• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=PikaCommando;52848220]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][/QUOTE] Hah nice find! It looks almost as though the weapons there could be modeled rather than drawn? Interesting setup they have going there. The HEV suit also has the unusual grey forearm recessions seen on the HEV suit world model. The OICW looks a bit like the middle one here; [IMG]https://i.imgur.com/TgNrZx4.jpg[/IMG]
ok since the last question about hl1 porting i fixed the bug with nothing colliding with the npc now other question how to make the mouth move when talk and not to open wide while the anims play
[IMG]http://static.congnghe.vn/tinmoi/store/images/thumb/22022015/191/1903143/xm_29_du_an_vu_khi_ket_hop_doc_dao_cua_quan_doi_my_4.jpg[/IMG]
Damn, what a burst of OCIW stuff again. [QUOTE=Akis_02;52848740]ok since the last question about hl1 porting i fixed the bug with nothing colliding with the npc now other question how to make the mouth move when talk and not to open wide while the anims play[/QUOTE] try lowering the audio volume? Sorry, which hl1 porting you're doing? seems interesting. i'm also on the path of fixing up Source if it makes you feel better this reminded me of something: a feature that goldsrc had but it's perfectly possible on Source; it is easy to code voicerecord lipsyncing? does it have a high network cost?
Has anyone happen to have port the OICW to Team Fortress 2 as a mod?
Did some lighting enhancements on a Gunman Chronicles map. [t]https://i.imgur.com/5UAsV91.jpg[/t] [t]https://i.imgur.com/nLUF7jf.jpg[/t] [editline]2nd November 2017[/editline] Man I love the ambiance in this game. [t]https://i.imgur.com/XuljvbZ.jpg[/t]
[QUOTE=Juesto;52840271]it may have good sounds and animations but the viewmodel is bulky imo. also remember that MI is based on RTB instead of valve/2003 leak despite having many similarities[/QUOTE] For what it's worth, the OICW in MI is literally just the view model from the leak rigged to the retail HEV arms with new animations and a couple material tweaks (mostly just phong) I did back in the day. The actual model and texture are all Valve's work, I just reanimated it and added phong. The one in the leak is just as bulky, but it sits a little farther from the camera's POV so it looks a tad smaller.
[QUOTE=Juesto;52849879]try lowering the audio volume? Sorry, which hl1 porting you're doing? seems interesting. i'm also on the path of fixing up Source if it makes you feel better this reminded me of something: a feature that goldsrc had but it's perfectly possible on Source; it is easy to code voicerecord lipsyncing? does it have a high network cost?[/QUOTE] i am porting goldsource models to source and there are some human models that their mouths moved when talking but when i port the models the mouths get bugged and i want to know how to fix this (you can see this bug with the player.mdl in hls)
[QUOTE=mugofdoom;52850566]For what it's worth, the OICW in MI is literally just the view model from the leak rigged to the retail HEV arms with new animations and a couple material tweaks (mostly just phong) I did back in the day. The actual model and texture are all Valve's work, I just reanimated it and added phong. The one in the leak is just as bulky, but it sits a little farther from the camera's POV so it looks a tad smaller.[/QUOTE] Holy toledo, you're still around! Good to see you again Mug.
[QUOTE=JasperCarmack;52852448]Holy toledo, you're still around! Good to see you again Mug.[/QUOTE] Thanks! I've been around here and there, I just don't have a computer that works at the moment so I mostly just post from my phone or a friend's computer.
I feel like this community has gotten a lot less toxic over the years, and that's just swell. Keep it up friends <3
Were finally evolving past the "THIS IS MINE" phase and producing some amazing content :) Keep it up indeed!
