This project has gone non-public. I'm really tired of the braindead comments about optional HD
models.
Shall all the whiners create something better. CM has become a just-for-fun project again.



Imagine, a Hollywood producer got his hands on the game. The result would be similar to what the Cinematic Mod is: a graphics blockbuster, redesigned to the typical game to movie adaption with an orchestral soundtrack and beautiful people everywhere.

A graphical / music total conversion of the Half-Life 2 storyline. You need Half-Life 2 + EP1 + EP2 and a 64Bit windows system to play this modification. (Mac OSX supported soon)

PURPOSE (Version 10.42)

- Unified Engine; play the game (HL2 / EP1 / EP2) with the latest Orangebox engine / Advanced HDR / new shadow effects
- Enhance the old HL2 maps with HDR, blooming, color-correction, new props, dynamic shadows
- Eliminate the visible world-skybox transitions in the maps. Cinematic Mod maps are looking much bigger than they are.
- Eliminate all blurry / Lowres textures with new Highres textures and/or Hires-Detail-Overlays
- Give the HL2 trilogy a more stressed, darker and uncomfortable look
- Enhance the soundtrack with a semi-dynamic new hollywood-style music
- Add optional HD characters (mostly based on the ultra-detailed Poser Pro mechs)
- Add ironsight
- Add dynamic shadow simulation with the help of env_projected_textures
- Add more replay-value and a fresh new style
- ALL features are optional and selectable with an comfortable configuration-tool.

Gun and some spite effects from TheVMan's Ultra Effects Pack

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Here is the changelog :

1. LAA Patch (Large Address Aware)
2. Dynamic background
3. Launcher bugfix
4. Volumetric Fire

Patch 1.25 by demon667_schwarz. Patch for 1.24!

Download: Moddb.com

__________________________________

Known bugs (1.0 - 1.25):
- After changing the ingame-language: Steam is asking you to restart hl2. Doing so will restart to the original unmodded hl2.
Therefore you should exit and start CM2013 manually.
- Poor performance on outdoor maps with HBAO enabled: HBAO is a fps killer and needs a really fast gpu.
- Sunrays are flickering: The sunrays shader is not fully compatible with multicore rendering. Either disable multicore
rendering in the advanced video options or disable the sunrays with the configurator.
- High VRAM mode gives me trouble (crashes or fps drops): The high vram mode is experimental. Disable it.
- My FOV is weird: CM2013 has enhanced FOV range (50-90 - Original hl2 has 75-90). Please check the fov setting in the video config panel.
- "Procedure entry point Direct3DCreate9Ex could not be located in DLL - nvspcap.dll" error with SweetFX enabled. Some nvidia drivers broke SweetFX.
Only workaround is to deinstall Geforce Experience or disable SweetFX. This bug may be corrected with an updated nvidia driver.

Latest update : CM 2013 Final 1.24

Latest update : CM 2013 Final 1.24

News 10 comments

Cinematic mod has much evolved from last update. Many bug fixes and various graphics have been enhenced.

Cinematic Mod 2013 Final

Cinematic Mod 2013 Final

News 12 comments

After almost 10 years of source1 modding i have to say, all things come to an end. Source-1 modding is actual dead, the limit of this old engine is reached...

FakeFactory's Cinematic mod 12

FakeFactory's Cinematic mod 12

News 10 comments

Fakefactory’s legendary Half-Life 2 graphical upgrade mod has been updated tothe 12nd version this winter. If you guys haven’t heard of it, it’s...

CM is now non-public

CM is now non-public

News 48 comments

This project has gone non-public. I'm really tired of the braindead comments about optional HD models. Shall all the whiners create something better...

Add file RSS Files
CM2013 - update 1.24

CM2013 - update 1.24

Patch 15 comments

Missing patch 1.24 for 1.2 \ 1.21 \ 1.23 CM2013. Bugfix. Old saves ver 1.2 may not work correctly.

CM2013 - update 1.26 [Beta]

CM2013 - update 1.26 [Beta]

Patch 7 comments

!!!This is the experimental version! Work \ load is not guaranteed!! Patch 1.26 for 1.24 or 1.25 CM2013: LAA Patch (Large Address Aware), Dynamic background...

CM2013 - update 1.25

CM2013 - update 1.25

Patch 12 comments

Patch 1.25 for 1.24 CM2013: LAA Patch (Large Address Aware), Dynamic background, Launcher bugfix, Volumetric Fire.

FF Cinematic Mod 2013 TORRENT

FF Cinematic Mod 2013 TORRENT

Full Version 21 comments

FF Cineamtic Mod 2013 TORRENT. Imagine, a Hollywood producer got his hands on the game. The result would be similar to what the Cinematic Mod is: a graphics...

