• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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Brightened and enlarged 2x for ya: [t]http://files.ilj.io/img/finding_city.jpg[/t]
[QUOTE=gmadador;52842966]V44 is retail. Are you SURE you are dropping in the V44 files?[/QUOTE] [img]https://i.imgur.com/O18owQJ.png[/img] This is what's in the v44 folder. Should I just rename them to v_smg1??
[QUOTE=The Fiend;52843503][img]https://i.imgur.com/O18owQJ.png[/img] This is what's in the v44 folder. Should I just rename them to v_smg1??[/QUOTE] I might do a recompile with it as v_smg1. I never figured out why, but I found source could be picky if you rename a model to something else other than what it was compiled as (possibly due to to the MDL referencing other filenames that no longer exist, ie it might look for "v_mp5k_dx90.vtx" when you've renamed them all to smg1. Also if anyone who downloads this gets "Archive is corrupt", could you post or let me know? Some people report a crash with the mdl / corrupted archive, and others say it works fine, so I'm curious to track down these bugs and fix them so everyone can use it.
I've been trying to turn the fixed skyboxes into .vtf, but they always end up with seams at the edges even with Clamp S/T turned on and mipmaps turned off. Does anyone know how to deal with this? [t]https://i.imgur.com/5EqOsTL.png[/t] [QUOTE=JasperCarmack;52843721]I might do a recompile with it as v_smg1. Also if anyone who downloads this gets "Archive is corrupt", could you post or let me know? Some people report a crash with the mdl / corrupted archive, and others say it works fine, so I'm curious to track down these bugs and fix them so everyone can use it.[/QUOTE] You packed it with the latest version of WinRAR. RAR 5.x's .rar files cannot be opened with WinRAR 4.x and below. Anyone who experiences this should install the latest version of WinRAR or just use 7zip. Alternatively, you can just pack it into a .zip so anyone can open it.
[QUOTE=JasperCarmack;52843721]I might do a recompile with it as v_smg1. I never figured out why, but I found source could be picky if you rename a model to something else other than what it was compiled as (possibly due to to the MDL referencing other filenames that no longer exist, ie it might look for "v_mp5k_dx90.vtx" when you've renamed them all to smg1. Also if anyone who downloads this gets "Archive is corrupt", could you post or let me know? Some people report a crash with the mdl / corrupted archive, and others say it works fine, so I'm curious to track down these bugs and fix them so everyone can use it.[/QUOTE] I renamed them to v_smg1 and it works like a charm.
[QUOTE=The Fiend;52843814]I renamed them to v_smg1 and it works like a charm.[/QUOTE] Ah good to know, enjoy! Perhaps the game is unsure why it's being fed a viewmodel that it doesn't utilize when using the v_mp5k designation. [QUOTE=PikaCommando;52843744]I've been trying to turn the fixed skyboxes into .vtf, but they always end up with seams at the edges even with Clamp S/T turned on and mipmaps turned off. Does anyone know how to deal with this? [t]https://i.imgur.com/5EqOsTL.png[/t] You packed it with the latest version of WinRAR. RAR 5.x's .rar files cannot be opened with WinRAR 4.x and below. Anyone who experiences this should install the latest version of WinRAR or just use 7zip. Alternatively, you can just pack it into a .zip so anyone can open it.[/QUOTE] Ahhh this explains it, thank you. I'll be sure to use ZIPs from now on so everyone can get to it. Quick suggestion that may improve how your leak looks there; try using this in the console; [B]r_anamorphic 1[/B] (or) [B]r_anamorphic 2[/B] See if that corrects the aspect ratio for you ;) As for the skyboxes/material issue, I found that using VTFEdit or the Photoshop tool to create VTFs in for the leak always resulted in textures that were offset by a certain amount, identical to what you have there. I never figured out why, likely to do with the way the leak handles VTFS. Here's a water texture compiled with [i]VTFEdit[/i], and shown in the leak; [t]https://i.imgur.com/W0VtbFO.jpg[/t] And the same texture compiled with [i]VTEX[/i], and shown in the leak; [t]https://i.imgur.com/pXFTXWj.jpg[/t] Note the seam up the side (this is also present at the bottom.) on the VTFedit (This also affects the photoshop plugin). This offset won't appear when viewing the vtf in vtfedit or photoshop, it will only appear in the game, or HLMV. This also affects mipmaps; so if you used it on say, a citizens face, the further away you get, the further offset to the side the face will become until it's completely mis-aligned. If you haven't used VTEX before, it's located in the bin folder. Create a shortcut to it somewhere, ideally the desktop. Pop your material into the MaterialSRC equivalent of where you want to create the output material, and drag + drop the source file (must be TGA, power of 2) onto the shortcut. So if you wanted to make a few new textures in the skybox directory called sky_apocalypse you'd use this setup; [B]hl2\materialsrc\skybox\[/B] . . . Directory listing; sky_apocalypseft.tga sky_apocalypsebk.tga sky_apocalypself.tga sky_apocalypsert.tga sky_apocalypseup.tga sky_apocalypsedn.tga Dragging and dropping those tgas onto the vtex shortcut will dump compiled VTFs with no offset/issues into the [B]materials\skybox[/B] directory. It will overwrite without asking, so be sure you've backed up any previous versions if necessary. You must also have a directory ready in the materials folder equivalent, as vtex doesn't seem to be able to create one by itself. So if you have a file like; [B]materialsrc\models\imnewhere\texturesheet.vtf[/B] If the directory "imnewhere" doesn't exist under models, vtex won't compile and will spit out that it was unable to create the file. You'll have to make the folder yourself. There is likely a command line switch, but I've not experimented enough to find it. Hope this helps anyone who might have the same issue and want to try vtex.