[QUOTE=mugofdoom;52850566]For what it's worth, the OICW in MI is literally just the view model from the leak rigged to the retail HEV arms with new animations and a couple material tweaks (mostly just phong) I did back in the day. The actual model and texture are all Valve's work, I just reanimated it and added phong. The one in the leak is just as bulky, but it sits a little farther from the camera's POV so it looks a tad smaller.[/QUOTE] Ah, Interesting. apologies i guess? :) The other weapon viewmodels feel bulky too, especially flaregun, that one is totally different. (did you model all the weapons?) [QUOTE=Akis_02;52851119]i am porting goldsource models to source and there are some human models that their mouths moved when talking but when i port the models the mouths get bugged and i want to know how to fix this (you can see this bug with the player.mdl in hls)[/QUOTE] Again, your fix is checking the audio and the volume set in the appropriate script if you're using those
[QUOTE=Juesto;52855284]Ah, Interesting. apologies i guess? :) The other weapon viewmodels feel bulky too, especially flaregun, that one is totally different. (did you model all the weapons?) Again, your fix is checking the audio and the volume set in the appropriate script if you're using those[/QUOTE] is not about volume or something is just the model itself
oh right, think you need to re-rig the models or something, i dont remember but it was mentioned somewhere, sorry
[QUOTE=mugofdoom;52853659]Thanks! I've been around here and there, I just don't have a computer that works at the moment so I mostly just post from my phone or a friend's computer.[/QUOTE] I had no idea, only just saw you're still around other areas of facepunch frequently. I guess I need to 'get out' more, particularly from this thread. Good to see you're still around in some capacity, hope all is well with the knifemaking! [QUOTE=Milkyway M16;52854179]I feel like this community has gotten a lot less toxic over the years, and that's just swell. Keep it up friends <3[/QUOTE] [QUOTE=95Navigator;52854850]Were finally evolving past the "THIS IS MINE" phase and producing some amazing content :) Keep it up indeed![/QUOTE] In a way, I think a bit of this came from the elitism that was once associated with 'having' the hl2 leak / mappack. I remember in 2004, if you chose to download the leak, people kept saying it would 'put you at risk of having the FBI track you down' etc, and people were saying valve would find those who had it and prosecute etc. I don't recall this ever happening though. It may have just been to discourage people from doing it and support valve by buying the full game. Valve later repaid the loyalty of its fans by not releasing the finale ;) Some forums didn't even let you talk about leaked content. Posting screenshots of the leak, or content from the leak would get your thread deleted and yourself banned pretty quickly because it was risky. Same went for asking people about where to get it, so if you weren't familiar with torrents etc, it wasn't as frequently available to just download from anywhere as it is now. So I guess as a result, having the leak was sort of this weird, elite thing that most good gamers didn't have because they wanted to avoid the trouble, and having all this weird old cut content was considered exclusive to a degree. It was also very easy as a result to say "Look at this thing I have from the beta" and you could post pretty much anything you wanted (even if it wasn't authentic valve content) and people would immediately absorb it, case in point is the way the community interpreted the 'leaked' 'path of borealis' song. I love where the community is at, and where it's going. It's certainly brought a lot of like minded developers together and inspired people to make their own content (beta mods, recreations of models, textures, content etc).
[QUOTE=Juesto;52855284]Ah, Interesting. apologies i guess? :) The other weapon viewmodels feel bulky too, especially flaregun, that one is totally different. (did you model all the weapons?)[/QUOTE] No need for apologies, you're more than welcome to share your opinions on the models. I just felt like clarifying that there's no difference between the mesh and scale of the model in MI and the one in the leak other than it being shifted a bit to the left with new animations. I didn't like how the leak's OICW was placed way off to the right, making it look like Gordon is holding it way off to the side of his body, which looked really odd to me. Also, I mean it is an OICW, no matter what you do it's always going to look like trying to wield a giant carp that shoots bullets. Anyway, I made the AK-47 and the Ice Axe which are constantly mistaken by people as models from the leak but are actually made from scratch for MI, including the textures and animations (though the ice axe uses the crowbar animations), because the original models looked like dog dick. All the other ones are from the leak with new animations and some tweaks, though Romka did the MP5k. I don't know how much of that model is from the leak but I believe it's mostly his work. At one point I was going to redo all or most of the weapon models with a current gen work flow to bring them all up to the same level of quality so they don't all look like they're from different stages of HL2's development, also to kind of lessen reliance on models from the leak. Buuut I broke my computer while moving to a new place and haven't really had the money to build a new one. I don't think I ever even explained this to the rest of the team either because I was kind of embarrassed considering this has happened a couple times before. I have terrible luck with computers and I've been kind of apprehensive to build a new one because of it lol. I'd love to get back to work modeling for them, though! I just can't make any promises as to when I'll be able to, though I just need a new motherboard and a new case, but hopefully fairly soon. I actually have the free time now, as well. [QUOTE=JasperCarmack;52856979]I had no idea, only just saw you're still around other areas of facepunch frequently. I guess I need to 'get out' more, particularly from this thread. Good to see you're still around in some capacity, hope all is well with the knifemaking![/QUOTE] It's going well! I've been a tad lazy as of late but other than that it's a fun career and it's nice to make a livable wage without having to work all the time. I've also been written up in a few big time knife publications which is really exciting. Anyway it's cool to see this thread still going strong. I'll try to stick around when I can.
Wow what a story! still wondering who did flare gun and sniper rifle, etc Obsidian Conflict did a really good take on the beta weapons, such as the manhack one being fully functional.
[QUOTE=Juesto;52857471]Wow what a story! still wondering who did flare gun and sniper rifle, etc Obsidian Conflict did a really good take on the beta weapons, such as the manhack one being fully functional.[/QUOTE] Our manhack can't be controlled, juesto.
