• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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the half life 2 beta you wished it looked like [IMG]https://gargarstegosaurus.files.wordpress.com/2010/08/ohtori.png[/IMG] [IMG]https://swabulous.files.wordpress.com/2016/12/01-001.jpg?w=500[/IMG] [IMG]https://image.tmdb.org/t/p/original/pHJ8jURQXaDAPSH3KE5UuZXfQrj.jpg[/IMG] doesn't this anime look exactly how the beta should look tho? its got all the weird organic architecture, all the weird metal scaffolding bits, arches, wrought iron, the only thing it needs to look even more half-life 2 beta-y is to make it all blue-greeny and desaturated, and look what happens when this happens [IMG]https://78.media.tumblr.com/f4fa766d05a8a3711e7cbab2a2582603/tumblr_opymszGR3q1sue6c2o1_500.png[/IMG] see, it's literally half life 2 beta but in anime form its gorgeous.
[url]http://store.steampowered.com/news/externalpost/steam_community_announcements/2149769425919240941[/url] how much do we need to wait? i understand that is hard to make such geometry to the maps and make new stuff in the engine but do we realy have to wait that much?
[QUOTE=standards;52921151]the half life 2 beta you wished it looked like [IMG]https://gargarstegosaurus.files.wordpress.com/2010/08/ohtori.png[/IMG] [IMG]https://swabulous.files.wordpress.com/2016/12/01-001.jpg?w=500[/IMG] [IMG]https://image.tmdb.org/t/p/original/pHJ8jURQXaDAPSH3KE5UuZXfQrj.jpg[/IMG] doesn't this anime look exactly how the beta should look tho? its got all the weird organic architecture, all the weird metal scaffolding bits, arches, wrought iron, the only thing it needs to look even more half-life 2 beta-y is to make it all blue-greeny and desaturated, and look what happens when this happens [IMG]https://78.media.tumblr.com/f4fa766d05a8a3711e7cbab2a2582603/tumblr_opymszGR3q1sue6c2o1_500.png[/IMG] see, it's literally half life 2 beta but in anime form its gorgeous.[/QUOTE] No. No. No. Nooo-ooo. [video=youtube;rR8F_ik8A1I]https://www.youtube.com/watch?v=rR8F_ik8A1I[/video] [video=youtube;QhroZHTjNFw]https://www.youtube.com/watch?v=QhroZHTjNFw[/video] [video=youtube;uCVKrRPFNSU]https://www.youtube.com/watch?v=uCVKrRPFNSU[/video]
[QUOTE=restellarous]No. No. No. Nooo-ooo.[/QUOTE] [IMG]http://oldhatcreative.com/sites/default/files/blog_images/oh-yes.gif[/IMG] [IMG]https://vignette.wikia.nocookie.net/half-life/images/5/5d/Airex_pistons_inside.jpg/revision/latest/scale-to-width-down/640?cb=20091007092506&path-prefix=en[/IMG] [IMG]http://vignette1.wikia.nocookie.net/half-life/images/6/6c/Children_cremators.jpg/revision/latest?cb=20100128131615&path-prefix=en[/IMG][IMG]https://i.pinimg.com/564x/57/77/b9/5777b99545d8d542291aced1c63783c3--anime-art-anime-manga.jpg[/IMG] [IMG]https://68.media.tumblr.com/9b9ced71647184d9257e07611c976f25/tumblr_n0i5usvH3N1svhed3o1_500.gif[/IMG] [IMG]https://vignette.wikia.nocookie.net/half-life/images/9/97/Trainstation_2.jpg/revision/latest/zoom-crop/width/320/height/320?cb=20090112024946&path-prefix=en[/IMG] [IMG]https://i.pinimg.com/736x/c6/20/f7/c620f7b9a3586d2b3d7d1e35b4dce023--half-life-fantasy-artwork.jpg[/IMG] There's some architectural similarities, at minimum. [editline]25th November 2017[/editline] Also, i don't know what you guy's hate for green lighting and tile is from, i think it looks cool and is a cool thing for experimentation. if you take away the tile and the weird buildings all your left with is this vague Eastern European city that when you put time into thinking about the why part all you get is this Rorschach test, this mirror into your own psyche, because valve puts as little thinking into anything as possible. at least with the weird buildings and the tile and the lighting being green its a more heavy handed of a metaphor at something rather than a sorta generic dystonia with some totalitarian imagery. [editline]25th November 2017[/editline] like lambda videos did like this thing about like their interpretation of some hazard01 filler jumpscare text being about gordon freeman in a coma and having his emotions and empathy surgically removed and stuff, so at least its making an attempt at saying something rather than it being entirely speculative and "just leave it all for episode three we'll totally make that" [editline]25th November 2017[/editline] like just come up with your own stuff and your interpretation of whats beta and use it to say something about what you believe in. art and games are no fun when you can't think obsessively about them for hours. thats what makes a good walking sim fun, its that it feels exploratory and medatative and gives you opportunity to think. [editline]25th November 2017[/editline] also im rambling its like 5 am over here sorry. [highlight](User was banned for this post ("Reaction pic" - Mezzokoko))[/highlight]
