VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
If the maps were any darker, it'd feel a lot like that one city map that you visit early in E.Y.E. Divine Cymbermancy (the one where you're tasked to retrieve a cyberbrain).
[QUOTE=PikaCommando;52751527]Is that the original lighting in the map? If it is and this map predates the rather sunny c17_0x_xx maps, then earlier C17 maps must have been pretty dark like in the concept art (at this point I can't tell which screenshots in the Overwiki is edited more than it should be).[/QUOTE]
Pretty sure it is the original lighting in the map.
I don't know, since the brushwork seems to indicate this was made around the time of the c17_0x_xx maps (the earlier ones specifically), but the light_environment looks like daylight (like the c17_0x_xx maps) to me, as you can see from the buildings in the foreground. Then again, we have those streetlights that are on too, so I don't know. :/
You could check the date using the Hammer version number in the VMF.
EDIT: Checked the map (c17_old07 for anyone who forgot BTW), the "editorbuild" string is 1734, while "editorversion" is 400.
Recently, after listening dozen times to famous "radio1.wav" track, I thought: "Hm, if this track was presented in Half-Life 2 Beta, how would it sound?". So, here I go, my vision of pre-release "radio1.wav" (made with sounds from "testcitadel" folder):
[video=youtube;WcM1znwhNb8]https://www.youtube.com/watch?v=WcM1znwhNb8[/video]
You do realize that people are probably gonna see that video and not realize that this is fake stuff that you've made and not actual beta content right
Put "recreation" or something like that into the tile
:snip:
[QUOTE=MrJohn;52753299]Recently, after listening dozen times to famous "radio1.wav" track, I thought: "Hm, if this track was presented in Half-Life 2 Beta, how would it sound?". So, here I go, my vision of pre-release "radio1.wav" (made with sounds from "testcitadel" folder):
[video=youtube;WcM1znwhNb8]https://www.youtube.com/watch?v=WcM1znwhNb8[/video][/QUOTE]
that
is
bloody
terrifying
[QUOTE=MrJohn;52753299]Recently, after listening dozen times to famous "radio1.wav" track, I thought: "Hm, if this track was presented in Half-Life 2 Beta, how would it sound?". So, here I go, my vision of pre-release "radio1.wav" (made with sounds from "testcitadel" folder):
-snip-[/QUOTE]
Woah, nice job, some bits kind of feel reminiscent of STALKER's ambient stuff
[QUOTE=ChubbyDash;52749789]thank god he's finally gone...
we are free from his perpetual torment.[/QUOTE]
[QUOTE=Thatrandomuser;52749716]You know, I'll almost miss him, in a strange way. He seemed to at least be genuinely interested and want to give his own piece on things in regards to cut content, even if he was a bit... "off"[/QUOTE]
You do realize this is like his third account and he will be back by next week, right?
[QUOTE=gmadador;52748965]I'm not seeing anyone hate him. I'm just seeing people be extremely confused.[/QUOTE]
Take a closer look around, then
[editline]7th October 2017[/editline]
[QUOTE=MrJohn;52753299]Recently, after listening dozen times to famous "radio1.wav" track, I thought: "Hm, if this track was presented in Half-Life 2 Beta, how would it sound?". So, here I go, my vision of pre-release "radio1.wav" (made with sounds from "testcitadel" folder):
[/QUOTE]
Whoa, nice!
So basically started to trying Re create the Beta Badlands.
[T]https://i.imgur.com/VnyOV0J.png[/T]
I've also tried to contact the artist, no luck so far.
That reminds me - I've always wondered if that 2006 tf2 depot guy actually had it.
All the stuff he released it turned out to be from some other perfectly accessible source, but him managing to slip out a 2006 depot from Steam doesn't seem implausible, considering that's how we got version 0.
[QUOTE=Suomimies55;52759627]So basically started to trying Re create the Beta Badlands.
[T]https://i.imgur.com/VnyOV0J.png[/T][/QUOTE]
Been there, tried that.
[T]https://puu.sh/xTzlx/5bd4aa064e.png[/T]
I also re-created the long lost 2nd beta-badlands-rock-wall-texture. Not sure if I've posted it here before.
