![]() But there is no official support for VR mods for Skyrim with this tool. I used Nexus Mod Manager for years (it's how I publish my own Myst Mod). You should install the nexus mod manager, then you can install and remove mods instantly, and with skyrim and F4 most if the must have mods are on the front pages of the site, like lighting, weather, textures and audio. ![]() I don't have the time to look for tons of mods, sigh. IMO Half-Life's achievement for it's time was the integration of scripted sequences as a clever way to tell a story in-game, but apart from that it is kind of overrated.Can't we just have one big VR mod pack to install covering everything. I still remember how awful the voice acting of the scientists was. All the NPCs didn't feel convincing, they felt like puppets. Probably because it tried to hard to be cinematic. For me Half-Life wasn't as immersive as Quake II. Just because it looks more like a real place doesn't mean that the level design is more complex.Īnd with the immersion it's more a matter of personal taste I think. HL is much more linear, has more room-corridor-room layouts, less height variation and so on. I think that Quake II's level design is actually more complex than Half-Life's level design. I think, really helped maintain the illusion a lot better, so that you'd be more immersed in the game and not noticed graphical limitations. The levels were kind of abstract - they started to look more like real environments, even compared to say, Quake 1, but Half-Life really went all-out to make it feel like you were in an actual place, that everything there had a function, that you could actually visit Black Mesa and the layout and everything would make sense. Quake 2 still kinda had that, "Maze with fancy decorations," mentality that went into many of iD's earlier games. The other thing, in my opinion, was the different approaches to level design. They have a full blown year of work between them. great looking lightmaps in OpenGL mode.Īnd a year later half life had more complex level design, better textures, more focus on prefab destructible objects, a bit more objects to push around, and a smooth rendering system without jitter.ĭoes quake 2 look like shit compared to half life ? no. And if you are or where a gamer, you should know what one year could do for a game. Valve had an extra year of planning and possible development to fine tune their game and engine, this might have given it an edge. Half-life uses the Goldsource engine, a re-programmed quake engine, so it shares the same technological base as quake its engine from ID. The lightmaps in the Quake 2 OpenGL mode where a big deal when it was released. The software rendering from quake 2 looks worse than half life in both modes, but the original OpenGL rendering from quake 2 should actually look good for its time. ![]() This, coupled with Half-Life having a much more diverse and varied color palette compared to Quake 2, I think, really helped maintain the illusion a lot better, so that you'd be more immersed in the game and not noticed graphical limitations. There's just something about smooth, realistic movement that makes us more willing to overlook problems in a character's design. Not that the games were this different in comparison, but to use an extreme example, you're much more forgiving of a low-detail model that moves smoothly and realistically than you are of a high-detail model that moves stiffly and artificially. One, as has been stated, I think the skeletal animations went a long way in terms of improving the appearance of the game. I think there are really two factors at work.
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