• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=PikaCommando;53004802]Interesting point. Was there any indications that the Alien Assassin was a part of the Combine?[/QUOTE] As opposed to what? A wild creature? They're sentient enemies. Only the Combine has sentient units that are hostile to the player. Plus they're on Borealis, which was captured by the Combine, deploying the assassins in the process. So of course they're part of the Combine... Oh, and they were part of the Combine parade in some versions of the e3_terminal.
[QUOTE=Cvoxalury;53004819]As opposed to what? A wild creature? They're sentient enemies. Only the Combine has sentient units that are hostile to the player. Plus they're on Borealis, which was captured by the Combine, deploying the assassins in the process. So of course they're part of the Combine... Oh, and they were part of the Combine parade in some versions of the e3_terminal.[/QUOTE] As opposed to a sentient enemy that's not part of the Combine. I find it odd that they are referred to as Alien instead of Combine (plus the fact that the Combines already have their own Combine Assassin) and also how they are the only non-human that can be zombified before Ep1 showed us that Combine Soldiers can be zombified too. But since they're part of the Parade, I guess they really are Combine.
[QUOTE=Nicknine;53003871]I think you did not copy Male_0101.mdl over. Citizen models use a shared MDL file for animations, Male_0101.mdl (and shared MDL files are completely different from how retail Source does includemodels so I have to shove everything into the main model). You're supposed to put the shared file in the same dir as the main model (e.g. Male_01.mdl) then target the main model.[/QUOTE] Cheers for the help, this fixed the conversion of the model but when I decompile the model the edit the .qc, to add custom materials, then recompile with crowbar I end up with this. [IMG]https://i.imgur.com/zA6V5U2.png[/IMG] Still a deformed horror in some ways. Once again, any way I can fix this and put this Leak Citizen out of his misery?
[QUOTE=PikaCommando;53004854]As opposed to a sentient enemy that's not part of the Combine. I find it odd that they are referred to as Alien instead of Combine (plus the fact that the Combines already have their own Combine Assassin) and also how they are the only non-human that can be zombified before Ep1 showed us that Combine Soldiers can be zombified too. But since they're part of the Parade, I guess they really are Combine.[/QUOTE] It [I]could[/I] be, of course, that the AlienAss. is a remnant of the very old era when the Combine weren't even defined as such. But there's lots of old stuff like that. Old dropship model is simply named 'dropship'. The crab synth is named 'synth'. The mortar synth - 'mortarsynth.mdl'. The female assassin came in later, I strongly believe that, because the style is so much closer to retail, it's cleaner and more... well, it fits retail more. Cremators are also not called "Combine_Cremator.mdl". That being said, the assassin is a v.35 model so it's fairly modern (comparable to the physics gun). If it was some v28 or v31 model then it would be more believable that they preceeded the Combine, but otherwise I think it was always part of the Combine, this unified enemy of alien origin.
[QUOTE=Cvoxalury;53005300]It [I]could[/I] be, of course, that the AlienAss. is a remnant of the very old era when the Combine weren't even defined as such. But there's lots of old stuff like that. Old dropship model is simply named 'dropship'. The crab synth is named 'synth'. The mortar synth - 'mortarsynth.mdl'. The female assassin came in later, I strongly believe that, because the style is so much closer to retail, it's cleaner and more... well, it fits retail more. Cremators are also not called "Combine_Cremator.mdl". That being said, the assassin is a v.35 model so it's fairly modern (comparable to the physics gun). If it was some v28 or v31 model then it would be more believable that they preceeded the Combine, but otherwise I think it was always part of the Combine, this unified enemy of alien origin.[/QUOTE] yeah but the model doesnt tell much of the story the idea itself might been older than the model,they might had the idea at the same time as the cremators dropships and then they made the model ^^^^^^^^^^ bullshit (maybe,dunno ,':) )
[QUOTE=McWakkerson;53005281]Cheers for the help, this fixed the conversion of the model but when I decompile the model the edit the .qc, to add custom materials, then recompile with crowbar I end up with this. [IMG]https://i.imgur.com/zA6V5U2.png[/IMG] Still a deformed horror in some ways. Once again, any way I can fix this and put this Leak Citizen out of his misery?[/QUOTE] Why use the converter if you're just gonna decompile the model anyway? Crowbar supports V37 models. Besides, recompiling NPC models usually results in losing some data like entity movement in sequences.
[QUOTE=Nicknine;53006504]Why use the converter if you're just gonna decompile the model anyway? Crowbar supports V37 models. Besides, recompiling NPC models usually results in losing some data like entity movement in sequences.[/QUOTE] Since were on this topic, I have two questions specifically for you, if you can answer them: 1- Do your model converters have limitations? Every model Ive tested your converters on came out fine, even the Bullsquid. 2- What are the conditions of use of your software? Can we use it in our projects as long as we give proper credit to you?
[QUOTE=Nicknine;53006504]Why use the converter if you're just gonna decompile the model anyway? Crowbar supports V37 models. Besides, recompiling NPC models usually results in losing some data like entity movement in sequences.[/QUOTE] I used your converter as decompiling the Leak Citizen model using Crowbar doesn't decompile the animations and the LODs whereas your converter does. I decompiled the model using Crowbar after using your converter as I wanted to edit the .qc and add custom materials to the model.
It makes sense for the Cremator to be an enslaved alien assassin, they both have a similar hight and both have that sphere and similar arms.