[T]https://puu.sh/xTzsO/c99e40b6ef.png[/T]
[QUOTE=fancy990;52760985]Been there, tried that.
I also re-created the long lost 2nd beta-badlands-rock-wall-texture. Not sure if I've posted it here before.[/QUOTE]
The dusty textures and long, smooth edges make the models look very TF2-esque.
[QUOTE=PikaCommando;52751527]Is that the original lighting in the map? If it is and this map predates the rather sunny c17_0x_xx maps, then earlier C17 maps must have been pretty dark like in the concept art (at this point I can't tell which screenshots in the Overwiki is edited more than it should be).[/QUOTE]
That is one of the few Beta aspects that still doesnt make any sense to me.
There seems to be an enormous difference between the concept art and the actual levels. The concept art depicts the skies being almost green/black, but the actual lighting is almost unchanged from the retail game (sunny autumn evening)!
[QUOTE=CaptainZed;52728617]So ValveTime posted these old HL2 models. Nothing remotely interesting, but at least we know what the SMG1 viewmodel likely looked like when it was still the MP5K...
[video]https://twitter.com/ValveTime/status/913666600536039425[/video]
Also, there exists code for the friendly soldier NPCs from OP4 in the PS2 HL1:
[video]https://twitter.com/ValveTime/status/912796328438173696[/video][/QUOTE]
I decided to reconstruct the original viewmodel of the smg1 from the images provided.
Original MP5k viewmodel [below]
[IMG]https://i.imgur.com/E6X09ML.jpg[/IMG]
My reconstruction of the viewmodel. There are a few minor inconsistencies. I wasn't quite able to match the orthographic / low FOV nature of the original render, and I couldn't quite make sense of the rear sight.
[IMG]https://i.imgur.com/yEFVudM.png[/IMG]
[IMG]https://i.imgur.com/rg7qHOY.png[/IMG]
I also had a toy around with the texture, in particular experimented with specular masks that focused on edge-enhancement, but it's likely I'll ditch these and just retain the original 512x512 diffuse.
[IMG]https://i.imgur.com/CDI8Qbl.png[/IMG]
[IMG]https://i.imgur.com/QkABQa8.png[/IMG]
[IMG]https://i.imgur.com/e35SZYm.png[/IMG]
Currently hooking up a viewmodel as we speak.
[IMG]https://i.imgur.com/14wyWit.png[/IMG]
Precisely 1024 polys before optimization, went through and removed all backfaces not visible during animation and brought it down to 503 which seems about right for the period.
[IMG]https://i.imgur.com/19A5U7p.png[/IMG]
That looks awesome. Can you move the hand holding the foregrip up a little higher? I'm no gun nut so I bet you're not supposed to hold it that high but I feel like it might look better, like Gordon has a more secure grip on it.
[QUOTE=The Fiend;52762526]That looks awesome. Can you move the hand holding the foregrip up a little higher? I'm no gun nut so I bet you're not supposed to hold it that high but I feel like it might look better, like Gordon has a more secure grip on it.[/QUOTE]
I totally agree, I'll make sure his hand is snug to the top area of the foregrip.
That gun reminds me a lot of MGS2 for some reason
Probably because of the texture compression/resolution :D
[QUOTE=JasperCarmack;52762354]I couldn't quite make sense of the rear sight.[/QUOTE]
This is what an MP5K rear sight looks like. Not trying to be a dick, just want to help you make it more accurate.
[IMG]https://www.hkparts.net/shop/pc/catalog/A/HKP-01235/D/MP5K-Rear-Sight-Genuine-HK-German-1.jpg[/IMG]
You turn the barrel to get different sight pictures through the holes/notches.
[QUOTE=dustyjo;52762964]This is what an MP5K rear sight looks like. Not trying to be a dick, just want to help you make it more accurate.
[IMG]https://www.hkparts.net/shop/pc/catalog/A/HKP-01235/D/MP5K-Rear-Sight-Genuine-HK-German-1.jpg[/IMG]
You turn the barrel to get different sight pictures through the holes/notches.[/QUOTE]
Yep, I have plenty of references for them, as I've done mp5 sights before.
