VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=Lambdafox;52788511][editline]17th October 2017[/editline]
[T]https://files.gamebanana.com/img/ss/wips/59e408b24f86a.jpg[/T]
[T]https://files.gamebanana.com/img/ss/wips/59e4094ae9447.jpg[/T]
Here's something I've been working on, a better version of the world texture. It's not a 100% faithful recreation, especially with the ammo clips. I am pretty happy with it so far but I wish someone would make a new world model using the view model. The black scopes are a leftover from an older reskin that I abandoned. That one wasn't turning out, I could keep it or try to go more for what the view texture has. Also has anyone done what I said with the world model? I know someone on Moddb did but they never uploaded it (that or I can't find where they uploaded it to) Finally got a comparison screenshot.
[T]https://files.gamebanana.com/img/ss/wips/59e673537d8f2.jpg[/T][/QUOTE]
I have a worldmodel based on the viewmodel, would you guys want me to upload it?
[QUOTE=Milkyway M16;52789945]I have a worldmodel based on the viewmodel, would you guys want me to upload it?[/QUOTE]
Yes please, that would be amazing!
Since you guys brought up this topic, Ive been having all sorts of problems with both the leak's viewmodel/worldmodel of the OICW. When I port them to the SDK 2013:
- The viewmodel's muzzleflash simply refuses to work. I tried all sorts of events and atttachment manipulations... nothing. Ironically, the shell ejection works just fine.
- The worldmodel is more problematic. The soldiers simply refuse to do anything. They dont shoot, they dont shoot the AR2 Grenades (I built some code that makes the Soldiers shoot AR2 Grenades at the player, just like the Grunts in HL1)... But when I use the retail AR2 worldmodel, it works just fine.
I realize im like the 1000th person to try and port leak models to the 2013 engine, but I really want to learn and become kind of self-sufficient enough to carry out a project by myself. Can anyone help me?
[QUOTE=95Navigator;52791886]Since you guys brought up this topic, Ive been having all sorts of problems with both the leak's viewmodel/worldmodel of the OICW. When I port them to the SDK 2013:
- The viewmodel's muzzleflash simply refuses to work. I tried all sorts of events and atttachment manipulations... nothing. Ironically, the shell ejection works just fine.
- The worldmodel is more problematic. The soldiers simply refuse to do anything. They dont shoot, they dont shoot the AR2 Grenades (I built some code that makes the Soldiers shoot AR2 Grenades at the player, just like the Grunts in HL1)... But when I use the retail AR2 worldmodel, it works just fine.
I realize im like the 1000th person to try and port leak models to the 2013 engine, but I really want to learn and become kind of self-sufficient enough to carry out a project by myself. Can anyone help me?[/QUOTE]
No idea on the first issue but for the 2nd, NPCs need the correct ACT_ animations in the worldmodels depending what animation set you use. Since I assume you're still using the retail AR2 NPC animations, I'd decompile the retail AR2 worldmodel and take the animations from it's qc.
[QUOTE=RaraKnight;52792567]No idea on the first issue but for the 2nd, NPCs need the correct ACT_ animations in the worldmodels depending what animation set you use. Since I assume you're still using the retail AR2 NPC animations, I'd decompile the retail AR2 worldmodel and take the animations from it's qc.[/QUOTE]
Been there, done that. Still doesnt work...
Ill post the QC here, in case anyone knows what Im talking about:
$modelname "Weapons/w_AR2.mdl"
$model "studio" "AR2_reference.smd"
$cdmaterials "models/weapons/w_AR2/"
$attachment "muzzle" "ValveBiped.Weapon_bone" 19.57 0.74 -0.26 rotate 2 -0 177
$attachment "1" "ValveBiped.Weapon_bone" 4.44 1.37 0.00 rotate 3 90 -178
$surfaceprop "weapon"
$eyeposition 0.000 0.000 0.000
$illumposition 1.190 -0.393 -0.299
$contents "solid"
$cbox 0 0 0 0 0 0
$bbox -15.381 -1.551 -7.145 17.761 0.764 6.548
$sequence "idle" {
"idle"
activity ACT_VM_IDLE 1
fadein 0.2
fadeout 0.2
fps 30
loop
}
$sequence "fire" {
"attack1"
activity ACT_RANGE_ATTACK_AR2 1
{ event AE_NPC_MUZZLEFLASH 0 "COMBINE MUZZLE" }
{ event 3007 0 "1" }
fadein 0.2
fadeout 0.2
fps 30
}
$sequence attack2 "attack2" loop ACT_RANGE_ATTACK_AR2_GRENADE 1 fps 30.000000 {
{ event 3012 0 "" }
}
$collisionmodel "AR2_reference.smd"
{
$mass 10
$inertia 1
$damping 0
$rotdamping 0
$rootbone " "
}
EDIT: Could be a problem of the decompiler Im using not fetching all the needed data? Im using the Crowbar decompiler.