Someone knows to serve the file "Survival_gamerules cpp" in Game/shared/HL2? Because I honestly do not know what would be used
[QUOTE=.:Niko Dash:.;52844097]Someone knows to serve the file "Survival_gamerules cpp" in Game/shared/HL2? Because I honestly do not know what would be used[/QUOTE] Do your game/mod have cvar gamerules_survival? its probably not shipped. afaik no link nor pastebin coz rules. Instead you can find it on LestaD source engine 2007 github now called vses, i have that leak in original form and it's a early 2008 version, mine got some modifications. PS: contact me on steam or discord for a binary copy/private repo or original archive(s) if you're interested
[QUOTE=.:Niko Dash:.;52844097]Someone knows to serve the file "Survival_gamerules cpp" in Game/shared/HL2? Because I honestly do not know what would be used[/QUOTE] Survival gamerules are included into retail HL2 and it's public source code. In order to active it you have to do two steps: 1. Set [B]gamerules_survival[/B] to [B]1[/B] in the console; 2. You have to create special text file [B]<mapname>_survival.txt[/B] inside the maps folder. Here is text file example: [code] "Survival" { "settings" { "weapons" "weapon_pistol;weapon_crowbar;weapon_smg1" } "ammo" { "Pistol" "100" } "entity" { "classname" "npc_strider" } } [/code] Some developer note from the survival game mode: [code] // It's important to turn on survival mode after we create all the entities // in the script, so that we don't remove them if they violate survival rules. // i.e. we want the player to start with a shotgun, but prevent all future shotguns from spawning. [/code]
Interesting. it is a multiplayer gamemode? looks like something already done on coop mods, but they don't use the original feature. thanks for the explanation
[QUOTE=Nicolas;52844700]Survival gamerules are included into retail HL2 and it's public source code. In order to active it you have to do two steps: 1. Set [B]gamerules_survival[/B] to [B]1[/B] in the console; 2. You have to create special text file [B]<mapname>_survival.txt[/B] inside the maps folder. Here is text file example: [code] "Survival" { "settings" { "weapons" "weapon_pistol;weapon_crowbar;weapon_smg1" } "ammo" { "Pistol" "100" } "entity" { "classname" "npc_strider" } } [/code] Some developer note from the survival game mode: [code] // It's important to turn on survival mode after we create all the entities // in the script, so that we don't remove them if they violate survival rules. // i.e. we want the player to start with a shotgun, but prevent all future shotguns from spawning. [/code][/QUOTE] so, originaly HL2 will Have a Survival gamemode?
[QUOTE=.:Niko Dash:.;52844834]so, originaly HL2 will Have a Survival gamemode?[/QUOTE] kinda, it seems to be aimed for modding amigo, mejora el ingles :) (sin ofender)
[QUOTE=Juesto;52844916]was going to have. amigo, mejora el ingles :) (sin ofender)[/QUOTE] sorry for my bad english, i using google translator
[QUOTE=.:Niko Dash:.;52844933]sorry for my bad english, i using google translator[/QUOTE] no problem
[QUOTE=Battlepope98;52842566]That pack hasn't been released yet, but I'll get to releasing it in December. I've edited the textures, the scope, and the animations. Here's the edited version so far. [t]https://i.imgur.com/KcKCJIM.jpg[/t][/QUOTE] I really don't mean to offend anyone and it's possible I'm just being stupid, but does this model sit wrong with anyone else? I mean, I get it, it's a high quality OICW model and it looks fantastic, don't get me wrong. I just think I have a problem with it looking nothing like the OICW depicted in the leak. I assume you're just using this model because it was the highest quality that you could get your hands on, and that's fine, but is there anything you could do to make the colors or shape of the model match the leak a little more? It's really just that your model is based on a newer design of the OICW and the leak model was based on an older design of the OICW. Also on a separate note, I have a higher quality Sniper rifle model with animations if you want it for the pack you're making.
and that, my friends, is the difference between leak/Valve models and Missing Information.