[QUOTE=Sergeant Stacker;52920319]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] They both have an APC and a TV store, so I guess the Terminal Plaza layout/concept evolved from from the city_test maps? I mean, e3_terminal even has a Citizen throwing molotovs. Also, is that the original lighting in the map, or was it edited to fit the sky texture?
I think we're looking way too hard into this, there is a simple explanation. First off, we need to look at where this group of brushes exists within train_depot06 (the series IS earlier than c17_plaza, no doubt about it). [IMG]https://cdn.discordapp.com/attachments/308783561539059712/383791580646998016/image.png[/IMG] As we can see, the archway(s) are with a group of random objects (keep in mind this is not like a hidden/cut area thing, these objects are not within hidden visgroups), it's basically just a random heap of stuff kept to the side, most likely just an area for intricate brushwork to be worked on separately in a more clean environment (could probably also serve as a space for dumping useful prefabs too. It's probable that Aaron (the builder of this map) simply had objects like brick archways as prefabs and just dumped them somewhere to be used later (something that adds to my argument is the fact that out of all these random things here, the brickwall012 archway object is the only thing that stayed throughout the map's variations (train_depot06 - train_depot10), so obviously Aaron thought it was a useful object and/or he was going to use it sometime later in building the map). I'm pretty sure that this brick archways prefab is the same one as the one from one of the city_test maps judging by the textures and geometry (but the same archway object (in terms of brushwork) is used in many, many maps, so the city_test series may not be where the object originated from, although it is the earliest map we have in which it exists), but I wouldn't look too hard at this, it's more than likely just a random prefab. I think there are a lot of similar random instances of this archway in a load of other maps too, if my memory serves correct, it's a very common brush object. [editline]25th November 2017[/editline] [QUOTE=PikaCommando;52921401]They both have an APC and a TV store... Also, is that the original lighting in the map, or was it edited to fit the sky texture?[/QUOTE] None of the city_test maps actually have a TV store in them. And, yes, that is the map's original lighting, I think the screenshot makes it look slightly darker than it actually is though.
snip
god stop quoting his long ass posts jesus christ
[QUOTE] like lambda videos did like this thing about like their interpretation of some hazard01 filler jumpscare text being about gordon freeman in a coma and having his emotions and empathy surgically removed and stuff, so at least its making an attempt at saying something rather than it being entirely speculative and "just leave it all for episode three we'll totally make that"[/QUOTE] I made that video on my Lambda Videos channel, and I never said that was supposed to be the plot within Hazard01 at all - I just presented it as a hypothetical "What if?" argument. The details on that video are a little hazy, I made it very early in the morning quite a long time ago (it was archived for a while before I made it public), but I'm sure that I never said it was definitely what Laidlaw was getting at. That map was - in my opinion - nothing more than a simple test map, screwing around with some technique that could've been used when the plot was fully fleshed out. Laidlaw made some basic-ass "creepy" sound effects and text and made it into a basic Hazard Course map - it's even possible that the Hazard Course map existed [I]before[/I] Hazard01 gained it's plot features. TL;DR, because I know I'm rambling: My hypothetical interpretation was total hypothetical. Figures. There is no anime conspiracy in the Beta, and Hazard01 was a failed experiment whipped up in a short span of time by Marc Laidlaw.