Sorry if someone brought this up before but everyone knows the "Cold Drinks" vending machines from the leak/beta right? The wooden vending machines. Well I decided to type in cold drinks vending machines to see if I can find something similar and actually it's a real thing. Can't exactly find their website but I did find two vending machines that look really close. I'm trying to see if i can find one that looks exact or very close or reskin it based on how the existing textures looks.
[T]https://farm5.staticflickr.com/4048/4386502444_0db14faea6.jpg[/T]
The first one I think is called a "Dixie Narco 368 "Live Display" 12oz can or 16.9oz bottle vending machine."
[T]https://c2.staticflickr.com/4/3203/2795360182_f0e6844688_b.jpg[/T]
I think Cold Drinks might be a generic company from what I'm seeing. Now that I did find a name of the model for the first pic. It could help find the model name of the one from the beta (unless if that one is a merging of two different models, which that could be)
I was gonna say that it was a mix and match but I just struck gold, I think I found it :)
The Vendo 427 Soda Vending Machine.
[T]https://snackattack.sharepoint.com/siteimages/Vendo%20427%202.JPG[/T]
Here's the description I found for it.
"The dimensions are 38"W x 24"D x 72"H. This machine is equipped with a reconditioned Mars TRC-6000 coin mech and Mars VFM3 dollar bill validator. Excepts coins and $1 bills. It has 8 selections for vending cans. The soda machine is multi - price machine meaning all flavor drinks can be a different price." This one sold for $600 USD.
Now the buttons are in two rows instead of single but that seems to be the only major difference visually besides the smaller ones. This is the very closest, if not exact, that I've came by so far.
Here's a rough comparison I made
[T]https://cdn.discordapp.com/attachments/319143965649797131/370712438070575110/Vendo_427_Comparison.png[/T]
Also, did anyone else see that Dark Interval Part 1 just released today?
[url]http://www.moddb.com/mods/dark-interval/downloads/dark-interval-part-i[/url]
[QUOTE=Lambdafox;52798151]I was gonna say that it was a mix and match but I just struck gold, I think I found it :)
The Vendo 427 Soda Vending Machine.
[T]https://snackattack.sharepoint.com/siteimages/Vendo%20427%202.JPG[/T]
Here's the description I found for it.
"The dimensions are 38"W x 24"D x 72"H. This machine is equipped with a reconditioned Mars TRC-6000 coin mech and Mars VFM3 dollar bill validator. Excepts coins and $1 bills. It has 8 selections for vending cans. The soda machine is multi - price machine meaning all flavor drinks can be a different price." This one sold for $600 USD.
Now the buttons are in two rows instead of single but that seems to be the only major difference visually besides the smaller ones. This is the very closest, if not exact, that I've came by so far.
Here's a rough comparison I made
[T]https://cdn.discordapp.com/attachments/319143965649797131/370712438070575110/Vendo_427_Comparison.png[/T]
Also, did anyone else see that Dark Interval Part 1 just released today?
[url]http://www.moddb.com/mods/dark-interval/downloads/dark-interval-part-i[/url][/QUOTE]
And I thought these vending machines were fictional/photoshopped...
Well, considering these vending machines appear to be American, it's safe to say these textures were made during the era in which City 17 was an American city. And needless to say, it's a really cool find!
Will make sure to check DI: Part One out too, really amazing to have a HL2 beta/old concepts mod that hasn't died like the others! (Chapter One last year was awesome, by the way!) And as much as it's a shame that Cvoxalury hasn't used any of the original maps, I really love his original maps, since they convey the old concepts' atmosphere and play just as well (or maybe even better).
Perhaps my favourite thing, now that were talking about vending machines, is the E3_Traptown one. It takes a fuckton of entities, sure, but DAMN if it isnt cool.
I spread them out through my levels and its amazing. Shooting a Zombie with the Shotgun, and having one of the pellets hit the vending machine and break it, spewing cans everywhere.
[QUOTE=95Navigator;52800458]Perhaps my favourite thing, now that were talking about vending machines, is the E3_Traptown one. It takes a fuckton of entities, sure, but DAMN if it isnt cool.
I spread them out through my levels and its amazing. Shooting a Zombie with the Shotgun, and having one of the pellets hit the vending machine and break it, spewing cans everywhere.[/QUOTE]
It was always one of my favourite little additions in the beta, right next to the tiles chipping and pipes leaking when you shot them. These are the little, subtle things that make the gameworld alive in my eyes.
