• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=95Navigator;52865154]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?[/QUOTE] Technically, the earliest concept image was green too. [IMG]http://combineoverwiki.net/images/3/3d/Scrapland_cracks.jpg[/IMG] And as shown in the past pages, these "sunny desert" skies were originally green and cloudy with a filter applied to make it look sunny. I think the fact that these Wasteland skies were originally like that was enough proof that the polluted wasteland concept were prototyped in-game at one point. [QUOTE=95Navigator;52858990]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] I don't think so, because guard towers don't need much energy to power on (the only thing that needs powering there is the sole light bulb at the base). Plus it doesn't make sense for them to fill up a whole second floor in a room named "barracks". [QUOTE=Juesto;52858704]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[/QUOTE] I'm not using Leaknet but I doubt Combine AI were changed much between September 2003 and November 2004. Maybe it's a level design thing?
That idea of 'darken skybox in Photoshop = get original wasteland skybox" is [B][I]fucking dumb[/I][/B]. And smells of amateur mods with terrible CC. [i. e. DI circa 2011] All you do is apply a filter? That somehow qualifies as 'restoring' them? What's the indication there ever were dark skyboxes made, before they throw it out? There's none. Even earliest cubemaps show bright daylight skyboxes.
[QUOTE=Cvoxalury;52865642]That idea of 'darken skybox in Photoshop = get original wasteland skybox" is [B][I]fucking dumb[/I][/B]. And smells of amateur mods with terrible CC. [i. e. DI circa 2011] All you do is apply a filter? That somehow qualifies as 'restoring' them? What's the indication there ever were dark skyboxes made, before they throw it out? There's none. Even earliest cubemaps show bright daylight skyboxes.[/QUOTE] See, here's the thing; I didn't do any palette changes or anything like that. All I did was lower the gamma values (raising it was likely what Antonov did in the first place to make them jizz white). [IMG]https://i.imgur.com/DqEJLHd.gif[/IMG] This reveals its original coloring. But how do we know that this process doesn't turn everything into Daikatana green? Here's what happens when I do the same thing on images with natural colors. [IMG]https://i.imgur.com/K8TOdfR.gif[/IMG] And another fellow leak skybox [IMG]https://i.imgur.com/mvp7Fnc.gif[/IMG] As you can see, nothing much changed aside from how bright/dark its colors got. This means that even if Viktor Antonov took these images and raised their gamma to be used as new Coast skyboxes, turning down their gamma would still reveal their not pollution-green coloring. If Antonov wanted created new skyboxes from scratch, it would've been more similar to the trainstation skybox where details were already (cloudy) bright in their original coloring and gamma-correcting them would only change how light/dark they are, not their color range. The fact that lowering the gamma on these Wasteland skyboxes reveal a very detailed pollution-green painting shows that the detailed paintings with the pollution-green colors were the way they were painted before any filters were applied. The answer to your question of "What's the indication there ever were dark skyboxes made, before they throw it out?" is that Valve never threw them out; they simply got Viktor to soak it in his manjuice to be reused as new Wasteland skyboxes because if they were thrown out and white sunny skyboxes were made from scratch, then lowering their gamma would have just made them gray/black instead of green/yellow.
[QUOTE=Cvoxalury;52865642]That idea of 'darken skybox in Photoshop = get original wasteland skybox" is [B][I]fucking dumb[/I][/B]. And smells of amateur mods with terrible CC. [i. e. DI circa 2011] All you do is apply a filter? That somehow qualifies as 'restoring' them? What's the indication there ever were dark skyboxes made, before they throw it out? There's none. Even earliest cubemaps show bright daylight skyboxes.[/QUOTE] The way you said it is pretty rude, but yeah, for some reason one thing is older concept arts with that green-ish vibe on them and absolutely different thing is maps from the WC mappack, where there's completely no trace of "polluted air" or dark skies, except for few "Wear your gasmask" signs on c17 and air exchange levels.