[QUOTE=Maestro Fenix;52858195]Our manhack can't be controlled, juesto.[/QUOTE] Right, my bad. i guess i meant that it turned it into a working fully deployable weapon
I've fixed wasteland_railbridge and wasteland_depot as well as restored the 5 Wasteland skies (+ Depot sky too). [B]WASTELAND RAILBRIDGE[/B] [t]https://i.imgur.com/6c3EiyK.jpg[/t][t]https://i.imgur.com/fj78YUn.jpg[/t] [t]https://i.imgur.com/4VEGI2P.jpg[/t][t]https://i.imgur.com/JvhzV5k.jpg[/t] [t]https://i.imgur.com/54QG3pt.jpg[/t][t]https://i.imgur.com/WnTk5M6.jpg[/t] [t]https://i.imgur.com/fDpKSHj.jpg[/t][t]https://i.imgur.com/Jk7Gp8A.jpg[/t] [t]https://i.imgur.com/IgNVaex.jpg[/t][t]https://i.imgur.com/fMEWoFd.jpg[/t] [t]https://i.imgur.com/cUVKRxl.jpg[/t][t]http://combineoverwiki.net/images/f/f9/Wasteland_bridge.jpg[/t] [B]WASTELAND DEPOT[/B] [t]https://i.imgur.com/UtgW1GD.jpg[/t][t]https://i.imgur.com/taWt5Ht.jpg[/t] [t]https://i.imgur.com/foHJ80Z.jpg[/t][t]https://i.imgur.com/qOX8x90.jpg[/t] [t]https://i.imgur.com/gUkgmSz.jpg[/t][t]https://i.imgur.com/CQYZuqz.jpg[/t] [t]https://i.imgur.com/FxY5a1Q.jpg[/t][t]https://i.imgur.com/dMBcrXC.jpg[/t] [t]https://i.imgur.com/9pXT7SK.jpg[/t][t]https://i.imgur.com/kvoaEDm.jpg[/t] [t]https://i.imgur.com/Q59jvNi.jpg[/t][t]http://combineoverwiki.net/images/6/6f/Depot_razor_train.jpg[/t] [video=youtube;4bzRnGRhVok]https://www.youtube.com/watch?v=4bzRnGRhVok[/video] Fun facts I've learned while fixing these maps that I haven't seen mentioned on the Overwiki: 1. The console always complain about missing files for AR1, ML, SLAM, and Physgun upon loading wasteland_railbridge. Why's that? This never happens with other maps. 2. The part in retail HL2 where you're about to drive into a train but has to swerve at the last minute came from wasteland_railbridge, except here the train is behind you so you need to outrun it like Sonic. You're not supposed to go underneath the bridge btw; the door from your side is locked and the trigger is on the tracks. 3. That scene in e3_depot where the Antlion Guard beats the shit out of an APC came from wasteland_depot, except here it's with regular Antlions. 4. The patrol soldiers at the start of wasteland_depot is supposed to chase the Antlions to the gate, but the Antlions always bug out and turn around to attack the soldiers. 5. These brush objects are seen in both maps; one in each guard tower and a bunch of em in a wasteland_depot room labeled "Barracks". Could they be some kinda Combine sleeping pod? [t]https://i.imgur.com/Psowad7.jpg[/t] Download [URL="https://www.mediafire.com/file/catv5971ae9k4n7/Wasteland2001.zip"]here[/URL]. By the way, Combine Soldiers are really fun to fight against in wasteland_depot for some reason. They'll take turns taking cover and try to break line of sight more than in retail HL2.
The concept art for HL2 (especially the razor train ones) always remind me of the gloomy environment of Oddworld's Rupture Farms area and the overall oppressive architecture of the industrial parts of the game. It'd be neat to see a whole mod cover this particular aesthetic in depth.
PikaCommando: Congrats you found the original wasteland maybe. console spitting errors because it's probably requesting old assets? Combine AI was that way back then. idk if its a leaknet addition
Ive always seen those pods as being some kind of brush Vorti Cells. Makes sense because they're always in places that need some kind of power source. Yes, the only thing lacking are the Vorts themselves, but maybe they were not added yet, I dunno.
[QUOTE=Juesto;52857471]Wow what a story! still wondering who did flare gun and sniper rifle, etc Obsidian Conflict did a really good take on the beta weapons, such as the manhack one being fully functional.[/QUOTE] I have no idea. Those are from before my time. I'd actually like to know who animated the sniper rifle too, though. I always really liked those animations. Can't say the same for the flare gun though. Simplest reload animation ever. I was working on redoing the flare gun first as the model is kind of ugly. Here, have an old WIP image: [img]https://i.gyazo.com/b478f06c3bb8b1dbf1fed4acaeb3917b.png[/img]
wow! that's mad hd skillz right there! glad i'm not alone on the flaregun dislike. may we have a chat sometime?
