VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=Portugalotaku;52667802]Did anyone ever managed to find any further information on the cut Decay levels? I asked in the gearbox forums but got nothing.[/QUOTE]
There are some old screenshots and trailers showing the cut levels, I think there are some sound files too (possibly more on the international discs) and you can get a rough layout of the levels from the .nod files but I think that's it. All of that would get you in the ball-park I think.
Wouldn't it be better to do them in GoldSrc?
I wonder also why Opposing Force is the only one in the series to not have "cut content". Even CombineOverWiki have no info about that.
It just seems OpFor came to be with no scrapped content nor "flaws".
[QUOTE=tschumann;52673381]There are some old screenshots and trailers showing the cut levels, I think there are some sound files too (possibly more on the international discs) and you can get a rough layout of the levels from the .nod files but I think that's it. All of that would get you in the ball-park I think.[/QUOTE]
I know about the screenshots and node files, that's how I found out about the cut levels in the first place. I think only the transit hub actually has nodes though.
[QUOTE=sarevokh;52673685]Wouldn't it be better to do them in GoldSrc?
I wonder also why Opposing Force is the only one in the series to not have "cut content". Even CombineOverWiki have no info about that.
It just seems OpFor came to be with no scrapped content nor "flaws".[/QUOTE]
I did not consider rebuilding the levels in Goldsrc, so I started rebuilding them in Source, since I wanted them in Gmod after all. Although the Decay cut levels would be more useful for Goldsrc mappers than for me.
Geometry can be backported though, so I am not concerned.
[QUOTE=sarevokh;52673685]Wouldn't it be better to do them in GoldSrc?
I wonder also why Opposing Force is the only one in the series to not have "cut content". Even CombineOverWiki have no info about that.
It just seems OpFor came to be with no scrapped content nor "flaws".[/QUOTE]
IIRC, the pit drones had some kind of mind control device that they had on their heads, but for some reason it was cut from the finished model. [url]http://combineoverwiki.net/images/7/78/Pit_drone_early.png[/url]
This is the most 2004 thing
[video=youtube;MKJ1wm4aaDw]https://www.youtube.com/watch?v=MKJ1wm4aaDw[/video]
[QUOTE=Mech Bgum;52676496] it doesn't look like a shitty diffuse-to-normal convert[/QUOTE]
But it sort of does. Certain details like the roughness of the mask that probably shouldn't be there and most notably the unnecessary relief on the armband numbers give it away.
[QUOTE=HGrunt;52677027]But it sort of does. Certain details like the roughness of the mask that probably shouldn't be there and most notably the unnecessary relief on the armband numbers give it away.[/QUOTE]
Also the chest rectangle thing in the middle that isn't there on the 2002 Metrocop texture IIRC is still present as part of the normal map.
[QUOTE=Mech Bgum;52676496]Where did this normal map for metrocop came from?
[t]https://files.gamebanana.com/img/ss/srends/59ad8be6e7e99.jpg[/t]
I first noticed this added in leak patch from hl2beta.ru and it's not in vanilla hl2 leak afaik.
Which I thought was weird, because this normal map is clearly for the later dark grey denim CP skin and that patch restores older e3 version, so adding bump map for the older model makes it look off.
Anyway, it doesn't look like a shitty diffuse-to-normal convert, it's high quality, especially for circa 2007 and it really does look like a Valve made normal map for metrocop model. So I wonder where it came from?[/QUOTE]
I may be wrong, but I think that normal map comes from Fakefactory's old metrocop reskins.
[img]https://files.gamebanana.com/img/ss/srends/4ea31685de152.jpg[/img]
Where he got it from and how he made it though, I don't know.
[QUOTE=Snood_1990;52677729]I may be wrong, but I think that normal map comes from Fakefactory's old metrocop reskins.
[img]https://files.gamebanana.com/img/ss/srends/4ea31685de152.jpg[/img]
Where he got it from and how he made it though, I don't know.[/QUOTE]
rate this dumb/late all you want, but i just wanna ask.
what are normal maps and why do they matter so much? whats the difference with/without?