[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] [B]WASTELAND DEPOT[/B] 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? 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] Honestly those skymaps should be remade. You can see a lot of compression artifacts and pixels and they just look bad. Not really your fault, though upping the gamma like that might have made them more obvious but they were pretty low res to begin with. Interesting maps though! I didn't know any of that about them. Seeing these old maps really makes me want to start modding again. I would love to do some art passes on them. Replace those brush based props with actual props, stuff like that. *sigh*
Here's a little fun fact while we're still on the topic of old skies: sky_c17_01 got reused as a base for the "cx" sky in Counter Strike: Source [img]https://developer.valvesoftware.com/w/images/e/ed/Cx_.jpg[/img]
[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] I remember the days when some people would doxx people who tried to do Leak content.
um... whats wrong with the wasteland02 skybox, i just moved the black triangle to the right in the levels button in the hl2 color-corection filters box and... [img]https://i.imgur.com/7RhBqUM.png[/img] , now it looks like a mushroom cloud but everything else just looks desaturated. also for the record i think victor antonov's art direction looks nice and does not in fact look like jizz or is comparable to jizz, and this is on retail hl2. [editline]7th November 2017[/editline] and those levels were like abandoned long before the leak came out right? so those levels probably look all bright and sunny because the skyboxes were edited and the three valve people who made the skyboxes didn't want to make duplicates for all the levels that got scrapped. They probably put on the "jizz fliter" to any skybox they thought they could salvage and the skyboxes they didn't want to fix or looked bad to them were either deleted or we just didn't get them in the leak. [editline]7th November 2017[/editline] i'd like to see if this and adjusting the gamma also works on other skyboxes besides wasteland02 and sky_urb01 tho.
[QUOTE=standards;52867391]um... whats wrong with the wasteland02 skybox, i just moved the black triangle to the right in the levels button in the hl2 color-corection filters box and... [img]https://i.imgur.com/7RhBqUM.png[/img] , now it looks like a mushroom cloud but everything else just looks desaturated. also for the record i think victor antonov's art direction looks nice and does not in fact look like jizz or is comparable to jizz, and this is on retail hl2. [editline]7th November 2017[/editline] and those levels were like abandoned long before the leak came out right? so those levels probably look all bright and sunny because the skyboxes were edited and the three valve people who made the skyboxes didn't want to make duplicates for all the levels that got scrapped. They probably put on the "jizz fliter" to any skybox they thought they could salvage and the skyboxes they didn't want to fix or looked bad to them were either deleted or we just didn't get them in the leak. [editline]7th November 2017[/editline] i'd like to see if this and adjusting the gamma also works on other skyboxes besides wasteland02 and sky_urb01 tho.[/QUOTE] The art style is fine, it's just low resolution as hell and looks like a blurry mess filled with compression artifacts.
Yeah let's face it, 512x512 and visibly compressed doesn't cut it for skyboxes anymore. I've had good results recoloring css skyboxes I found on gamebanana. [t]https://i.gyazo.com/68e17e3df8cb1ab7fd4856b4ce7f483c.jpg[/t] Of course 1) that makes you a lazy hack and 2) good luck trying to track down some dude who posted a skybox 7 years ago and getting permission to use it.
[QUOTE=standards;52867391]um... whats wrong with the wasteland02 skybox, i just moved the black triangle to the right in the levels button in the hl2 color-corection filters box and... , now it looks like a mushroom cloud but everything else just looks desaturated. also for the record i think victor antonov's art direction looks nice and does not in fact look like jizz or is comparable to jizz, and this is on retail hl2. [editline]7th November 2017[/editline] and those levels were like abandoned long before the leak came out right? so those levels probably look all bright and sunny because the skyboxes were edited and the three valve people who made the skyboxes didn't want to make duplicates for all the levels that got scrapped. They probably put on the "jizz fliter" to any skybox they thought they could salvage and the skyboxes they didn't want to fix or looked bad to them were either deleted or we just didn't get them in the leak. [editline]7th November 2017[/editline] i'd like to see if this and adjusting the gamma also works on other skyboxes besides wasteland02 and sky_urb01 tho.[/QUOTE] First of all, this is done in Photoshop (and it's Gamma Correction, not Color Correction; they are two entirely different things). When I said jizz, I was referring to the white filter, not his art direction. Also, I suspect he did more than just raising gamma on the skyboxes; the presence of the pixel artifacts could be a sign that he also fucked around with the image's lightness in the Hue/Saturation settings. For sky_wasteland01, I had to change the Contrast to bring out the otherwise whited out details and colors.