[QUOTE=Juesto;52859652]wow! that's mad hd skillz right there! glad i'm not alone on the flaregun dislike. may we have a chat sometime?[/QUOTE] Yeah sure, shoot me a PM.
[video=youtube;N7ZafWA2jd8]https://www.youtube.com/watch?v=N7ZafWA2jd8[/video] Not sure if this has been posted here or not, but this re-upload of the tf2 trailer gives us a bit of a better look at look at some of the tf2 beta models.
[QUOTE=PikaCommando;52858572]I've fixed wasteland_railbridge and wasteland_depot as well as restored the 5 Wasteland skies (+ Depot sky too). [B]WASTELAND RAILBRIDGE[/B] [t]https://i.imgur.com/6c3EiyK.jpg[/t][t]https://i.imgur.com/fj78YUn.jpg[/t] [t]https://i.imgur.com/4VEGI2P.jpg[/t][t]https://i.imgur.com/JvhzV5k.jpg[/t] [t]https://i.imgur.com/54QG3pt.jpg[/t][t]https://i.imgur.com/WnTk5M6.jpg[/t] [t]https://i.imgur.com/fDpKSHj.jpg[/t][t]https://i.imgur.com/Jk7Gp8A.jpg[/t] [t]https://i.imgur.com/IgNVaex.jpg[/t][t]https://i.imgur.com/fMEWoFd.jpg[/t] [t]https://i.imgur.com/cUVKRxl.jpg[/t][t]http://combineoverwiki.net/images/f/f9/Wasteland_bridge.jpg[/t] [B]WASTELAND DEPOT[/B] [t]https://i.imgur.com/UtgW1GD.jpg[/t][t]https://i.imgur.com/taWt5Ht.jpg[/t] [t]https://i.imgur.com/foHJ80Z.jpg[/t][t]https://i.imgur.com/qOX8x90.jpg[/t] [t]https://i.imgur.com/gUkgmSz.jpg[/t][t]https://i.imgur.com/CQYZuqz.jpg[/t] [t]https://i.imgur.com/FxY5a1Q.jpg[/t][t]https://i.imgur.com/dMBcrXC.jpg[/t] [t]https://i.imgur.com/9pXT7SK.jpg[/t][t]https://i.imgur.com/kvoaEDm.jpg[/t] [t]https://i.imgur.com/Q59jvNi.jpg[/t][t]http://combineoverwiki.net/images/6/6f/Depot_razor_train.jpg[/t] [video=youtube;4bzRnGRhVok]https://www.youtube.com/watch?v=4bzRnGRhVok[/video] Fun facts I've learned while fixing these maps that I haven't seen mentioned on the Overwiki: 1. The console always complain about missing files for AR1, ML, SLAM, and Physgun upon loading wasteland_railbridge. Why's that? This never happens with other maps. 2. The part in retail HL2 where you're about to drive into a train but has to swerve at the last minute came from wasteland_railbridge, except here the train is behind you so you need to outrun it like Sonic. You're not supposed to go underneath the bridge btw; the door from your side is locked and the trigger is on the tracks. 3. That scene in e3_depot where the Antlion Guard beats the shit out of an APC came from wasteland_depot, except here it's with regular Antlions. 4. The patrol soldiers at the start of wasteland_depot is supposed to chase the Antlions to the gate, but the Antlions always bug out and turn around to attack the soldiers. 5. These brush objects are seen in both maps; one in each guard tower and a bunch of em in a wasteland_depot room labeled "Barracks". Could they be some kinda Combine sleeping pod? [t]https://i.imgur.com/Psowad7.jpg[/t] Download [URL="https://www.mediafire.com/file/catv5971ae9k4n7/Wasteland2001.zip"]here[/URL]. By the way, Combine Soldiers are really fun to fight against in wasteland_depot for some reason. They'll take turns taking cover and try to break line of sight more than in retail HL2.[/QUOTE] Is it just me or do the skyboxes not fit the maps at all visually? The skyboxes looks dark but the rest of the map looks like it's been set on mat_fullbright 1. Maybe this is just how the lighting worked back then, I don't know. Edit: HOLY SHIT SORRY FOR LONG QUOTE I'M ON MOBILE
Theres also something I have never understood. They depict these greenish skies, but even the earliest concept images show a typical desert, sunny sky. Maybe the prototyped Wasteland we have was all about the lack of water visually? Not pollution or anything?
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