[QUOTE=ChubbyDash;52678120]rate this dumb/late all you want, but i just wanna ask.
what are normal maps and why do they matter so much? whats the difference with/without?[/QUOTE]
Normal-maps are color images that affect the direction light bounces off a surface on a per-pixel (in this case, per-texel) level
[img]https://upload.wikimedia.org/wikipedia/commons/3/36/Normal_map_example.png[/img]
They're usually made by baking a high-poly model over a low-poly optimized mesh to create what's known as a heightmap, which is then converted to a normal map
[img]https://i.imgur.com/lCoATUs.png[/img]
Each color channel affects lighting angles. Red is horizontal, Green is vertical, Blue is perpendicularity
[img]http://www.djelle.dk/images/PMC/fig_n_map2.gif[/img]
In a nutshell, they give flat objects the illusion of being more detailed by simulating intricate lighting
[QUOTE=ChubbyDash;52678120]rate this dumb/late all you want, but i just wanna ask.
what are normal maps and why do they matter so much? whats the difference with/without?[/QUOTE]
They make textures look more bumpy and 3D. Basically, it adds depth to a low-poly model so they look higher-poly.
[IMG]https://www.shamusyoung.com/twentysidedtale/images/bump_map_full.jpg[/IMG]
[QUOTE=ChubbyDash;52678120]rate this dumb/late all you want, but i just wanna ask.
what are normal maps and why do they matter so much? whats the difference with/without?[/QUOTE]
Asking is the only way you learn.
At it's most basic, a Normal Map is a way to make a model look more complex than it really is. It changes how light hits the model so you can adjust shading pixel by pixel.
[QUOTE=PikaCommando;52678134]They make textures look more bumpy and 3D. Basically, it adds depth to a low-poly model so they look higher-poly.
[t]https://www.shamusyoung.com/twentysidedtale/images/bump_map_full.jpg[/t][/QUOTE]
I remember that from when I first got this game, everything ran like shit so I had to turn bumpmaps off, also made everyone symmetrical.
[QUOTE=YuriNikolai;52665869]If this reminds you of a dick you might wanna see a doctor
specifically a dick doctor[/QUOTE]
[media]https://www.youtube.com/watch?v=RR-iFCwNuZM[/media]
Hey, anyone know who made this really flat and basic looking concept art inspired head model for the Combine Elite?
[T]https://files.garrysmods.org/13355/1/1024x768.jpg[/T]
I know that it's a few years old at this point and I have seen it in numerous beta model packs, but I don't know where it's from or who made it first.
A friend of mine needs to know, since he's making a reskin of it and he wants to credit the original creator if possible.
It comes from the Missing Information mod, but that's not the original model, it seems they headswapped the head with the Combine Elite which makes it look bad.
I'm not too informed on Half-Life stuff, but the only time I've seen it was from Half-Life 2: Survivor.
[IMG]http://combineoverwiki.net/images/thumb/7/7f/Survivor_Medics.png/250px-Survivor_Medics.png[/IMG]
Actually someone was asking me who made that too, all I know is that it's a recreation and that it's been around for a while. I do think it was included in MonkeysInRavenholm's Combine Pack for Gmod. I can look more into it but that's all I know.
[QUOTE=Maestro Fenix;52681870]It comes from the Missing Information mod, but that's not the original model, it seems they headswapped the head with the Combine Elite which makes it look bad.[/QUOTE]
I haven't seen the model with the original body and I didn't know it was from MI. How old is the model? It must've been made early in the mods developement, right?
Hey guys, the invite link back to vcc on this discussion is expired
[QUOTE=HydraHeight;52682152]Hey guys, the invite link back to vcc on this discussion is expired[/QUOTE]
Try now.
[QUOTE=gmadador;52682743]Try now.[/QUOTE]
Says expired for me.
Does anyone have the textures of the hl2 beta soda machine? I've been looking all over for it and i cant find it. [IMG]Beta_soda_machine_brush.jpg[/IMG]
Well I manage to open the Half Life PS2 maps using that new converter that came out. I'll see if there's anything interesting in the modified SP levels and port it.
It's the small details that count:
[t]https://i.imgur.com/cSVquTL.png[/t]
[QUOTE=Maestro Fenix;52681870]It comes from the Missing Information mod, but that's not the original model, it seems they headswapped the head with the Combine Elite which makes it look bad.[/QUOTE]
Nope
[img]http://media.moddb.com/cache/images/mods/1/13/12033/thumb_620x2000/elite.png[/img]
Oh, then it must be the recreation from someone, maybe from that RTB pack.
Well on the upside, PS2 maps do not come out as broken as decay mod maps do, so this should help things somewhat.
Can we port PS2 health or suit chargers to PC GoldSrc yet?
[QUOTE=chipsnapper2;52687307]Can we port PS2 health or suit chargers to PC GoldSrc yet?[/QUOTE]
Wasn't that done with the Decay PC mod?
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