Okay. i did it: managed to get source sdk stuff working! Apparently it did work in the big steam virtual filesystem because the needed binaries were together. copied Source2007 to sdk base 2007 and ep1 to source sdk base respectively. (orangebox is newer than the sdk base version/source2007 but its older than source 2009) Compiled ministrider maps with ep1 tools to see them in action with episodic binaries that had ministrider: had to compile the maps in LDR otherwise maps without cubemaps would have the default cubemap reflections and that doesnt look good. ministrider_intro consists in trainstation 03 having a ministrider meeting you on the first floor hallway there's two maps called "ministrider" the one on the root is a open area with a strider and ministriders, a vehicle with alyx on a turret gun and some weird progression, was confusing. missing material (only found blendsand on leak): "nature/blendsandcrete001a.vmt" missing model: "models/props_debris/tile_wall001a_Core.mdl" the small one on personal/david is a devtextured room with 4 ministriders, intended to test ai paths i guess proto_ministrider_intro is a rather useless map; had a missing material "nature/blenddirtcrete001a.vmt" used blenddirtconcrete001a.vmt from leak; missing models, couldn't find in ep2, but they're in the 2003 leak but incompatible i guess: "models/props_foliage/Grass_tuft_001b.mdl" "Grass_tuft_004a.mdl" "Grass_tuft_004b.mdl" "Grass_tuft_001a.mdl" "Grass_tuft_004c.mdl" "Grass_tuft_004d.mdl" Screenshots of maps: [URL="https://imgur.com/a/3MM0O"]https://imgur.com/a/3MM0O[/URL][IMG] https://imgur.com/a/3MM0O[/IMG] In other news: Got the lostcoast lamps fixed! physconstraints.cpp stuff involving a hack for hl2dm listed on valve wiki. unrelated note: 2006 portal vmfs are very late in development. they're not the old hl2-ish lab maps
Well, I don't think I ever tried compile wasteland_railbridge myself, but if the lighting and fog in those screenshots is the original, then how does it make any sense to use that skybox? All of the older 2001 maps I've seen would only fit the normal sunny skies, not some darkened edits. Gamma darkening making it greenish isn't an indication of anything really. The texture compression makes things slightly greener to begin with and it could just be that the colours used are just greenish anyway. The envmap being dark and green doesn't necessarily mean the sky is actually supposed to look like that. Perhaps they just wanted it reflected like that? If you're interested in keeping things mostly accurate to what can be seen within those maps, you should just keep the normal skyboxes. I am much more fond of the look those maps have as they are, and would rather more people used that style and not the boring old dark-green-polluted-concept-art look that everyone seems to love.
The light_environment values are not that much different from e3_depot actually, if you compare the two maps.
There is no escaping him... [video]https://twitter.com/ValveTime/status/928742575087017990[/video]
[QUOTE=Gamer#1;52874873]There is no escaping him... [video]https://twitter.com/ValveTime/status/928742575087017990[/video][/QUOTE] Spy is gman confirmed.
[QUOTE=Gamer#1;52874873]There is no escaping him... [video]https://twitter.com/ValveTime/status/928742575087017990[/video][/QUOTE] Placeholder model for "Civilian" class. [IMG]https://i.imgur.com/SSNLwUh.png[/IMG]
[QUOTE=restellarous;52875419]Placeholder model for "Civilian" class. [IMG]https://i.imgur.com/SSNLwUh.png[/IMG][/QUOTE] Is it meant to be someone? I thought it was meant to look like Mr Belvedere but could never find any reference to it.
Since we are on the topic of TF2, has anyone, besides Team Gaben, really delved into the TF2 Invasion code? What can be told about it? I personally have been studying the code, and theres a lot of interesting stuff going on there. Meteors, motorcycles, plasma rifles... it really is amazing to see what Robin and company were cooking up there. It also seems, although there are no assets in the leaked files, some if not all entities had models done and associated with them. Has anyone ever tried to port at least some code to SDK2013 MP? I dunno... it SEEMS doable, but there could be a lot of troubles. The assets could be temporarily replaced with HL2 Deathmatch stuff, or something.
I got the impression the 2003 leaked Invasion code wasn't all that functional. I think Invasion code was leaked in 2012 again though? No idea how much it had (or hadn't) changed.
