Half-Life: Alyx is a proper Half-Life game, but it's not Half-Life 3.ValveFirst, the bad news. Half-Life: Alyx isn't Half-Life 3, or Half-Life 2: Episode 3. The is set between and, revealed Thursday.
I love this mod. It is made with love, the voice acting is brilliant, and it's a really good substitute for half life 3. Having said that, however, nothing is perfect. Here are a few problems i found: #1: in some places, its pretty easy to break the map, by jumping somewhere you aren't supposed to, or completely skipping sections.
The good news? It's a complete, full-length Half-Life game, and eager fans won't have to wait much longer to play it. The game will launch in March.If you own, you'll get Half-Life: Alyx for free. Everyone else will have to pay. Alyx was designed from the ground up for VR and will work on all PC-based VR headsets, Valve said.
That's a relief for those who worried that the game would be.
Note: Some handy online measurement conversion calculators include. A very basic Vista Sidebar gadget is available to calculate map units (no others) from real world units (meter, centimeter, inch and foot). There is also, which integrates into Hammer, for converting all three types of game units into metric or imperial units on-the-fly all the while working on objects. And lastly a small for converting map, character model, prop model, and sky box units to and from metric and imperial units.
Note: Hammer units are equal to 3DSMax's generic units. Maps, architecture and prop models use a scale of 1 foot = 16 units. Skyboxes (which are 1/16th scale of ordinary maps) use 1 foot = 1 unit. Human Character models for currently use 1 foot = 12 units.Texturemaps are applied to Models and Brushwork in the and are therefore scaled relative to game units.
At the default scale (0.25) 1 texture pixel = 0.25 x 0.25 units (or 4x4 texels = 1 grid unit). Eg: an (undistorted) 512 x 512 texture covers 128 x 128 game units. At the default scale (16) 1 lightmap pixel = 16 x 16 units.Speed is usually given in map-units per second.
GradientThis is the maximum slope angle, in degrees from the horizontal, that the player can scale. Anything steeper than this is un-climbable. Gradient: 45°Reach. Automatic pick up item (ammo/weapon): 25 from center.
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March 2023
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