[QUOTE=Akis_02;52921284][url]http://store.steampowered.com/news/externalpost/steam_community_announcements/2149769425919240941[/url] how much do we need to wait? i understand that is hard to make such geometry to the maps and make new stuff in the engine but do we realy have to wait that much?[/QUOTE] When making a huge update for a retail game and adding so much content into said update; yeah, you really do! At least they're posting their status/progress on the update to make up for the delay.
Does anyone know how to fix this issue where some brushes can be seen through another? [IMG]https://i.imgur.com/PmPTLw9.png[/IMG] Although it doesn't happen in the editor [IMG]https://i.imgur.com/RIZI3Bi.png[/IMG] [QUOTE=bw1119;52921449] None of the city_test maps actually have a TV store in them. And, yes, that is the map's original lighting, I think the screenshot makes it look slightly darker than it actually is though.[/QUOTE] That's odd, my mental image of city_test always has that TV store from e3_terminal in where the building with the shuttered window is.
[QUOTE=PikaCommando;52922181]Does anyone know how to fix this issue where some brushes can be seen through another? [IMG]https://i.imgur.com/PmPTLw9.png[/IMG] Although it doesn't happen in the editor [IMG]https://i.imgur.com/RIZI3Bi.png[/IMG] That's odd, my mental image of city_test always has that TV store from e3_terminal in where the building with the shuttered window is.[/QUOTE] Its just a transculance texture issue, here is texture config with disabled transculate and metal surface parameter: [url]https://yadi.sk/d/bGKwk14x3Q3VGi[/url]
Alternatively, replace "translucent" with "alphatest" to prevent sorting issues, but alphatest results in sharper gradients in alpha channels. This can be partially improved by adding "$allowalphatocoverage" "1"
[video=youtube;K1zHy5IrKxA]https://www.youtube.com/watch?v=K1zHy5IrKxA[/video] This map is a complete remake done from scratch of an old Gmod 10 map using Portal Beta assets. I'm aware the cubemaps are broken, I just didn't feel like pakratting them out for this video.
A bit off-topic but those updates the BMS team are pushing are pretty impressive. If they release modding support for BMS I might consider getting back into Source 1 mapping if not just to make maps with fancy graphics. On the other hand, it's a bit disappointing they are focusing more on the visuals of BMS than the actual gameplay (just from the looks of it, but I could be wrong).
I saw a few people complaining they are focusing unecessarily on the visual effects. I completely disagree. They seem to care a lot about only releasing visual upgrades that Source 1 strictly needs to support their vision of Xen. It doesnt seem they are adding shaders/effects just for the heck of it, or because they can. Besides, the effects really do make a difference in the final product, and bring some of the biggest HL1 setpieces to life.
[QUOTE=95Navigator;52922795]I saw a few people complaining they are focusing unecessarily on the visual effects. I completely disagree. They seem to care a lot about only releasing visual upgrades that Source 1 strictly needs to support their vision of Xen. It doesnt seem they are adding shaders/effects just for the heck of it, or because they can. Besides, the effects really do make a difference in the final product, and bring some of the biggest HL1 setpieces to life.[/QUOTE] imo Half-Life did a pretty great job at bringing some of the biggest HL1 setpieces to life.
