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Plot:

Half-Life Episode Two begins exactly where Half-Life ended, after accepting the job agreement with Gman, Gordon Freeman is sent back to the Black Mesa Research Facility, why? It's up to you to find out. Explore never seen before areas of Black mesa in seven chapters that will immerse you into a spooky and dark environment while you search for clues to reveal one of the darkest secrets of the facility and the reason why you were sent back in.

The Project:
Half-Life Episode Two is a horror/action single-player Half-Life 1 modification currently under development, the adventure features improved and redesigned game-play mechanics, lots of exploration and action, deep atmosphere well as a it's own unique plot set on the Half-Life Universe while partially staying true to the original Half-Life game-play.

With a restructured and improved game platform Half-Life Episode Two will feature lots of graphical improvements, extended game-play elements, a new sound platform, high quality level design, high quality models and compelling presentation.

The game will not, as of currently, support multi-play.

The Trinity rendering engine, or Raven as I used to call it before it had an official name, is now free for download with source code available, released under LGPL license you are allowed to do as you please with the code as long as credit to the original developer is kept, source code for Half-Life Episode Two however will remain indoors as of now.

Trinity Custom Edition

The Engine:
Half-Life Episode Two is powered by the Abyss engine, the successor of the Trinity rendering engine, which supports the following features:

  • Rewritten BSP renderer;
  • Rewritten Studio renderer;
  • Full multi-pass per-pixel dynamic lighting;
  • High resolution real-time shadow-maps;
  • A Particle engine;
  • High resolution textures;
  • Vertex buffer objects;
  • Advanced water shaders;
  • Detail textures;
  • High performance model manager;
  • Rewritten decal system;
  • Real-time mirrors.

The code-base is compiled in the latest C programming software and libraries using high level optimizations and support for advanced processor extensions. Vertex buffer objects are used to render world, models and particles, as a result performance is very fast.

Other advanced post process visual effects also include:

  • Aura glow-shells;
  • Motion blur;
  • Screen warmth glow;
  • Color effects;
  • Depth\Radial per-pixel fog;
  • Underwater caustics.

Due to high end requirements it is necessary that your system support at least OpenGL 2.0, as well as a fast enough processor with SSE support.

The game only supports the OpenGL renderer meaning that inferior video chip vendors might not correctly handle the game. Nvidia 5 FX series not supported.

This modification also uses the Amnesia Sound Engine, an open source sound platform, based on FMOD Ex library, available under LGPL license.


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RSS feed Articles

Current news

News 2 comments

After a three month old update I finally found the appropriate moment to announce what has happened during the time nothing was posted on the profile.

I joined the army and by now, I almost finished recruitment, this of course means during that time I had little time to rest let alone work on hlep2, so that means development was stopped for the past 11 weeks, but I'm currently on vacation now and not only did I decide to tell you folks whats up but also to resume development, should be easier from now on and depending on my working schedule and activities I will try to give hlep2 some time whenever I can.

The rendering engine was also updated once more, and more updates are coming, not only is the engine incredibly fast but also looks nicer.

See ya around whenever I get a reasonable amount of new content developed, just enough to post another media update.

Update 22\11\2012

Update 22\11\2012

News 6 comments

Short development updates and latest progress.

HLep2 beta gameplay video available

HLep2 beta gameplay video available

News 0 comments

HLep2 beta gameplay video available, after a big delay I finally was able to record and upload it, enjoy.

2011 Christmas update

2011 Christmas update

News 1 comment

A media Christmas update showing recent mapwork progress along with some of the new effects supported by Trinity.

Latest news and progress

Latest news and progress

News 6 comments

A small Media update to keep the profile alive and also some news

RSS feed Downloads
Trinity rendering engine v3.08f

Trinity rendering engine v3.08f

Source Code 1 comment

This is the source code for the last public version of the Trinity rendering engine, version 3.08f. I'm uploading it here for future reference, in case...

Detail Tool v1.0

Detail Tool v1.0

Source Code 1 comment

This is another tool I developed for use with my ongoing project HLEP2. It auto generates "detailtextures.txt" for the detail file generator the Trinity\Abyss...

Texture Tool v1.2.1

Texture Tool v1.2.1

Source Code 1 comment

This is a tool I been working on for personal use. It auto generates a texture flag script for the external loader feature in Trinity\Abyss. It is very...

Amnesia sound engine version 4

Amnesia sound engine version 4

Audio Tool 3 comments

The Amnesia sound engine is a implementation of the FMOD Ex library into Half-Life as a complete replacement for the original audio engine. Developed...

Post comment Comments  (50 - 60 of 416)
RedFog
RedFog

Hey Hunk! I see that you can use c# very well. How about coding trinity to be compatible with ENBseries? You can get a bunch of great effects.

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Thanoshld
Thanoshld

Hoping for a quick release! Voted btw ;)

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h4wk99
h4wk99

i'm shocked, because i never visited this mod(dont get me wrong but there are many medicore or garbage sp mods for hl), today i just got somehow attentive and now i see this. looks really good so far!

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hunk_guerrius Creator
hunk_guerrius

Thanks, there are some decent hl mods out there, but I agree for most part.

Reply Good karma+2 votes
ska4okserver1yt
ska4okserver1yt

Пещера Из Centralia

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ranma5261996
ranma5261996

Man, does your mod uses contents from Half-Life Overhaul Pack?

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amazingcomedy
amazingcomedy

One question, does Trinity support models with a high poly count? And if so, how high? I'd like to know.

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hunk_guerrius Creator
hunk_guerrius

Poly counts are not a matter of the engine but of the studio compiler, which Andrew didn't touch, sure it supports high poly counts but only if you divide every 2300 vertices into different model parts and then assemble them together, just like you have to do with vanilla goldsrc, though you can use trinity to override the model's original texture maps and replace them with high quality ones, hlep2 makes extended use of this, and yeah I'm using high polygon models if you're wondering, mainly for view models, some of them go past 10k polys.

Reply Good karma+2 votes
RedFog
RedFog

Trinity supports more than 1024x1024 textures and per-pixel lighting on models.

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hunk_guerrius Creator
hunk_guerrius

Public release of Trinity only supports per-pixel lighting for world and per-vertex lighting for models, per-pixel lighting for models is hlep2 only.

Reply Good karma+2 votes
RedFog
RedFog

Oh, yeah, I forgot it, I am just not very clear between the meaning of per-pixel and per-vertex.

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amazingcomedy
amazingcomedy

Nice! I can see the devs are making use of these features very well. By the way, the gameplay video was great!

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