It's well made and it fits the feel of vanilla hl2.
    I never know what I'm doing
  • 2mo
    MrPotatos avatar
    MrPotatos Offline
    Member Joined 4y
    lmao nice mod
    i don't know
  • 2mo
    Red Painis avatar
    Member Joined 11mo
    168 points Ranked 20278th
    2 years later...
    • Agree x 1
    Seal Team 6
  • 2mo
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    Rymd
    Refraction Studios Flag
    Refraction Studios
    holy crap lad

    update after 2 years of absence
    pew pew avatar
    Mantra
    pew pew
  • 2mo
    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
    Bananite
  • 2y
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    Looks nice on screenshots, but absolutely no difference in game. Seriously. 8/10

    8/10

  • 2y
    Paynamia avatar
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    > **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!
  • 2y
    Rafael De Jongh avatar
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    Rafael De Jongh avatar
    Rafael De Jongh
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    > **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)
    2D/3D Artist avatar
    Mantra
    2D/3D Artist
  • 2y
    Teh Snake avatar
    Teh Snake avatar Offline
    586 Studios Flag Affiliation: 586 Studios
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    Teh Snake avatar
    Teh Snake
    586 Studios Flag
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    I want to see "before\after" screenshot
     avatar
    Mantra
  • 2y
    Paynamia avatar
    Paynamia Offline
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    I understand where you're coming from, and I'd like to address your points.

    > The thing that personally always bothered me with the metrocop is the ears or at least the sides of the helmet which have glowing parts but actually do not glow in the dark.

    I wish I had thought to do that sooner, you're completely right.

    > Besides that it was pretty unnecessary to remove the mask out of the default sheet as it isn't used on the model anymore so yea if didn't do any other edits to the actual textures removing the mask on it is pretty unnecessary.

    But 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.

    > This part is the most problematic as we're facing one of the most common mistakes when it comes to normal maps, being that you normalled the diffuse which is of course absolutely incorrect as it creates improper results.

    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.

    > 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.

    > Talking about the VMT, the VMT could also use a boost in various other shaders and settings.

    Okay, so, can you elaborate on that? Do you mean something like adding rim lighting?

    Thanks for the advice. I've made some changes while reading and typing this based on your suggestions (and things I forgot to do in the first place), and they'll be up shortly.
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Credits

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Paynamia
Model &Texture Edits, Normal Maps, etc.
Original Authors
VALVe
Original Models & Textures

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Posts
15
Views
13,447
Downloads
2,508
Date Added
2y
Date Modified
2mo
Date Updated
2mo

Scores

77 bScore
8.8 Rating

10 voters

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