• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
    4,608 replies, posted
[QUOTE=ProZak;52909063]$noshadow 1, no? I'm sure there's a parameter for it.[/QUOTE] I think it would actually be in the model. $contents translucent or something.
[QUOTE=ficool2;52908737]similar thing for me, maybe I developed those weird fears when I remember as a young kid I fell into a black void in some shooter game, I got scared shitless by the lack of audio and pure blackness. I fell so far that polygons got distorted probably because of vertex precision loss. Still haunts me to this day, I am afraid to go out of bounds in video games[/QUOTE] This happened to me with Quake (and Quake 2). Utterly scared me shitless. I was too chickenshit to complete the levels normally so I'd just noclip my way around. I didn't even want to stay outside the level for too long because most skyboxes were blood red (especially if you went too far, the 'hall of mirrors' effect was especially frightening) and the whole atmosphere was just extremely creepy to me. id did a really good job making the atmosphere extremely unsettling.
-snip- dumb post
Anyone know a good replacement for models/Pipes/W_Pipe_1x_curve(_halfsize).mdl and other such models? The closest I can find are the models/props_x/pipe0y_zdegree01 models, but they fall short of being the perfect replacement. [IMG]https://i.imgur.com/FWiOyK3.png[/IMG]
[QUOTE=PikaCommando;52911984]Anyone know a good replacement for models/Pipes/W_Pipe_1x_curve(_halfsize).mdl and other such models? The closest I can find are the models/props_x/pipe0y_zdegree01 models, but they fall short of being the perfect replacement. [IMG]https://i.imgur.com/FWiOyK3.png[/IMG][/QUOTE] If you want your maps be as close to Valve quality as possible, always leave some misaligned pipes and brushes around.
Im afraid those models are as close as you'll get. Alternatively you could replace the whole brush pipe systems with models entirely. Many models that are not present in the Beta actually have direct replacements under a different name. Ufortunately those are not the case.
[QUOTE=notbarnik;52912117]If you want your maps be as close to Valve quality as possible, always leave some misaligned pipes and brushes around.[/QUOTE] You also must do things like this. [t]https://pp.userapi.com/c840421/v840421600/25ed8/TAWRO3mQM5w.jpg[/t]
[QUOTE=Cvoxalury;52912382]You also must do things like this. [t]https://pp.userapi.com/c840421/v840421600/25ed8/TAWRO3mQM5w.jpg[/t][/QUOTE] You're like a little baby, watch this: [vid]https://a.uguu.se/CSnIkpHJfI5e_2017-11-21_20-43-53.mp4[/vid] From good to bad mapping in under 3 seconds!
[video]https://youtu.be/b-rjT-k0DdM[/video] okay which one of you memes made this [editline]21st November 2017[/editline] ah hell meant to post this in the regular HL thread but the overlap is major enough it doesn't matter
[QUOTE=notbarnik;52912662]You're like a little baby, watch this: [vid]https://a.uguu.se/CSnIkpHJfI5e_2017-11-21_20-43-53.mp4[/vid] From good to bad mapping in under 3 seconds![/QUOTE] That's the engine/programmers' fault, accounting for per-vertex lighting in those conditions. Not really related to prop placement
[QUOTE=Cvoxalury;52912865]That's the engine/programmers' fault, accounting for per-vertex lighting in those conditions. Not really related to prop placement[/QUOTE] Why are the pipes breaking in through the floor as if they were added later, but are smoothly entering ceiling as if they were intended to be there?
Schrödinger's pipes?
[QUOTE=Cvoxalury;52912865]That's the engine/programmers' fault, accounting for per-vertex lighting in those conditions. Not really related to prop placement[/QUOTE] Source's lighting boys. Welcome to it.
[QUOTE=BlackPhoenix;52913065]Why are the pipes breaking in through the floor as if they were added later, but are smoothly entering ceiling as if they were intended to be there?[/QUOTE] Simple: the ceiling was added after the pipes were already there.
A crazy madman has taken [url=https://www.youtube.com/watch?v=WL9sEtADTOo]Marc Laidlaw's unreleased Cloister map[/url] and rebuilt the entire thing: [b][url]https://gamebanana.com/maps/197830[/url][/b] [t]https://i.imgur.com/fh41vA1.jpgg[/t] [t]https://i.imgur.com/Wj8lTpW.jpg[/t] [t]https://i.imgur.com/I1DaL6Q.jpg[/t] [t]https://i.imgur.com/mYb3qY4.jpg[/t]
[QUOTE=WhyNott;52913322]Simple: the ceiling was added after the pipes were already there.[/QUOTE] Or they simply couldn't afford to bother with such minute details because releasing the game was their main priority, considering they had already missed the 2003 deadline and most of the retail maps were either crude prototypes or yet to be created from scratch in the span of 1 year, along with polishing everything else.