[QUOTE=Juesto;52846359]and that, my friends, is the difference between leak/Valve models and Missing Information.[/QUOTE] I don't get it, what does MI have to do with this?
Hey MilkywayM16, you had this dope looking shotgun in one of your youtube videos you posted something like 7 (!!!) years ago. You wouldn't happen to still have it would you? It was this vid: [url]https://www.youtube.com/watch?v=6ca_m6IEV6E[/url] It looked neat-o
[QUOTE=The Fiend;52846500]Hey MilkywayM16, you had this dope looking shotgun in one of your youtube videos you posted something like 7 (!!!) years ago. You wouldn't happen to still have it would you? It was this vid: [url]https://www.youtube.com/watch?v=6ca_m6IEV6E[/url] It looked neat-o[/QUOTE] Haha yea man! Let me see if I can dig it up. [editline]2nd November 2017[/editline] [img]https://i.imgur.com/jtnlLLt.png[/img] Here you go! My intention was to make the retail shotgun model look more like the leak shotgun model when I made it. [url]https://www.dropbox.com/s/8u52z5bqtsssswu/v_shotgun.rar?dl=0[/url] Have fun!
Thank you friend!
Hey MilkywayM16, what's the progress on those beta fire effects that you posted about a while back? (I also wouldn't mind that beta hud as well, since that was posted along with the beta fire effects)
[QUOTE=CW3D;52846696]Hey MilkywayM16, what's the progress on those beta fire effects that you posted about a while back? (I also wouldn't mind that beta hud as well, since that was posted along with the beta fire effects)[/QUOTE] I really want to make them in the newer particle format so that they don't need code changes to work and they should honestly look almost identical to the old fire effects from the leak. No reason to code them back in at all. It should be relatively easy to do also, but I don't have a ton of experience making particle systems so it would probably take me a while. I've been thinking about having a go at it since I'm getting more settled with my schedule now. The hud needs a lot of code changes and script changes unfortunately. So it's not exactly something I can just hand over, otherwise I would.
[QUOTE=PikaCommando;52843744]I've been trying to turn the fixed skyboxes into .vtf, but they always end up with seams at the edges even with Clamp S/T turned on and mipmaps turned off. Does anyone know how to deal with this?[/QUOTE] Just make vtf-s 7.0 or 7.1 version
[QUOTE=Milkyway M16;52845816]I really don't mean to offend anyone and it's possible I'm just being stupid, but does this model sit wrong with anyone else? I mean, I get it, it's a high quality OICW model and it looks fantastic, don't get me wrong. I just think I have a problem with it looking nothing like the OICW depicted in the leak. I assume you're just using this model because it was the highest quality that you could get your hands on, and that's fine, but is there anything you could do to make the colors or shape of the model match the leak a little more? It's really just that your model is based on a newer design of the OICW and the leak model was based on an older design of the OICW. Also on a separate note, I have a higher quality Sniper rifle model with animations if you want it for the pack you're making.[/QUOTE] It is next to impossible to find a high quality OICW model anywhere. Shana & the Obsidian Conflict mod team were the only people I found who still had an OICW model/ would allow it to be released. The reason I posted it on here is to show what I've changed so far, and get opinions so I can get an idea of what else should be changed. But yeah, I agree with you and i'll try to make changes to make it as close as I can get it. Also yes please! Send over that sniper and any other high quality models I may not have.
Here you go, this should fix any issues with the file format not opening for anyone using older versions of WinRAR. Thanks to PikaCommando for the fix! [URL="https://www.dropbox.com/s/152ety54xkzli05/v_smg1_mp5k.zip?dl=0"]New SMG1_MP5k download as ZIP[/URL]
[QUOTE=Milkyway M16;52845816]I really don't mean to offend anyone and it's possible I'm just being stupid, but does this model sit wrong with anyone else? I mean, I get it, it's a high quality OICW model and it looks fantastic, don't get me wrong. I just think I have a problem with it looking nothing like the OICW depicted in the leak. I assume you're just using this model because it was the highest quality that you could get your hands on, and that's fine, but is there anything you could do to make the colors or shape of the model match the leak a little more? It's really just that your model is based on a newer design of the OICW and the leak model was based on an older design of the OICW. Also on a separate note, I have a higher quality Sniper rifle model with animations if you want it for the pack you're making.[/QUOTE] I purposedly reject any HD remake of the OICW because of precisely that. The OICW, with it's look and buggy green scope it's an iconic part of the Leak. It just is, without any sort of explanation. I much prefer having the old OICW model, with a bumpmap/phong rework of the texture and rigged to the retail arms.
