• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
    4,608 replies, posted
[QUOTE=Battlepope98;51635490]Well it looks like 3 is the clear winner. But out of curiosity, whats the opinion when I change the scope in #2 to be more like the others? Which is better [t]http://i.imgur.com/DOeKR4l.jpg[/t] Again don't look at the hands, they're temporary. Rate Winner for 1 Rate Zing for 2[/QUOTE] While I much prefer the shape and faithfulness of #2 over #1, I gotta be honest, to me the texturing looks a lot more gross on #2. It just looks like a blurry block of grey whereas #1 looks much more polished. So I'm gonna have to go with #1, despite clearly being in the minority.
[QUOTE=Battlepope98;51635490]Well it looks like 3 is the clear winner. But out of curiosity, whats the opinion when I change the scope in #2 to be more like the others? Which is better [t]http://i.imgur.com/DOeKR4l.jpg[/t] Again don't look at the hands, they're temporary. Rate Winner for 1 Rate Zing for 2[/QUOTE] I'd say 1 just because 2's hand is horribly deformed. It looks like the hand has been turned 180 degrees around, which causes the wrist to collapse to a point and makes the hand look like an inflated rubber glove taped to the end of the arm. The ar1 from MI 1.5 also had this problem. However, from the animations 2's mesh appears to be an older version of MI's sniper rifle. The latest version in MI 1.6 doesn't have the tied-off wrist problem so you could use that and skin 2's texture on to it. EDIT: [t]http://images.akamai.steamusercontent.com/ugc/170408216626557891/44A580DDDD7D45A92B88A2DAB2BA086DA53A846D/[/t] found the model. The hand is indeed deformed, but it does not use MI's animations. Instead it uses some really robotic custom animation. I'd definitely pick 1 after seeing 2's incredibly stiff anims.
I prefer my own version: [media]https://www.youtube.com/watch?v=Da1TOP1xDpM[/media] model by Red Katana, everything else by me. No texture yet tho
[QUOTE=En_Carlson;51636856]I'd say 1 just because 2's hand is horribly deformed. It looks like the hand has been turned 180 degrees around, which causes the wrist to collapse to a point and makes the hand look like an inflated rubber glove taped to the end of the arm. The ar1 from MI 1.5 also had this problem. However, from the animations 2's mesh appears to be an older version of MI's sniper rifle. The latest version in MI 1.6 doesn't have the tied-off wrist problem so you could use that and skin 2's texture on to it. [/QUOTE] Again don't look at the hands, they're temporary. [editline]8th January 2017[/editline] [QUOTE=Milkyway M16;51638281]I prefer my own version: [media]https://www.youtube.com/watch?v=Da1TOP1xDpM[/media] model by Red Katana, everything else by me. No texture yet tho[/QUOTE] Hey, that's pretty good. Any plans of a release?
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[QUOTE=HydraHeight;51638664]we need pelpix123 back here immediately... We found a beta texture for the gunship i believe in a video that is on hl2-barricade...[/QUOTE] That gunship is based off this concept piece [IMG]http://vignette4.wikia.nocookie.net/half-life/images/f/f9/Gunship_con2.jpg/revision/latest?cb=20091009170351&path-prefix=en[/IMG] I had made a post asking if anyone had that beta e3 gunship, sadly, no one did...
[QUOTE=Battlepope98;51638286]Hey, that's pretty good. Any plans of a release?[/QUOTE] Thanks! I would release it right now if it had a texture. I need to get around to making one...
[QUOTE=Milkyway M16;51638777]Thanks! I would release it right now if it had a texture. I need to get around to making one...[/QUOTE] If you wanted you could send it to me, I could make a texture for it.
[QUOTE=CW3D;51638687]That gunship is based off this concept piece [IMG]http://vignette4.wikia.nocookie.net/half-life/images/f/f9/Gunship_con2.jpg/revision/latest?cb=20091009170351&path-prefix=en[/IMG] I had made a post asking if anyone had that beta e3 gunship, sadly, no one did...[/QUOTE] hopefully pelpix can come back, and we can resume adding files like the beta gunship from e3 [editline]9th January 2017[/editline] [QUOTE=HydraHeight;51640798]hopefully pelpix can come back, and we can resume adding files like the beta gunship from e3[/QUOTE] it looks pretty cool
[QUOTE=HydraHeight;51638664]we need pelpix123 back here immediately... We found a beta texture for the gunship i believe in a video that is on hl2-barricade...[/QUOTE] I'd like to add to your point a bit. E3 barricade ([URL="https://valvearchive.btr.pm/archive/Game%20Media%20Archive/Half-Life%202/Videos/E3%202003/"]link[/URL]), near the end, has the gunship come in and start attacking you. In that part of it, it shows off the bottom of the e3-era gunship, and at a higher resolution than the Coast demo. From that, we can much better conclude that the leak and e3 gunship have some huge differences. What are the differences? Take a gander at this: [img]http://i.imgur.com/1RlcL1P.png[/img] This isn't some sort of minor texture difference, the model itself changed hugely between e3 and the leak. It's kind of like the differences between the combine scanner and the combot. If you're reading this, Pel, now's your time to shine.
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[QUOTE=HydraHeight;51642825]you are right, we need her[/QUOTE] Probably better this way, though. Less likely to get death threats from immature whiny babies when you're not posting anything.
Well at least people finally see the truth about the gunship instead of brushing it off as just eye tricks. Now, I wonder if there's an even earlier model with a major difference in design like the dropship had.