[QUOTE=Clatronix;52800795]It was always one of my favourite little additions in the beta, right next to the tiles chipping and pipes leaking when you shot them. These are the little, subtle things that make the gameworld alive in my eyes.[/QUOTE]
Same, I wonder if Dark Interval will add that in to their later levels. I've been planning on making a reskin for that vending machine. Only issue is that the retail vending machine is a different model and I'm pretty sure it's a different height so if anything, I can make a retexture just to have on hand and hopefully find a purpose for it.
[QUOTE=Clatronix;52800795]It was always one of my favourite little additions in the beta, right next to the tiles chipping and pipes leaking when you shot them. These are the little, subtle things that make the gameworld alive in my eyes.[/QUOTE]
That pipe leaking, if you could manage to attach a modern EP2 particle effect instead of the Beta sprite, could improve twentyfold.
I kinda want to try this. It could be very resource heavy, but could also look beautiful.
[QUOTE=Lambdafox;52800825]Same, I wonder if Dark Interval will add that in to their later levels. I've been planning on making a reskin for that vending machine. Only issue is that the retail vending machine is a different model and I'm pretty sure it's a different height so if anything, I can make a retexture just to have on hand and hopefully find a purpose for it.[/QUOTE]
That'll be a nice addition, sure. I love all these small thnigs, and try to bring them back where I can.
Leaking pipes are also implemented in DI, using particle effects, unfortunately it only works on brush models and displacements.
[editline]20th October 2017[/editline]
[QUOTE=95Navigator;52800968]That pipe leaking, if you could manage to attach a modern EP2 particle effect instead of the Beta sprite, could improve twentyfold.
I kinda want to try this. It could be very resource heavy, but could also look beautiful.[/QUOTE]
Yeah it's possible.
I didn't put it to use in any of the levels, but you could take any LightmappedGeneric material in Dark Interval and add lines
$leakamount 1
$leakparticlesystem steam_jet_50 // could be anything, in theory
to the vmt. Looks like this
[video]https://youtu.be/wMlOAA_aacs[/video]
Has anyone tried to retexture the Attack helicopter to make it higher quality? The stuff I've been trying for it hasn't been working out and it's frustrating. I doubled the resolution but pretty much everything I've been thinking of doesn't look good, anyone have any ideas or suggestions for this?
[QUOTE=Cvoxalury;52800969]
$leakamount 1
$leakparticlesystem steam_jet_50 // could be anything, in theory
to the vmt.
[/QUOTE]
I'm going to guess that's not available in retail with custom work?
It must be something code-related. I dont think such a VMF parameter exists in stock, SDK 2013 code.
On a side note, for those who know anything HL1 Alpha related, if you can, explain me something - just where the hell is the Alien Research Lab supposed to be located? I mean... Look at this:
[T]http://combineoverwiki.net/images/4/42/Alpha_c2a4a_01.jpg[/T]
What kind of rock formation are the labs housed in? A huge monolithic cave?
Dark Interval is generating completely insane amount of [s]noise[/s] attention. DSO Gaming, Shazoo, some other sites, I think at least five sites posted about it already. What the hell? This was a quite contained mod inspired by obscure cut content and mostly praised by a small circle of people interested in cut content. And now it's like, OH GOD HERE'S A THINGY WITH EARLY HL2 STUFF whatta.
Also some sites call 'Cvoxalury' a 'team of modders'. I guess I'm multple people now.
[editline]21st October 2017[/editline]
[QUOTE=IntenseBarney;52802112]I'm going to guess that's not available in retail with custom work?[/QUOTE]
Yeah, it's only in DI. You can define any custom parameter in a vmt and reference it in the code (not shader src, just regular client-side code), and build up your effects and such in fx_impact.cpp, for example.
[QUOTE=Cvoxalury;52802524]Dark Interval is generating completely insane amount of [s]noise[/s] attention. DSO Gaming, Shazoo, some other sites, I think at least five sites posted about it already. What the hell? This was a quite contained mod inspired by obscure cut content and mostly praised by a small circle of people interested in cut content. And now it's like, OH GOD HERE'S A THINGY WITH EARLY HL2 STUFF whatta.
Also some sites call 'Cvoxalury' a 'team of modders'. I guess I'm multple people now.
[editline]21st October 2017[/editline]
Yeah, it's only in DI. You can define any custom parameter in a vmt and reference it in the code (not shader src, just regular client-side code), and build up your effects and such in fx_impact.cpp, for example.[/QUOTE]
Even Bolloxed uploaded a walkthrough of it. Huh honestly I didn't know it was just you, in that case you're pretty darn talented. Also congrats on the publicity then :)
[QUOTE=Lambdafox;52802709]Even Bolloxed uploaded a walkthrough of it. Huh honestly I didn't know it was just you, in that case you're pretty darn talented. Also congrats on the publicity then :)[/QUOTE]
Oh, Bolloxed recorded even the first demo, a year ago.
The 'team' is me and A-Shift. And voice actors. And some content is borrowed from other mods, with consent. Worker models come from MI. A couple textures come from Dark Skies. And others even come from Facepunch, from various fixes people released here, namely Crazybubba and BW1119.
[QUOTE=95Navigator;52802349]It must be something code-related. I dont think such a VMF parameter exists in stock, SDK 2013 code.
On a side note, for those who know anything HL1 Alpha related, if you can, explain me something - just where the hell is the Alien Research Lab supposed to be located? I mean... Look at this:
[T]http://combineoverwiki.net/images/4/42/Alpha_c2a4a_01.jpg[/T]
What kind of rock formation are the labs housed in? A huge monolithic cave?[/QUOTE]
Yup, it's an underground cave system, since the building you come out of at the end is supposed to be a bunker entrance (with skybox not implemented yet)
[IMG]http://combineoverwiki.net/images/6/6c/Alpha_c2a4c_05.jpg[/IMG]
Oh shit, i think this is the first time I'm checking this thread where there's a mod to download
EDIT: Holy shit DI is awesome, the atmosphere is amazing
Maybe Alyx earlier could hack Manhacks, like RollerMines.
If everyone knows this, I'm sorry. I didn't know about it.
[IMG]https://pp.userapi.com/c841637/v841637670/2ac5c/E2inJk0sEPo.jpg[/IMG]
[QUOTE=betalker;52808273]Maybe Alyx earlier could hack Manhacks, like RollerMines.
If everyone knows this, I'm sorry. I didn't know about it.
[IMG]https://pp.userapi.com/c841637/v841637670/2ac5c/E2inJk0sEPo.jpg[/IMG][/QUOTE]
A scenario just popped in my head where Alyx could hack a Manhack for Gordon to control and infiltrate some Combine installation.
Just like the Arcade, but with you killing some unspicious bad guys instead, instead of killing some poor citizens.
[QUOTE=95Navigator;52808348]A scenario just popped in my head where Alyx could hack a Manhack for Gordon to control and infiltrate some Combine installation.
Just like the Arcade, but with you killing some unspicious bad guys instead, instead of killing some poor citizens.[/QUOTE]
in Citadel(HL2EP1), Maybe Alyx must be used Manhacks to kill Stalkers,like RollerMines in original version.And this idea developers cut maybe because see like Manhacks slowly kill Stalkers and players don't enjoy this, developers have replaced Manhacks with RollerMines.
About control of Manhacks, i think developers with this idea could be created a good Puzzle, like in mod Human Error.
Maybe they tried make a Puzzle with Hacked Manhacks and this idea in gameplay had bad realization and testers did not like Puzzle or developers did not have time to recreate this idea and just replaced Manhacks with RollerMines.
These are just my guesses why this idea was cut.
[QUOTE=betalker;52808437]in Citadel(HL2EP1), Maybe Alyx must be used Manhacks to kill Stalkers,like RollerMines in original version.And this idea developers cut maybe because see like Manhacks slowly kill Stalkers and players don't enjoy this, developers have replaced Manhacks with RollerMines.About control of Manhacks, i think developers with this idea could be created a good Puzzle, like in mod Human Error. Maybe they tried make a Puzzle with Hacked Manhacks and this idea in gameplay had bad realization and testers did not like Puzzle or developers did not have time to recreate this idea.These are just my guesses why this idea was cut.[/QUOTE]
If LeakNet's fixing of the player_manhack entity shows us anything, is that just the motion sickness caused by the extreme FOV could be enough for the idea to be cut.
[QUOTE=95Navigator;52808447]If LeakNet's fixing of the player_manhack entity shows us anything, is that just the motion sickness caused by the extreme FOV could be enough for the idea to be cut.[/QUOTE]
Yeah,maybe this is was reason why they just cut and replaced this idea.I remembered the process how the developers created Airboat in Half Life 2, most likely they did not want to repeat this process again.
Isn't that extreme FoV just a bug? I'm sure it was just a test and never was fixed as aside of the motion sickness it has the problem of models not being rendered on close
I faintly remember there being a gray-colored Strider skin in the beta, but I can't seen to find anything about it.
Any update on that MP5K? Was that going to be released as a possible replacement for the MP7?
[QUOTE=NostalgicBird;52808608]I faintly remember there being a gray-colored Strider skin in the beta, but I can't seen to find anything about it.[/QUOTE]
Was it an actual Strider? The first thing that came to mind was the Super Soldier.
[t]https://vignette.wikia.nocookie.net/half-life/images/7/75/Super_soldier.jpg/revision/latest?cb=20091009180923&path-prefix=en[/t]
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