[QUOTE=Milkyway M16;52845816]I really don't mean to offend anyone and it's possible I'm just being stupid, but does this model sit wrong with anyone else? I mean, I get it, it's a high quality OICW model and it looks fantastic, don't get me wrong. I just think I have a problem with it looking nothing like the OICW depicted in the leak. I assume you're just using this model because it was the highest quality that you could get your hands on, and that's fine, but is there anything you could do to make the colors or shape of the model match the leak a little more? It's really just that your model is based on a newer design of the OICW and the leak model was based on an older design of the OICW. Also on a separate note, I have a higher quality Sniper rifle model with animations if you want it for the pack you're making.[/QUOTE] The OICW program had a few different variants, and that's why we see different ones a lot when being remade. There were a few different people working on different versions (Alliant Techsystems, H&K, Contraves Brashear) Because most people go straight for "HK OICW" references, the version most likely to pop up is their 1999 model. [t]https://i.imgur.com/TgNrZx4.jpg[/t] [i]The specific one we see in the leak is the Heckler & Koch OICW prototype of 2002 - P-3.[/i] [t]https://i.imgur.com/mAyjejn.jpg[/t] It appears most of the prototypes from that year are fairly similar in shape and design. [i]The version valve used[/i] [t]https://i.imgur.com/qmrjnlr.png[/t] The good thing about picking some of the newer models (ie the 2000 version) is that there is a lot more pictures available for reference. We have nice big photos like this; [t]https://i.imgur.com/AI45vsw.jpg[/t] But with the specific one valve picked however, it is very difficult to locate reasonable quality photographs to work with.
Of note is that the image Valve used is mirrored. How do I know this? 1. There's no Fire Control System seen on the scope where it should be. 2. The word "SAFE" on the fire select is mirrored. The one you refer to as the 2002 prototype was originally the finalized version meant for production when Alliant Techsystems won the bid to produce the OICW in August 2000. While there's difference between each batch, the 2000-2002 prototypes are the most similar ones between batches and probably the most produced one as well. This design was the one HK [URL="https://www.google.com/patents/US6250194"]patented[/URL] in 2001. [IMG]https://i.imgur.com/OXULXjR.png[/IMG] Sales pitch/poster found in the HK Gray Room: [IMG]http://www.tacticalexcellence.com/images/OICW poster.jpg[/IMG] Also, somehow its design was available to the public for mockup models (which I assume is how Valve got that photo): [t]https://www.retromags.com/uploads/gallery/category_117/gallery_19000_117_103890.jpg[/t]
[QUOTE=PikaCommando;52848104]Of note is that the image Valve used is mirrored. How do I know this? 1. There's no Fire Control System seen on the scope where it should be. 2. The word "SAFE" on the fire select is mirrored. The one you refer to as the 2002 prototype was originally the finalized version meant for production when Alliant Techsystems won the bid to produce the OICW in August 2000. While there's difference between each batch, the 2000-2002 prototypes are the most similar ones between batches and probably the most produced one as well. This design was the one HK [URL="https://www.google.com/patents/US6250194"]patented[/URL] in 2001. [IMG]https://i.imgur.com/OXULXjR.png[/IMG] Sales pitch/poster found in the HK Gray Room: [IMG]http://www.tacticalexcellence.com/images/OICW poster.jpg[/IMG] Also, somehow its design was available to the public for mockup models (which I assume is how Valve got that photo): [IMG]https://www.retromags.com/uploads/gallery/category_117/gallery_19000_117_103890.jpg[/IMG][/QUOTE] Very nice detective work right there! I never saw the patent but that's very useful, thanks for linking. You're right about the mirroring too; the one Valve used appears to be an image scanned in from a book or a brochure of some kind. [IMG]https://i.imgur.com/wCo82kC.jpg[/IMG] The dials and knobs on the scope are not visible either, being placed on the left side. I wish I could find the original article this was shown in, so I could take a shot at scanning it in higher quality without the strange photo-shoppery that valve put in (there's some weird things going on with the scope and other areas).
By the way, there's this one prototype in the HK Gray Room that I'm unable to identify, or seen anywhere else. Looks like it's made sometime between 1999-2002. [IMG]http://irwan.net/wp-content/uploads/2010/03/xm-29-oicw.jpg[/IMG] Also, I almost forgot to post this to celebrate your completion of the MP5k viewmodel replica. [IMG]https://www.retromags.com/uploads/gallery/category_117/gallery_19000_117_141131.jpg[/IMG] Why is he holding HL1's Glock and 2000's MP5k in an artwork made in 2004? The world may never know.
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