Green "radiation" textures

Those areas are all dynamically lit? :awesome:

Quit it, I’m too tired to research the physics of that and therefore don’t wish to know or see it right now. Also, Geiger counter.

Can I ask what other variant ideas you guys experimented with? Given the nature and game purpose I wouldn’t think there’d be many more options that were apt.

Mirrors absorb slightly more green than they reflect (if I remember correctly. It may be the other way around, but I really doubt it), and are therefore green. Originally I was going to make a point with that comment but I forgot to do so (and what it was) and now feel dumb.

You are correct, mirrors are a little green.

That’s why when you put a mirror in front of a mirror and get that “Hall of Mirrors” effect, the deeper you look into it, the more green the reflection becomes

Nope, the green glow is generated from the lights.rad file (the water is a texture light essentially) and baked when vrad is run.

So you would have to recompile all the maps to change the glow if you so desired.

Makes sense. So if you changed the texture, I’d imagine a whole bunch of things would look screwed up.

wut?

https://half-life.wikia.com/wiki/Half-Life_2_storyline#Water_Hazard

Man, screw that chapter, I hate it.

well i liked it, though wasnt to good, offered a diferent gameplay :confused:

I liked Water Hazard… to an extent. :frowning:

OP needs to learn the meaning of the word “stylization.”

And everyone who likes to nit-pick about things like this need to learn that: REAL ≠[/SIZE] FUN

As far as replacing the textures goes, the BM textures have the liquid flowing, the HL2 ones do not. It wouldn’t look right even if it was as simple as swapping them out.

The water can contain a product who glows AND make it radioactive.

Chemical product, cause we have the Chemical Waste Facility aswell.

So the green is PERFECT!

It’s not cause it’s radioactive it’s green and vica versa…

BUT here it’s possible like I said in the first line!

I hated the look of the toxic waste in HL2, boring (and low res), it looks just the way I like it in Black Mesa, but I wish the sludge had its own effects instead of borrowing from the water one, perhaps the splash effect could be the same as the bullsquid’s acid spit, leaving a print on the wall and dealing damage to anyone nearby.

aye yai yai, come on people! Some of us have different opinions. If the OP wants realistic looking toxic waste, that’s their call. I’ll take a look at the files to see if it’s possible, but I’m not making any promises.

EDIT:Well, I got some progress. Most of the radiation is done by a green type of water. All I did there was turn it blue somehow (I still can’t find the file where I did that, if any of the devs can please direct me to it.)
BUT I did manage to edit one of the little tube things in Residue Processing. Also, whether you go below the water waste or the waste in this tub, you won’t see some green blotchy thing either. It’s similar to what is on the surface. The green light I don’t think I can change though. I still wish I could figure out that water waste as well.

I love the green glow :wink:

Wow, it’s just not the same. Fuck realism.

That looks like shit, quite literally.

https://www.dailymail.co.uk/news/article-1346551/Goldstream-River-turns-bright-GREEN-Radioactive-disaster-hoax.html

read above, now we can explain the green maybe be do to dyes used to test things, I can see the BM area using green dye combined with luminescent materiel to mark radioactive water flow through the facility, this would be a safety feature more than anything.

And then our problems were solved.
Holy shit, though. That look awesome. I’d swim in it, provided it’s not toxic.

I don’t like it (Even though it looks much better in game due to it being animated), and I don’t think the green glow on the tubs can be removed either. So the message for the OP is that yes, it technically is semi-possible to change the radiation to something more realistic. But it really isn’t worth it…

But no, all that recompile time wouldn’t be worth it, especially with having to fix up anything the decompile screwed up.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.