[QUOTE=95Navigator;52922795]I saw a few people complaining they are focusing unecessarily on the visual effects. I completely disagree. They seem to care a lot about only releasing visual upgrades that Source 1 strictly needs to support their vision of Xen. It doesnt seem they are adding shaders/effects just for the heck of it, or because they can. Besides, the effects really do make a difference in the final product, and bring some of the biggest HL1 setpieces to life.[/QUOTE] Id argue the only things that're really essential are the 4 layer blend materials and the skybox lighting (one can argue that the skybox lighting might be cheating or represent an inaccurate portrayal of localized lighting). Everything else is auxiliary to the actual atmosphere. I don't see lens flares or volumetric/dynamic fog/lighting to be essential to the core aesthetic of BMS. By no means are these bad implementations (although I must say lens flares are [I]soooo[/I] overused), they just don't seem to be things that require immediate implementation if other (core) aspects of the game are still being worked on. But then, well, we [i]are[/i] talking about a game that is essentially a beautification of the original gold source version so I don't blame them for making it look fancy. ((((my opinions are all twisted))))
[QUOTE=PikaCommando;52922802]imo Half-Life did a pretty great job at bringing some of the biggest HL1 setpieces to life.[/QUOTE] Yeah... with, you know, 1998 graphics and scale. Lets be honest to ourselves. inb4 GRAPHICSDON'TMAKETHEEXPERIENCEyabbayabbayabba Using some WC mappack analogy, it's like comparing wasteland_depot_outside to e3_depot.
Hey, not long ago I remember someone making as a model the old VAB APC brush from the leak but I can't find it, someone knows where it is and/or their author? I wanna use it on a map but I want to know which license it has, and if original leak textures were used on it. We should post at the OP/some sort of Google Docs a list with all the community created stuff related with the leak so we can find it easier.
[QUOTE=Maestro Fenix;52923703]Hey, not long ago I remember someone making as a model the old VAB APC brush from the leak but I can't find it, someone knows where it is and/or their author? I wanna use it on a map but I want to know which license it has, and if original leak textures were used on it. [/QUOTE] [URL="https://facepunch.com/showthread.php?t=1253345&p=49819402&viewfull=1#post49819402"]This one?[/URL]
Yes but someone did like a HD version of it I think. Maybe is just the same model.
[video=youtube;kWQmcN-dOGw]https://www.youtube.com/watch?v=kWQmcN-dOGw[/video] meh
Does anyone know who GMC's face texture is based on? [IMG]http://combineoverwiki.net/images/thumb/9/9a/Citizen_17_face.png/108px-Citizen_17_face.png[/IMG] My guess is Ted Backman. Also, which map(s) was it that referenced citizen.mdl? Looks like it's a cycler entity, but even the ones in city_test calls for alyx.mdl. [IMG]http://combineoverwiki.net/images/9/92/Citizen.mdl.png[/IMG]
[QUOTE=Maestro Fenix;52924105]Yes but someone did like a HD version of it I think. Maybe is just the same model.[/QUOTE] You might be thinking of my work on it. I made a normal map for it and gave it some phong. Does that ring a bell?
[QUOTE=PikaCommando;52924246]Also, which map(s) was it that referenced citizen.mdl?[/QUOTE] There are a lot of maps which reference citizen.mdl.
[video=youtube;s1EidLUZx1M]https://www.youtube.com/watch?v=s1EidLUZx1M[/video] Decided to release this, it's an old Gmod 9 Portal map ported to retail using beta assets. Been working on it on and off since 2013, it's probably filled with bugs, but have fun!
[QUOTE=bw1119;52924672]There are a lot of maps which reference citizen.mdl.[/QUOTE] Do you know what some of them are?
New stuff from Butou Leak driveable APC [video=youtube;YGmklFLGP_0]https://www.youtube.com/watch?v=YGmklFLGP_0[/video] Vs Human Error driveable APC [video=youtube;-FlrdN6HM_c]https://www.youtube.com/watch?v=-FlrdN6HM_c[/video]
[QUOTE=Mech Bgum;52925419]Dear Esther had great Xen without needing fancy shmaders.[/QUOTE] But Dear Esther's vision of Xen is obviously different from Crowbar Collective's vision of Xen. Thats why they need those, again, very few effects (when compared to any modern game released in the last 5 years). Relax, it's not like they are going the Cinematic Mod way.
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