Are any of you interested in forming a new mod team for HL2 cut content? I have so much stuff I've worked on over the years and I'm tired of it just sitting around doing nothing. It would be great to finally release it in some finalized form. The problem has always been that I've done everything myself so development is super slow. I would mainly need mappers and maybe a modeler. Anyone interested just hit me up.
[QUOTE=Milkyway M16;51643662]Are any of you interested in forming a new mod team for HL2 cut content? I have so much stuff I've worked on over the years and I'm tired of it just sitting around doing nothing. It would be great to finally release it in some finalized form. The problem has always been that I've done everything myself so development is super slow. I would mainly need mappers and maybe a modeler. Anyone interested just hit me up.[/QUOTE] Yes sir, I'm game.
Does this look beta-y? [IMG]http://i1383.photobucket.com/albums/ah289/reggiethegiantemail/map_zps6xnyrkto.png[/IMG]
wall textures dont look really bleak-dark industrial to me.. I think that's one of reasons why it doesnt look like something from beta
I compiled some guidelines to help adding the genuine "beta" feel to your map. Hope you can learn something! [t]http://i.imgur.com/GhGrfW2.png[/t]
[QUOTE=Milkyway M16;51643662]Are any of you interested in forming a new mod team for HL2 cut content? I have so much stuff I've worked on over the years and I'm tired of it just sitting around doing nothing. It would be great to finally release it in some finalized form. The problem has always been that I've done everything myself so development is super slow. I would mainly need mappers and maybe a modeler. Anyone interested just hit me up.[/QUOTE] Does not being able to make any level for the past few years and absolutely no inspiration qualify me :v:
I think this area might look more beta-y if you used the brickwall textures instead of the plasterwall textures that you seem to be currently using. I would also recommend to get rid of the handrails on the walls, as they stick out like a sore thumb IMO.
One of my friends found this interesting command in the Half Life Source beta port. It's not listed in the [URL="https://developer.valvesoftware.com/wiki/List_of_HL2_Cvars#V"]HL2 cvars list[/URL], it's like demo recording but rather than just in-game demos, it records all actions and commands in the game window. If you launch the game with the "-vcrrecord [filename.vcr]" it will record all actions in the game window, closing the game will end the recording, relaunching the game with -vcrplayback [filename.vcr] will play back the last thing you recorded. [video=youtube;I8YDS46MwS0]https://www.youtube.com/watch?v=I8YDS46MwS0&feature=youtu.be[/video] We tried this in other games, very early HL2 builds crash with various different errors. Current Steam HL2 doesn't seem to work and nor does current Steam HL: Source. The old Half Life Source Beta port is pretty interesting, a lot of regular commands are broken af but more obscure and less used commands seem to work great. You can even host multiplayer through just loading a map. Another interesting thing about that build is that the startmovie command records all the menus as well as in game stuff, newer, retail source games only record frames when in-game. So you could combine the vcrplayback with startmovie to make seamless renders if you wanted to.
[QUOTE=BillnTedison;51644046]Does this look beta-y? [IMG]http://i1383.photobucket.com/albums/ah289/reggiethegiantemail/map_zps6xnyrkto.png[/IMG][/QUOTE] The geometry is actually great, the walls don't go well with that lighting scheme though, the graffiti to the left is rather bad because its shopped from a cinderblock wall. I recommend using a different light prop like one the dome lights from the leak instead of a florescent hanging from the ceiling.
So, I kinda removed the watermark and HUD from the free tvs image. [IMG]https://cdn.discordapp.com/attachments/219267174399868928/268167280129605634/Get_your_free_tvs.jpg[/IMG]
[QUOTE=Exploders;51644771]Does not being able to make any level for the past few years and absolutely no inspiration qualify me :v:[/QUOTE] Finding inspiration and motivation would qualify you :v: Oh and actually being a decent mapper would be a plus. If you're seriously interested, add me on steam and we'll talk.
Hell, I might be up for it. I have some decent experience with Hammer and whatnot.
I'd like to help, but I'm not really sure I can commit much time. If me helping on/off with a few maps is good enough, I'll chip in. I have good knowledge of Hammer and mapping theory.
[QUOTE=Robinate;51647089]I'd like to help, but I'm not really sure I can commit much time. If me helping on/off with a few maps is good enough, I'll chip in. I have good knowledge of Hammer and mapping theory.[/QUOTE] Good mappers are probably the rarest resource, so any time you can contribute would be great. Add me on steam and we'll talk.
Just happened to stumble upon this, figured you guys might find it interesting. I'm sure this was posted here at some point, but for those who haven't seen: [video=youtube;iA7A5bv72rI]https://www.youtube.com/watch?v=iA7A5bv72rI[/video] As the description says, the thing is plastered in leaked beta content, so likely a bootleg. Quite the memorabilia though.
[QUOTE=Milkyway M16;51646924]Finding inspiration and motivation would qualify you :v: Oh and actually being a decent mapper would be a plus. If you're seriously interested, add me on steam and we'll talk.[/QUOTE] As long as I got the concept art and general directions on what to do I should be able to do it
[QUOTE=Sally;51646164]The geometry is actually great, the walls don't go well with that lighting scheme though, the graffiti to the left is rather bad because its shopped from a cinderblock wall. I recommend using a different light prop like one the dome lights from the leak instead of a florescent hanging from the ceiling.[/QUOTE] I think the lighting+walls look fine in it, but I see what you mean about the graffiti texture on the left.
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