So, I made a video about some of the bugs and weird things I found in Dark Interval 1.1 while playing. Most of these are easy to fix, but some of them would need workarounds and might not be worth the effort. The video is mostly meant for Cvoxalury to make him aware of these bugs and problems. I'm sure most of them will be fixed eventually, since he is probably aware of them already. [video=youtube;tsJZnCIZtdg]https://www.youtube.com/watch?v=tsJZnCIZtdg[/video] List of stuff: - one fog effect is too close to the boat, which makes it look bad - when teleporting between past and future Borealis maps, fire extinguisher and other physics props will teleport around (obviously) - Cremator has a little trouble getting around the Metrocop - Barney can still be pushed to the side and he will get stuck on the ledge for a while - he will forget sometimes why he came into the turret room and just stands around (not shown in the video) - I know this was supposed to be fixed, but it's still happening - floating planks - citizens walking through fence ropes - breakable wooden walls (player clip will still block you) - Metrocops sliding around instead of running (only happens to Metrocops with pistols I think) - Metrocop near Breen statue starts shooting when interacted from behind (doesn't always happen) - shotgunner Metrocop has no firing animations (obviously) - marching Soldiers and Crab Synths will be stuck in the tunnel forever (you can still see them and hear them walking too) - wooden crate's frame won't turn transparent when picked up - cafe lockdown can be easily avoided (not really a bug, just funny) - underwater displacements are not properly sewn together and they cause leaks in the map - H.E.V. charger faceplate has no physics until it's touched Almost all of these bugs are very minor and don't really warrant a patch, they are mostly just nitpicks. But anyway, I fricking love the mod and I think it's amazing. The 1.1 patch was an excellent addition, so keep up the great work!
[QUOTE=Clatronix;52877113] - cafe lockdown can be easily avoided (not really a bug, just funny)[/QUOTE] We know. We left it that way intentionally, instead of putting in some crazy triggery hacks to keep the player inside & kill them. So if you're clever you can get away with no problem. [QUOTE]- underwater displacements are not properly sewn together and they cause leaks in the map[/QUOTE] No. If there were [I]leaks[/I] the map wouldn't have compiled properly. Those open seams are only visual, and have more to do with the water shader (same happens in Valve's own HL2, on d2_coast_03).
[QUOTE=Cvoxalury;52877307] No. If there were [I]leaks[/I] the map wouldn't have compiled properly. Those open seams are only visual, and have more to do with the water shader (same happens in Valve's own HL2, on d2_coast_03).[/QUOTE] I just thought it was funny that you can lock the citizens in there with the turrets and the Metrocop and just listen to their demise from the safe outside. And yeah, I knew the map wasn't really leaking, because like you said, it wouldn't compile then. I was just trying to refer to the visual glitch that was happening. This happens all the time with displacements and water doesn't it?
Source Engine water is such a piece of shit. Can't even make a nice pool built out of brushes without visual fuckery going on, last I checked. I'm decently sure Valve broke it somehow at some point because I don't remember all water looking like ass in 2006. [editline]a[/editline] Except cheap water, because that doesn't use the shader.
[video=youtube;wvo60IpOzjE]https://www.youtube.com/watch?v=wvo60IpOzjE&feature=youtu.be[/video] Not a MarphyBlack video. Nihilanth was initially broken as fuck. That could be interesting to see that battle remade in «•beta version•» way.
[QUOTE=sarevokh;52877576] Not a MarphyBlack video. [/QUOTE] But it's the next best thing: a video [I]inspired[/I] by Marphy Black.
None of these unused animations are relevant to the Nihilanth as they're all just copies of animations from the Alien Controller, the model and entity that the Nihilanth was directly based on. In fact, the only truly unique animation the Nihilanth possesses not shared with the Controller is its death animation where it spasms in place. Hence, these animations being unused by the Nihilanth is not indicative of any plans the developers may have had for the boss fight since they literally just copied everything over from an existing monster. The unused animations say more about the Controller than they do the Nihilanth.
[QUOTE=gk99;52877405]Source Engine water is such a piece of shit. Can't even make a nice pool built out of brushes without visual fuckery going on, last I checked. I'm decently sure Valve broke it somehow at some point because I don't remember all water looking like ass in 2006. [editline]a[/editline] Except cheap water, because that doesn't use the shader.[/QUOTE] you can thank orangebox :ok:
Don't forget the problem with AA showing the intersections of brushes as white lines in game, giving the false impression they aren't really together. I'm fixing some OC maps from 2007 and is truly a pain making look better with all those problems.
Apparently the hl1 d1 osprey has a different model: Day One [IMG]https://i.imgur.com/vmqFcd8.png[/IMG] Retail [IMG]https://i.imgur.com/zHUuAK5.png[/IMG]
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