Half-Life 2

Half-Life 2

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Leet Rebake - HL2 Maps Polish (Renamed)
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type: assets
contains: maps, materials, models
File Size
Posted
Updated
2.920 GB
2 Mar @ 5:18am
18 Mar @ 8:01pm
28 Change Notes ( view )

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Leet Rebake - HL2 Maps Polish (Renamed)

In 1 collection by Sungazer
Perfect Anniversary
23 items
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 either recompiled or patched with bspentspy fork or patched with lump files. And rebaked in order to perfect visual fidelity, fix artifacts, inconsistencies and bugs while staying true to the original artistic vision.

In this version maps are renamed. Replacement version is here https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3443977433

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GENERAL FEATURES
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- Static prop lighting with Vertex Lighting enabled only for props what look better with it, moving light sources where necessary to prevent light bleed through the lampshades
- Remove or tone down some of the ghost lights and instead increase tonemap range to better utilize prebaked ray tracing achieving more realistic lighting.
- More shadows of static props enabled
- More Texture Shadows enabled
- 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
- 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 and texture seams
- Fix light bleed
- Some penumbra emulations

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MAP SPECIFIC FEATURES
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rd1_trainstation_05
- fix HEV suite lighting
- add a little more violence for a lab crow bringing it Closer to pre-update values

rd1_canals_03
- fix pathfinding of manhack trapped behind the bars and fix lighting of the bars at the same time

rd1_canals_10
- fix powerline cuts and add power towers to skybox preventing them from (dis)appearing before your eyes

rd1_canals_11
- fix visibly clipped terrain

rd1_canals_13
- better terrain modelling in the skybox around BME

rd2_coast_07
- fix endlessly repeataing combine spawn trigger

rd2_coast_07 & rd2_coast_08
- fix windmill breaking because of level transition

rd2_coast_11
- 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
- fade teleport light in sync with its hum
- fix Dog`s buzzing sound not following him

rd3_c17_02
- fix Dog`s buzzing sound not following him
- reduce delay before Dog starts following player

rd3_c17_03
- remove clocks from the plaza for consistency with rd1_trainstation_02

rd3_c17_03
- add dynamic light to exploding car

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_citadel_04
- cell_array_01 now sounds like metal when strider hits it

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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COMMENTS
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I didn't remove all the fake lights, because frequently they have a purpose.

1) Fixing imprefect lighting sim such as vrad
2) Fixing lighitng of dynamic objects
3) Not making game so dark its unplayable
4) Creating sertain lightingh temperature to set the mood for narative purposes

But sometimes they are too noticeable and I tried to fix that. Some locations look just so much better without them.

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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
- Some maps I was unable to succesfuly recompile, so it limited the types of issues that could have been fixed

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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 be overwritten by \ have lower priority than \ lower place in load 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 map, old saved wont work most of the time.
- Be sure to enable HDR.
- If everything is pink try rebuilding cubemaps
sv_cheats 1; mat_hdr_level 2; mat_specular 0 ; building_cubemaps 1 ; buildcubemaps mat_specular 1 ; building_cubemaps 1 buildcubemaps
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://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3438884379
Enhanced Fire Effect https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3366961769
Fixed Combine Thumper https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3368259440
Fixed Grenade World Model Texture https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3366417070
Edited Airboat https://gamebanana.com/mods/500948
Leet Manhack https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3437493516

My collection
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3438209509
196 Comments
AAzeem 17 Jul @ 11:16am 
@Subgazer "Multiscript loader handles script conflicts. My mod does not use any scripts, its pure maps. DFG is pure scripts and has issues with airboat on vanila by itself. That is not a compatibility issue."

Oh I see.
DrXtale 15 Jul @ 10:30am 
Ah, I never knew, good to have that Knowledge I suppose.
Sungazer  [author] 15 Jul @ 9:02am 
@DrXtale
> Canal_01a, seems to spawn the APC inside the wall,

It is an issue with hl2 in general. It's the same on vanilla map with no mods. If you reach the trigger for second apc first time loading a map, it will work. If you load a save on this map, it will not. Nobody ever figured it out. Map setup seems ok, so, probably engine bug. I've managed to work around it and will fix it in the upcoming update
DrXtale 15 Jul @ 8:19am 
A main issue seems to be that map reworks, like this here, one issue in particular, Canal_01a, seems to spawn the APC inside the wall, the one you see passing by after fleeing the first APC firing Rockets, it confuses me, and if it's an issue with my collection, rather than your map or the APC itself.
Sungazer  [author] 15 Jul @ 3:04am 
@LarrySBM
> actually it's not that it's a new chapter it just doesn't work starting a new chapter for "a red letter day"

"a red letter day" in particular is bugged
LarrySBM 14 Jul @ 8:05pm 
actually it's not that it's a new chapter it just doesn't work starting a new chapter for "a red letter day"
LarrySBM 14 Jul @ 7:33pm 
I tried the mod again while just playing base hl2 and for some reason it doesn't even start the new chapter now
Skeletondudeofficial 14 Jul @ 8:57am 
good to hear!
Sungazer  [author] 14 Jul @ 4:22am 
@Skeletondudeofficial
> any updates on this addon?:steamhappy:
Im in the middle of the final testing pass
Skeletondudeofficial 14 Jul @ 2:14am 
any updates on this addon?:steamhappy: