• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=95Navigator;52819584]Does anyone know if there is any tool out there that can analyze a .vmf and give out a list of materials/models it is currently using? The thing is, in compiling resources for a mod, especially a Leak one, its very easy to just copy the materials folder from the Leak and dump it into the sourcemods folder. The problem is, that leads to file overbloating, and the end result is a mod installer that packs 2 more GB than it needs. Im asking if there is a tool like that, because if there isnt one, I may as well write one myself.[/QUOTE] I really want a tool like this, its so annoying spending hours looking at a vmf and what materials and models it is using from other games
It's a shame, because Source 2 does this within the asset browser. You might as well make the tool yourself, who knows who else might find it useful!
[QUOTE=95Navigator;52819584]Does anyone know if there is any tool out there that can analyze a .vmf and give out a list of materials/models it is currently using? The thing is, in compiling resources for a mod, especially a Leak one, its very easy to just copy the materials folder from the Leak and dump it into the sourcemods folder. The problem is, that leads to file overbloating, and the end result is a mod installer that packs 2 more GB than it needs. Im asking if there is a tool like that, because if there isnt one, I may as well write one myself.[/QUOTE] The closest thing to what you want is generating reslsits for bsps. [url]https://developer.valvesoftware.com/wiki/Content_Streaming#Generation[/url] So for example. Say you have mod Mymod and you made maps map01, map02, map03. You want reslists for all of them. You create maplist.txt and put it in maps. It looks like this map01 map02 map03 (so just the names of maps, no path) Then you should run SSDK's hl2.exe with following parameters -game "path-to-mymod" -makereslists -usereslistfile maps\maplist.txt %1 %2 %3 %4 %5 It then will run all three maps (restarting for each of them) and once it's done, you'll have three .lst files, for each map, accordingly. They list all stuff used by the map: vmts, vtfs, ALL models files (so mlds, vtx, ani, phy), wav files, and even txt/dat files from resource\ and scripts\ folders. So the list you end up with is kinda huge, but that's the best way to get info, that I know of. Well the problem is, it even lists any *potentially* used files, like generic NPC speech and all that. And of course it lists HL2 assets that you used. So... you'll have to filter those out, as well. This is very messy tbh.
[QUOTE=Cvoxalury;52817642]anon-hl2\hl2\models\consul.mdl [t]https://pp.userapi.com/c639118/v639118249/534f3/gLFjZFoU6C4.jpg[/t] [I][...] [/I][/QUOTE] I asked Marc Laidlaw some time ago, he said: [QUOTE]"At some point we got a head model to use instead of a drawing. The resources at that time would all refer to the consul probably."[/QUOTE] And, [QUOTE]"There's nothing to tell, [the Consul] was completely undeveloped. When we realized that the best way to connect the two completely unconnected games was to bring back the science team, our nameless administrator consul guy came into focus as Breen, the unnamed administrator character we had lying around from hl1. the consul was just a generic big brother face, basically temp. "[/QUOTE]
for DI Part two i suggest that you use Bilt's GameUI Override (FIREFIGHT RELOADED) you can recreate the leak MainMenu [URL]https://github.com/FIREFIGHT-RELOADED/FIREFIGHT-RELOADED-src-sdk-2013[/URL]
[QUOTE=.:Niko Dash:.;52823400]for DI Part two i suggest that you use Bilt's GameUI Override (FIREFIGHT RELOADED) you can recreate the leak MainMenu [URL]https://github.com/FIREFIGHT-RELOADED/FIREFIGHT-RELOADED-src-sdk-2013[/URL][/QUOTE] We have our own menu that we really like already, thanks.
[QUOTE=Cvoxalury;52823498]We have our own menu that we really like already, thanks.[/QUOTE] oh well, but have you thought about adding a background map ??
[QUOTE=95Navigator;52819584]Does anyone know if there is any tool out there that can analyze a .vmf and give out a list of materials/models it is currently using? The thing is, in compiling resources for a mod, especially a Leak one, its very easy to just copy the materials folder from the Leak and dump it into the sourcemods folder. The problem is, that leads to file overbloating, and the end result is a mod installer that packs 2 more GB than it needs. Im asking if there is a tool like that, because if there isnt one, I may as well write one myself.[/QUOTE] Well, I actually have that kind of tool, but it's in Russian and not done I think. It can collect all of resources: materials, models, sounds, and even searches in .vmt-s and .mdl-s for additional resources too. It supports retail and leak models [IMG]https://i.imgur.com/t7YcVsK.png[/IMG]
[QUOTE=VXP;52823591]Well, I actually have that kind of tool, but it's in Russian and not done I think. It can collect all of resources: materials, models, sounds, and even searches in .vmt-s and .mdl-s for additional resources too. It supports retail and leak models [IMG]https://i.imgur.com/t7YcVsK.png[/IMG][/QUOTE] the tool is open source???
[QUOTE=.:Niko Dash:.;52823516]oh well, but have you thought about adding a background map ??[/QUOTE] I have, I have also decided that 2d menu is sufficient and leads to faster loading times
[QUOTE=.:Niko Dash:.;52819514]but i'm referring to history of the raising the bars not the leaked history but well.[/QUOTE] Forgot to reply to this. [t]https://pp.userapi.com/c841432/v841432763/3015d/ogNsV-bj7XE.jpg[/t] Convinced now? [URL="http://media.moddb.com/images/members/1/573/572035/192-trainride_bw.jpg"]First page, bottom[/URL]
[QUOTE=Cvoxalury;52826887]Forgot to reply to this. [t]https://pp.userapi.com/c841432/v841432763/3015d/ogNsV-bj7XE.jpg[/t] Convinced now? [URL="http://media.moddb.com/images/members/1/573/572035/192-trainride_bw.jpg"]First page, bottom[/URL][/QUOTE] well i don't expected that but okey. [editline]27th October 2017[/editline] and returning to cut content look at these files, they are in [B]%anymodbranch%/game/server[/B] these files was never used in any source game that I know I could say is that they are for a port of CS: CZ never gave light or maybe a unused gamemode for CSS? these files Only Exist in the Source SDK 2013 Repo the .h file: [URL="https://pastebin.com/UZsHudUm"]https://pastebin.com/UZsHudUm[/URL] the .cpp file: [URL="https://pastebin.com/cpsuRYVN"]https://pastebin.com/cpsuRYVN[/URL] and is reference in gamerules.h: in the line 41: [CODE]class CTacticalMissionManager;[/CODE] and the line 403 [CODE] // game-specific factories virtual CTacticalMissionManager *TacticalMissionManagerFactory( void );[/CODE]
So I forgot about the ar2 worldmodel that I was supposed to upload, here it is: [IMG]https://i.imgur.com/SKf95EI.png[/IMG] [URL]https://www.dropbox.com/s/18wfcczk0ken77z/w_ar2.rar?dl=0[/URL] Feel free to do whatever you want with it, just try to credit myself and Red Katana for it. Also, if you make any improvements please share them with us here in this thread! Have fun friends! :joy:
[QUOTE=Milkyway M16;52830929]So I forgot about the ar2 worldmodel that I was supposed to upload, here it is: [img]https://i.imgur.com/SKf95EI.png[/img] [url]https://www.dropbox.com/s/18wfcczk0ken77z/w_ar2.rar?dl=0[/url] It currently replaces the ar2 worldmodel. Feel free to do whatever you want with it, just try to credit myself and Red Katana for it. Also, if you make any improvements please share them with us here in this thread! Have fun friends! :joy:[/QUOTE] Thank you so much for uploading this :) Also the model files should be called irifle not ar2 but no issue, that can be changed. It works and it's such a beautiful OICW.
[QUOTE=.:Niko Dash:.;52819514]Rip Eli in Episode Two Rip Eli in Real Life[/QUOTE]at this rate, Merle Dandridge will be dead before the next half-life game
[QUOTE=Milkyway M16;52830929]So I forgot about the ar2 worldmodel that I was supposed to upload, here it is: [img]https://i.imgur.com/SKf95EI.png[/img] [url]https://www.dropbox.com/s/18wfcczk0ken77z/w_ar2.rar?dl=0[/url] It currently replaces the ar2 worldmodel. Feel free to do whatever you want with it, just try to credit myself and Red Katana for it. Also, if you make any improvements please share them with us here in this thread! Have fun friends! :joy:[/QUOTE] Man, that thing is dying to receive a HD remake.
Yeah, it's sad that more games don't use the XM29, such a majestic gun.