What I was referring to was the rear sight on the render of the original mp5k.
[IMG]https://i.imgur.com/hf4XZx0.png[/IMG]
I did a topological trace of it and I wasn't able to figure out what the grey area in blue was.
I took a stab in the dark and assumed that the valve modeler had just placed some kind of additional rear sight or block there (Valve doesn't seem to be renowned for their accuracy in weapons nomenclature), but I can easily remove it and disregard the authenticity in the name of the aesthetic.
Huh...yeah I have no idea what that is. Valve can't into guns.
They really can't. Backwards rocket launcher, tube magazine as a second barrel on the shotgun, no shell ejection on the USP match, it's a wonder they even bothered making first person shooters in the first place. :P
I think the lack of shell ejection was just an oversight or a compile fuckup, because older versions of the model had it working.
[QUOTE=Kuro.;52764403]I think the lack of shell ejection was just an oversight or a compile fuckup, because older versions of the model had it working.[/QUOTE]
I couldn't figure out any logical reason for it. The smg1 had ejections.
Perhaps they renamed the attachment for the bone or they messed up the QC file when they did the final version?
Alternatively, it might've been some trivial complaint from playtesters like "The shells distract me / get in the way" since they effectively fly up directly in front of Freemans face when firing.
[IMG]https://i.imgur.com/0Tg0n7I.png[/IMG]
[QUOTE=Kuro.;52764403]I think the lack of shell ejection was just an oversight or a compile fuckup, because older versions of the model had it working.[/QUOTE]
maybe it's one of the billion things orangebox broke
[QUOTE=Hell-met;52764475]maybe it's one of the billion things orangebox broke[/QUOTE]
Nah, it's been broken since day one.
[QUOTE=JasperCarmack;52762354]I decided to reconstruct the original viewmodel of the smg1 from the images provided.
Original MP5k viewmodel [below]
[IMG]https://i.imgur.com/E6X09ML.jpg[/IMG]
My reconstruction of the viewmodel. There are a few minor inconsistencies. I wasn't quite able to match the orthographic / low FOV nature of the original render, and I couldn't quite make sense of the rear sight.
[IMG]https://i.imgur.com/yEFVudM.png[/IMG]
[IMG]https://i.imgur.com/rg7qHOY.png[/IMG]
I also had a toy around with the texture, in particular experimented with specular masks that focused on edge-enhancement, but it's likely I'll ditch these and just retain the original 512x512 diffuse.
[IMG]https://i.imgur.com/CDI8Qbl.png[/IMG]
[IMG]https://i.imgur.com/QkABQa8.png[/IMG]
[IMG]https://i.imgur.com/e35SZYm.png[/IMG]
Currently hooking up a viewmodel as we speak.
[IMG]https://i.imgur.com/14wyWit.png[/IMG]
Precisely 1024 polys before optimization, went through and removed all backfaces not visible during animation and brought it down to 503 which seems about right for the period.
[IMG]https://i.imgur.com/19A5U7p.png[/IMG][/QUOTE]
Looking pretty good so far! Would love if you made the texture ever so slightly blueish (like the original texture, or it could be the render IDK) and bonus points if you make the viewmodel (or at least an alternate version) use the 2002 hands (SMG2, OICW/AR2, Stunstick, Sniper Rifle viewmodels in the beta) for that extra authenticity!
[QUOTE=livelong;52759698]That reminds me - I've always wondered if that 2006 tf2 depot guy actually had it.[/QUOTE]
When did this happen?
[IMG]https://i.imgur.com/e9ugcOK.png[/IMG]
[IMG]https://i.imgur.com/6m8vB7V.png[/IMG]
Made some minor improvements to the UV map, filled in all areas so there's no stretched/non-unwrapped areas. Despite the fact it's never seen from the front, other side or from beneath, I filled it all in. I may as well create a worldmodel to play with.
[QUOTE=tschumann;52765286]When did this happen?[/QUOTE]
I think around 2013-2014, on the TF2's Unused and Unexplained Content thread - though I can't find the posts that reference it.
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