![]() The G-Man then informs him that he has recommended Gordon's services to his "employers," and offers him a job. military forces participated in capturing Xen for the G-Man's "employers", although this may merely be part of G-Man's illusions.Įventually, the scene changes into what appears to be a Black Mesa tram traveling through space at high speed. As he says this, dead HECU Marines, destroyed tanks, and a downed jet fighter can be seen around this area of Xen, suggesting that U.S. The G-Man tells Gordon that he has been observing him very carefully and praises him on his actions in Xen, which is now in his "employers" control. Appearing beside Gordon, having stripped him of his armaments while claiming the excuse that "most of them were government property," and showing him various areas of Xen. Following the catastrophic Resonance Cascade which commences the game's action through Black Mesa, the G-Man can be seen quietly observing Gordon Freeman in several out-of-reach areas as the game progresses.Īfter Gordon defeats the Half-Life final boss, Nihilanth, the ruler of Xen, G-Man brings the player to "safety" in an inexplicable, abstract sequence. Before the experiment begins, the G-Man can be seen arguing with a scientist in a locked, sound-proof room of the Research section of the Anomalous Materials Lab where only mumbling can be heard. He somehow manages to arrive at the Test Labs and Control Facilities before Freeman. The G-Man is first seen along the Sector C Line, standing in an electric tram frozen on the track opposite the tram that Freeman is traveling on during the Half-Life introduction sequence. The G-Man congratulating Gordon Freeman in an elevator on Xen. 1.3 Half-Life: Blue Shift and Half-Life: Decay.Plus added a ton of custom stuff too, like CA/Fringe and dirt masks (probably hard to see due to crappy gif compression):Īll of which, I hope to eventually either make as a plugin, or as runtime loaded libraries for version 0.6. As for the customized stuff, it’s related to this, but newer (PPV) ( GitHub - Naxela/PPM-deprecated: Post-Processing Module for Armor圓D) - Essentially, most of the colorgrading and shaders (Bloom, SSR, VXGI and more) have been made realtime: But! I plan upgrade it a bit to v.06 once it comes out, plus change it to only use CC0 textures. Plus I’m not sure Quixel/Megascans would be happy with releasing some of their textures. ![]() It’s just a personal project, so the only thing preventing me from releasing the stuff is that it’s running on a quite customized version of armory 0.4 with stuff done to shaders and renderpaths, that makes it break with any other version. I think this could become a good interior games benchmark for Armory users to tweak graphics and test how it runs, or suggest some graphics or performance improvements. Would it be possible you release this first level demo sources ? Or it is private project ? The brightness is perhaps more exaggerated in the second picture, as I kinda think it added depth in the first, and the third it was clamped.Ī little tip for some users, that probably don’t know this - The scene exposure can be adjusted from the cycles film-exposure value: As for the lighting, it was actually deliberate as I kinda liked it (although the bloom was perhaps a bit too much). I had planned on more activity, but ran out of time. Textures from either CC0Textures, Texturehaven or I’ll put those ideas on the todo list. For game settings in general, a 64 resolution and no supersampling looks fine though and goes to 60 fps just run it on an i5 with GTX1060, so an ok machine, but could easily be everything was modelled from scratch, except for the little combine man in the pictures. I get about 20-30 FPS with a 256 resolution and 1.5 supersampling, which I thought would be nice enough for a youtube video that runs at about 30 frames anyway, but I hadn’t taken into account that the screenrecorder would slash my framerate too. Framerate depends a bit on the settings, but with VXGI 2 bounces and 128 resolution for a 64 grid + 1.5 SS it runs at around 50-60.
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