[QUOTE=Falkok15;52832085]Yeah, it's sad that more games don't use the XM29, such a majestic gun.[/QUOTE] The XM29 was starting to get more prominent in video games in the early 2000s due to it being the US Army's premiere Land Warrior gun of the future, so FPS with a focus on future military stuff (Ghost Recon, Soldier of Fortune 2, Far Cry, and HL2 that happened to be in the future at that time) all jumped on the OICW boat. But by 2004, the problems with the program started to show itself; weight, complexity, and the fact that the M16/M203 does its job as well with less issues. Anyone who's played Soldier of Fortune 2 will know what a pain it is to use the gun (even the real life Soldier of Fortune, John Mullins, noted how thick the OICW manual was). As a result, games turned to other cutting-edge guns to feature in their new futuristic military shooters. At first it was the XM8 but that failed too, so now it's just newer M16 variants. By cutting the XM29 out of pure coincidence, HL2 has avoided dating itself as being obviously from the early 00s. Fun fact: The Ghost Recon logo still has the XM29 on it to this day. [IMG]https://web.archive.org/web/20030203125246im_/http://ghostrecon.net:80/images_reports/sfg-logo.gif[/IMG]
That OICW looks fantastic. Still waiting on that MP5K though. ;_;
[QUOTE=Lambdafox;52831714]Thank you so much for uploading this :) Also the model files should be called irifle not ar2 but no issue, that can be changed. It works and it's such a beautiful OICW.[/QUOTE] Oh my bad
[QUOTE=Falkok15;52832085]Yeah, it's sad that more games don't use the XM29, such a majestic gun.[/QUOTE] [url]http://www.imfdb.org/wiki/OICW#Video_Games[/url]
[QUOTE=Milkyway M16;52830929]So I forgot about the ar2 worldmodel that I was supposed to upload, here it is: [IMG]https://i.imgur.com/SKf95EI.png[/IMG] [URL]https://www.dropbox.com/s/18wfcczk0ken77z/w_ar2.rar?dl=0[/URL] Feel free to do whatever you want with it, just try to credit myself and Red Katana for it. Also, if you make any improvements please share them with us here in this thread! Have fun friends! :joy:[/QUOTE] Man that is so kickass. Amazing job!! Just one question: can it be used by NPC's and such? Or is it exclusively a worldmodel?
[QUOTE=95Navigator;52833058]Man that is so kickass. Amazing job!! Just one question: can it be used by NPC's and such? Or is it exclusively a worldmodel?[/QUOTE] Yes it can be used by NPCs. [QUOTE] Man, that thing is dying to receive a HD remake. [/QUOTE] Yeah. There was one on GB for the older model (that person only did the world texture) and I was also working on a HD skin for the older model for my WIP on GB. Now I'm working/messing around on this one. The sheet for this one is 1024 x 1024 so that's a nice size.
[QUOTE=PikaCommando;52832149]so now it's just newer M16 variants[/QUOTE] As a matter of fact, the M16 series is on it's way out too. The US Army has switched to the M4A1 Carbine and the Marine Corps are in the process of switching to the M4 Carbine whilst also weighing the possibility of switching to the M27 Infantry Automatic Rifle instead. The M27 IAR is 3x as expensive as the M4 Carbine but has a longer effective range and would simplify logistics by allow entire infantry units to use the same weapon.
[QUOTE=Lambdafox;52831714]Thank you so much for uploading this :) Also [B]the model files should be called irifle not ar2[/B] but no issue, that can be changed. It works and it's such a beautiful OICW.[/QUOTE] But why?
We did a new whole model for the OICW in OC for the incoming Steam version: [t]https://i.gyazo.com/411c61998c18fc3d7b9610059b9aead0.png[/t] [t]https://i.gyazo.com/f8cc49078316515300b27569ffc7be16.png[/t] ( the missing texture is because we use dynamic scopes in game ). Shana allowed a modified version of it to appear into a GMod "HD leak weapon pack" not long ago.
[QUOTE=Cvoxalury;52833232]But why?[/QUOTE] For HL2, don't know why but that's what the game uses. When you drag the files over as w_ar2, nothing changes but when you rename it to w_irifle, then it replaces the model. Yeah it only works as an AR2 replacement but I imagine if someone modified it, it could work for like MI and stuff like that.
[QUOTE=Lambdafox;52833404]don't know why but that's what the game uses. When you drag the files over as w_ar2, nothing changes but when you rename it to w_irifle.[/QUOTE] That's because the AR2's current model was originally made for the incendiary rifle (which IIRC is just a fancier flaregun). That's why the files have a weird name and why the animations on the AR2 are completely retarded.
can someone help me? with the tf2 minigun so it has the old muzzleflash like in this vid [url]https://www.youtube.com/watch?v=itqXdsN__aE[/url] i try to ad it using its ctx script but doesnt work but for other weapons does work. eny help?
[QUOTE=IntenseBarney;52833425]That's because the AR2's current model was originally made for the incendiary rifle (which IIRC is just a fancier flaregun). That's why the files have a weird name and why the animations on the AR2 are completely retarded.[/QUOTE] It's also out of place with all the other pulse weapons. If you look at the any other pulse weapons, especially Emplacement Gun since it has the closest relationship to the AR2, you would notice that none of them have external moving parts like the AR2. Also, none of them need to reload conventionally, although the Hunter Chopper gun does need to recharge and the Sentry Guns did run out of ammo in EP1. A true remake of the AR2 following other pulse weapon mechanics would probably look comparatively boring since there would be no exposed firing pin or self-loading pellet and the reload would just be waiting a second for the numbers to come back (maybe we'd at least get the cool [I]*chic-chic*[/I] from the emplacement gun?).
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