[QUOTE=HGrunt;52913724]Or they simply couldn't afford to bother with such minute details because releasing the game was their main priority, considering they had already missed the 2003 deadline and most of the retail maps were either crude prototypes or yet to be created from scratch in the span of 1 year, along with polishing everything else.[/QUOTE] Nah this makes no sense. We should instead rationalise every thing like it's intentional and ingenious! [I]silent protagonist[/I] [I]no 3rd person stuff[/I] Also, they loved compromising design in favour of wide range of compatible specs, so no wonder they scrapped any additional decals and much of detail. Other games didn't and looked better, but nobody remembers those losers.
[QUOTE=Cvoxalury;52913788]Also, they loved compromising design in favour of wide range of compatible specs, so no wonder they scrapped any additional decals and much of detail.[/QUOTE] The best example I can think of this is Kleiner's lab. They basically threw out the intricate pipe systems made of dozens of models and brought in one massive model. Bam. One of the benefits/conforts of mapping for Source is that that kinda becomes irrelevant at this point in time. Sure, you must optimize and so on, yes, but we have some luxury in being able to bring in a great quantity of cut detail, without sacrificing too much performance. We can go ahead and restore, in full glory, maps that would blow up many PC's back in 2003/2004. It's kind of sad a community/movement/effort like this isn't available for Doom 3, another game with a VERY promising alpha, with a lot of features and graphical effects that were cut over time.
Also remember that func_detail doesn't admit _minlight ( if you add it by turning off SmartEdit ), so it makes the situation harder for the mapper.
Do those HL2 fan Updates/HD Packs (that isn't the Cinematic Mod) fix this kind of stuff?
ok so 7zip wont let me extract the beta because the server file is broken, any suggestions? [editline]22nd November 2017[/editline] will game still work if i extract everything but server.dll and then copy the one from retail? [editline]22nd November 2017[/editline] ok doin it, so it seems like how these files were compressed, the broken ones were split right down the middle, so im just going to copy paste the non-broken ones into folders manually.
@standards: Don't bother using 7-zip. it does not work well with RAR volumes
- snip - sorry people i dumb. winrar is easier
[QUOTE=Marphy Black;52913430]A crazy madman has taken [url=https://www.youtube.com/watch?v=WL9sEtADTOo]Marc Laidlaw's unreleased Cloister map[/url] and rebuilt the entire thing: [b][url]https://gamebanana.com/maps/197830[/url][/b] [t]https://i.imgur.com/fh41vA1.jpgg[/t] [t]https://i.imgur.com/Wj8lTpW.jpg[/t] [t]https://i.imgur.com/I1DaL6Q.jpg[/t] [t]https://i.imgur.com/mYb3qY4.jpg[/t][/QUOTE] Man the guy who made this has a lot of time on his hands
[QUOTE=standards;52916145]hmm. anyone know how to fix "Hunc_Alloc: failed on 6511680 bytes" when you launch it up? i looked it up and the jist is that its a memory issue, and other people have experienced it, but thats as far as google would take me, so... I'll try using winrar if i can't figure out how to get this working [editline]22nd November 2017[/editline] ok so i fixed the Hunc Alloc thing by doing what this polish website told me to do, and then i put the gameui.dll thing in the outsidey bin, and now its asking me for a libary bin? [editline]22nd November 2017[/editline] i don't know where it wants me to put the client.dll folder at [editline]22nd November 2017[/editline] okay so they all want to be in the same place, so now uhh, its asking me about soundscapes_manifest and i assume thats something important [editline]22nd November 2017[/editline] ok so it wont load, so do i just replace it with the retail one or??? [editline]22nd November 2017[/editline] ok that did not work. im so confused [editline]22nd November 2017[/editline] it was in there and it wasn't a corrupted file so why wont it load, does it need another file to load a soundscape manifest and like what is that file why wont this work[/QUOTE] Dude: - [url]https://hl2-beta.ru[/url] - Downloads - Download the Leak - Use WinRAR, like everyone else and their grandmother - Extract - And play If any errors occur, it's because the Leak is unstable as hell. Download the LeakNet patch (also found there) and all your problems will be solved.