CM2013_FINAL.part10

CM2013_FINAL.part10

Full Version 4 comments

Fakefactory's final update to FakeFactory Cinematic Mod.

CM2013_FINAL.part09

CM2013_FINAL.part09

Full Version 2 comments

Fakefactory's final update to FakeFactory Cinematic Mod.

Comments  (0 - 10 of 578)
TrhlaSlecna
TrhlaSlecna

Honestly, it's not as bad as people say, the fact it's made by one guy is even quite applaudable, if it wasnt for the you know what, then FakeFaktory would have been sitting along mods like SMOD or HL2:Update, and rightfully so, clearly a **** ton of effort has been put into this and I really respect.

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Guest
Guest

Hi
Really happy I found this...had installed a while back, but just recently got the craving to play half-life again (I guess in anticipation of the Xen chapter of Black Mesa).

Anyway, my question…

I have noticed 3 problems I hope you guys can help me with.

1. Purple and black eyes:
Hd-model of Barney and HD-citizens has purple and black squares for eyes

2. Invisible model:
The advisor in episode 1 (in the citadel) is completely invisible, literally no model present. I have not tested if this is also happens in episode 2

3. Post-processing:
Any post-processing such as film grain, film noire, sweetFX, sharpen the image etc. results in black and purple squares that completely cover the screen.

Any advice on how to resolve these issues is greatly appreciated

PS: all issues happens on versions 1.2, 1.24, 1.25 and 1.26

Cheers

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mbramblet
mbramblet

Well, the only thing I can think of is that it may not have installed correctly?

Version 1.25 and 1.26 are very unstable anyway. (so I've read)
I'll walk you through the proses of installing a fresh version of the latest (working) update just incase.

[DOWNLOAD]
One thing to know is that you should get it from here: Moddb.com

For the latest version, click "CM2013", then open "CM2013 Final".
You then need to download "CM2013 Final 1.2 Full" AND "CM2013 1.2 Full to 1.24".

[INSTALLATION]
Once downloaded, extract both files until you have two folders:
"CM2013 Final 1.2 Full" containing "CM_installer" and "FILES",
and "CM2013 Final 1.2 Full to 1.24" containing "CM_updater_1.2_to_1.24" and "FILES".

Run "CM_installer", this will begin unpacking a really big archive, and recommend you get a drink. After it's done, run "CM_updater_1.2_to_1.24".

That should be it.
If it still doesn't work, I'll try to find another fix for you.
However, these are the steps I've always used, and I have yet to have a problem with it.

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Guest
Guest

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Guest
Guest

Thank you for the reply :-)
I`ve installed everything as you describe to the letter. I`ve tried using different download sources:

1. From this MOD db page (parts 1-10) and the 1.24 update

2. From a guide on steam on how to instal CM (cant give links since i am a guest)

3. From Harvestmoons onedrive

And every time with the same result.

I can live without the HD-models, but what worries me is that the advisor is invisible and that post-processing filters turn up as purple and black squares (what else could be missing if these things are?)

I install CM to my F:drive with the path F:\SteamLibrary\steamapps\common.

Could that be a problem?

Since any post-processing (FXAA antialising, depth of field, fil grain etc) gives these purple and black squares could it be a problem with my setup or some conflict somewhere?

I so a few posts back that a person with a similar problem was suggested this solution, but I cant find the folders/ files he is referring to (i have 1.24 installed):

[experiencetheevil](members:experiencetheevil:4336120) Apr 23 2019
citizens, barney,breen, and kleiner all have black and purple textures for me any way to fix this?

[DJAceOfBase](members:djaceofbase:4337002) Apr 26 2019
had the same issue and I was able to fix it by manually removing the 1.26 patch. Download the patch but dont extract, just preview the contents and find the items it adds to the CM2013 directory. it should be CFG/MAPS/Particles, remove those folders or the items in those folders in the appropriate places.

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mbramblet
mbramblet

Those fixes you mentioned only applies if you have the 1.26(broken) version of CM, which I just helped you replace.

As for your problem, I've got some more ideas:
[1]
Do you have Half-life 2, episode 1 and episode 2 all installed?
If not: Install them. (on the same drive)
[2]
Uninstall CM(sorry), open steam and right-click Half-Life 2, select "properties". (once hl2/ep1/ep2 are installed)

Click "LOCAL FILES" at the top of the window, then click "VERIFY INTEGRITY OF GAME FILES".
(Do this same process with episode 1 and 2 also)
[3]
Re-install CM the way I recommend before.
You must install it to the same drive/"common" folder you have Half-Life 2 installed in.
[4]
Double check that all the file paths the installer asks you to confirm go to the right folders. (Same drive as Half-Life 2)

Beyond that, I'm mostly out of solutions.
If it doesn't work I may be able to find another fix if you can give me more details/possibly screenshots.

Good luck, and feel free to contact me again if the issues remain unsolved.

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mbramblet
mbramblet

For anyone who wants to deactivate the CM soundtrack, here ya go: Mega.nz

Simply place the .bat into your CM folder "CM2013", then run it.

HEADS UP! The .bat will delete itself after being run, so make a copy if you want to keep one.

Some default hl2 songs will not play, to fix this: Look for my and TheTrueJesters comments. (11-ish down from this one)

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TheTrueJester
TheTrueJester

Addendum to this fine gentleman here. While the above solution will work for CM13 normally, it WILL NOT fix the missing tracks if you're playing on MMod's version of Cinematic Mod. What you need to do to fix it is copy the level_sound.txt files from Half Life 2 vanilla (NOT the files within CM's VALVE soundtrack folder in HL2 episode 0's scripts, FakeFactory didn't change all the .mp3 directories within the files accordingly. I believe that all the .txt files within episodes 1 and 2 of CM13 have been updated correctly, so you can use those within their respective valve soundtrack folders). After you've copied HL2's level sound .txt files (they look something like this: level_sounds_ravenholm.txt), create a folder in your MMod custom folder. You can name it anything you like, but something like "music restored" or "vanilla music scripts" would be best. Then, put a folder called "scripts" into that folder. This is to help HL2 in finding the right directory for your "mod". Finally, paste all your level sounds .txt files into your newly made scripts folder. Your folder directory should look like this: HL2MModCM2013 (and episodes) -> custom -> music restored -> scripts -> level sounds .txt files.

To reiterate, this is for *MMod users*. If you do not use MMod, you can use the above .bat and paste HL2 .txt files normally. MMod won't see/register those changes for whatever reason, so you need to place those .txt files as though you were installing a mod. Thanks y'all!

Edit: Bad news: while this will fix the incorrectly named music tracks in CM13, it won't restore OSTs that don't have musical cues in level sounds .txt files. I'm working on it now for a final fix.

Edit 2: So, from what I can tell, FakeFactory removed certain music triggers that were more hardcoded into a few of the game's maps, most notably Black Mesa Inbound (Black Mesa East's intro music). It's safe to assume that there may be a few other cut triggers from other levels as well, and since they are coded more directly into the maps without the use of a level sounds .txt file, a fix for every music track seems close to impossible without digging in directly into the maps (or however the game gathers music). Hopefully, this method shall suffice for most music.

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TheTrueJester
TheTrueJester

For reference, the current music triggers that appear to be missing include, but are not limited to: Black Mesa Inbound, Apprehension and Evasion, Calabi-Yau Model, Sandtraps, and perhaps more.

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TheTrueJester
TheTrueJester

Episode 1 is missing the final track in the trainstation, and Episode 2 is missing vortal combat.

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TheTrueJester
TheTrueJester

Alright, so from what I can tell, there are two types of directory techniques that HL2 uses to gather and play music. The first is through level sound .txt files. These manage the overall music list for the entire game, and play "level-centric" music in key scenes, and are listed in the level_sounds_music.txt file. The other method by which HL2 plays music is directly through the maps themselves, through pre-placed flags within the maps that play tracks without using any level sound files, besides the music list .txt file. These flags, from what I gather, list the track to be played in a given area, the game consults the music list file for reference, and triggers the associated .mp3 or .wav file.

What appears to be happening in CM is that FakeFactory didn't account for these flags searching for any soundtrack other than his own, so instead of naming his directory and track files exactly the same as the HL2 default names, he wrote his own directory for the music. This means that a good chunk of flags in the CM are searching for files with names different from the music list, whether it's from his use of "ff_music" as his directory, rather than "music", or different .mp3/.wav file names. I can't say this with any certainty, and don't take my theories as fact.

The only thing I can think of is to edit the maps directly using the Hammer editor in Source SDK, but it won't select Cinematic Mod. I could be very wrong in my hypothesis, but I've tried everything I could think of with tweaking exclusively the .txt files, and the .mp3 tracks ripped directly from HL2. I'll keep at it, I appreciate the challenge.

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Highest Rated (31 agree) 10/10

Mod stands for Modification, either it is a Single Player Story modification a Multiplayer Modification or an improvement what so ever to the original game that fills more than one category (level design, texture, sound and models). Other wise it would be call a texture pack, map pack, model pack ect... But to actually re-imagine, re-make and re-mix elements to give a new fresh look and feel to an already existing game is no easy task. The models in CINEMATIC MOD are simply the best models in terms…

Feb 22 2011 by Mxthe

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