[QUOTE=95Navigator;52908493]Holy shit just the thought alone makes me shiver a bit. I dunno what happened to me, or what the fuck is wrong with my brain, but I am incredibly fearful of the ERROR model itself. Just its appearance alone scares the FUCK out of me, enough to jump out of my chair. Im not even remotely joking. Insolence has an edited ERROR model with its texture invisible just because of this.[/QUOTE] I suppose Valve wanted their error model to be very 'loud' visually, so it really stands out. It's interesting to me that you mentioned this too. I know this may or may not correlate directly, but fear of errors or malfunctions in games seems to be pretty common. At the studio I last worked, we had around 140 playtesters at one point, and it was really interesting noting that a lot of the more serious testers seemed to have similar fears. We used to chat a fair bit and everyone agreed that malfunctioning games themselves could be considered quite creepy, particularly because you're now entering an area of the game where there is a new set of rules (or rather, the game may no longer obey the rules that have been laid out by the programmers, assuming it doesn't crash). MissingNo appears to be kind of an interesting example of this; You're seeing a game that's not really sure what it's doing and becomes confused. The visual representation for it is a raw form of data that's not meant to be displayed as an image. Sometimes you get strange 'music' playing because the game is probably trying to read data somewhere as audio, when it shouldn't. The standard battle music also freezes as the game gets confused, and around 1:48, it also attempts to play audio as it shouldn't. [video=youtube;r75FYH2o1FM]https://www.youtube.com/watch?v=r75FYH2o1FM[/video]
[QUOTE=JasperCarmack;52919242]I suppose Valve wanted their error model to be very 'loud' visually, so it really stands out. It's interesting to me that you mentioned this too. I know this may or may not correlate directly, but fear of errors or malfunctions in games seems to be pretty common. At the studio I last worked, we had around 140 playtesters at one point, and it was really interesting noting that a lot of the more serious testers seemed to have similar fears. We used to chat a fair bit and everyone agreed that malfunctioning games themselves could be considered quite creepy, particularly because you're now entering an area of the game where there is a new set of rules (or rather, the game may no longer obey the rules that have been laid out by the programmers, assuming it doesn't crash). MissingNo appears to be kind of an interesting example of this; You're seeing a game that's not really sure what it's doing and becomes confused. The visual representation for it is a raw form of data that's not meant to be displayed as an image. Sometimes you get strange 'music' playing because the game is probably trying to read data somewhere as audio, when it shouldn't. The standard battle music also freezes as the game gets confused, and around 1:48, it also attempts to play audio as it shouldn't. [video=youtube;r75FYH2o1FM]https://www.youtube.com/watch?v=r75FYH2o1FM[/video][/QUOTE] This is quite interesting, I thought I was the only one like this. I'll look more of this up later on, thanks for bringing this to my attention!
Mildly interesting discovery time! So, here we have a hastily fixed-up version of the wc map, "train_depot06." It's likely that it's an earlier version of the terminal square than "c17_plaza01." The most noticeable difference is that the terminal square itself is a lot more compact than in later revisions. [img_thumb]https://media.discordapp.net/attachments/308783561539059712/383766579755614238/hl2_2017-11-24_16-34-29-17.png?width=1059&height=662[/img_thumb] There's a set of arches that are placed outside of the playable area that heavily resemble the archways in the city_test (Get Your Free TVs!) maps [img_thumb]https://images-ext-1.discordapp.net/external/XQvnPe-YPD2nc2sIFUJ5UhLb8fV5Cf_QCp2rKAZjuxQ/%3Fwidth%3D1059%26height%3D662/https/media.discordapp.net/attachments/216740894546722816/383765367975182336/hl2_2017-11-24_16-46-33-04.png[/img_thumb] [img_thumb]https://media.discordapp.net/attachments/308783561539059712/383767399515684864/hl2_2017-11-24_16-47-22-69.png?width=1059&height=662[/img_thumb] [img_thumb]https://media.discordapp.net/attachments/308783561539059712/383767541325103105/2017-11-24_16_50_28-Hammer_-_Untitled_-_Textured.png[/img_thumb] When placed side-by-side with one another, the two are nearly identical. [I]WHAT COULD IT MEAN?![/I]
[QUOTE=Sergeant Stacker;52920319] [I]WHAT COULD IT MEAN?![/I][/QUOTE] That Valve reuses assets and designs?
It could also mean that the TVs are, in fact, not free! :conspiratard:
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