[QUOTE=95Navigator;53006688]Since were on this topic, I have two questions specifically for you, if you can answer them: 1- Do your model converters have limitations? Every model Ive tested your converters on came out fine, even the Bullsquid. 2- What are the conditions of use of your software? Can we use it in our projects as long as we give proper credit to you?[/QUOTE] 1) Not as far as I'm aware, I'm pretty sure I've covered everything there is. It should work on every V35-V37 model. 2) Go right ahead.
[QUOTE=Cvoxalury;53002987]Oh wow, that brings back memories... [t]https://pp.userapi.com/c834204/v834204197/62566/ngo9ec8KfYI.jpg[/t][/QUOTE] Our little joke about this [thumb]https://i.imgur.com/jZHlPpf.png[/thumb] [QUOTE=Nicknine;53003871]You know, the similarity is staggering. I'm willing to bet that Team Gaben was also writing V37 model converter at some point and ran into the same issue with shared MDL files.[/QUOTE] It's actually caused by an improper implementation of v37 models with shared model support. It looked like this ingame. We do have a v35/v36 to v37 converter but that's hardly interesting. [QUOTE=chipsnapper2;53003953]Man, I miss those guys. When's the next MI release (if ever)?[/QUOTE] At this point it'll be close to impossible to get something good together for 2017 so I'm fairly confident in saying 2018. Q1 or Q2.
does enyone here knows a beta model decompiler what saves movement data?
[QUOTE=Akis_02;53008599]does enyone here knows a beta model decompiler what saves movement data?[/QUOTE] There's no decompiler that preserves movement data for retail models, let alone beta ones. If you just need to port beta models over to retail you can use my converter: [url]https://facepunch.com/showthread.php?t=1544804&p=52072772#post52072772[/url] [QUOTE=ProZak;53008492]It's actually caused by an improper implementation of v37 models with shared model support. It looked like this ingame. We do have a v35/v36 to v37 converter but that's hardly interesting.[/QUOTE] Yeah, that's what I meant, I got this when I was not reading animation data from shared models correctly.
[QUOTE=Nicknine;53009185]There's no decompiler that preserves movement data for retail models, let alone beta ones[/QUOTE] And why is that? I had to manually recreate movement data for quite a few models. Basically, any NPC that I'd recompile. In most cases the recreation isn't perfect. But look, all it takes is - read the original speed (since mdlviewer shows the speed, I assume it can be extracted), read the length, divide speed by length, then progressively add the resulting value as offset to the root bone in each frame starting with 2nd. Since I can do that manually, SURELY a program can automate that, and do it precisely (I tend to round the numbers up or down)? At least for linear anims. I'm not even asking for blended (but it can be done too, I'm sure). So why?
[QUOTE=Cvoxalury;53009211]And why is that? I had to manually recreate movement data for quite a few models. Basically, any NPC that I'd recompile. In most cases the recreation isn't perfect. But look, all it takes is - read the original speed (since mdlviewer shows the speed, I assume it can be extracted), read the length, divide speed by length, then progressively add the resulting value as offset to the root bone in each frame starting with 2nd. Since I can do that manually, SURELY a program can automate that, and do it precisely (I tend to round the numbers up or down)? At least for linear anims. I'm not even asking for blended (but it can be done too, I'm sure). So why?[/QUOTE] My decompiler does it so I'm not sure why no others doesn't support it to be honest.
Is there a "correct" way to compile that HL1 alpha zombie model from the previous thread? I keep getting odd results.
[QUOTE=ProZak;53009214]My decompiler does it so I'm not sure why no others doesn't support it to be honest.[/QUOTE] Right, because the theory is very straightforward. If you look into an animation smd you realise that it's just 1) a list of indexed bones 2) a frame-by frame matrix that describes X-Y-Z coordinates and X-Y-Z rotation of said bones, by index. So if you detect the root bone (decompilers can do that), and then read the original speed (I assume they can do that), then, by the time you write the reconstructed SMDs, you can take that function of speed and tweak the X/Y/Z coordinate (based on direction of movement) either adding to it (forward movement) or subtracting (backward movement). Repeat for each frame, accumulating the offset. This is very mechanical and plain, so I can't imagine why the most versatile of decompilers, Crowbar, still cannot do that at all.
[QUOTE=Cvoxalury;53009254]Right, because the theory is very straightforward. If you look into an animation smd you realise that it's just 1) a list of indexed bones 2) a frame-by frame matrix that describes X-Y-Z coordinates and X-Y-Z rotation of said bones, by index. So if you detect the root bone (decompilers can do that), and then read the original speed (I assume they can do that), then, by the time you write the reconstructed SMDs, you can take that function of speed and tweak the X/Y/Z coordinate (based on direction of movement) either adding to it (forward movement) or subtracting (backward movement). Repeat for each frame, accumulating the offset. This is very mechanical and plain, so I can't imagine why the most versatile of decompilers, Crowbar, still cannot do that at all.[/QUOTE] Have you ever contacted the developer of crowbar and suggested it?
Well here's you're answer as to who made the skyboxes for HL and how: [media]https://twitter.com/joewintergreen/status/945981883908726788[/media]
[QUOTE=ToyokaX;53009878]Well here's you're answer as to who made the skyboxes for HL and how[/QUOTE] I don't see either in these tweets.
[QUOTE=ToyokaX;53009878]Well here's you're answer as to who made the skyboxes for HL and how: [media]https://twitter.com/joewintergreen/status/945981883908726788[/media][/QUOTE] "Who" is Viktor Antonov and "how" is Photoshop + existing concept art (that was also done in Photoshop). Neither of these gentlemen are Valve artists so they had no involvement in creating this skybox (or any other).
[QUOTE=ProZak;53008492]At this point it'll be close to impossible to get something good together for 2017 so I'm fairly confident in saying 2018. Q1 or Q2.[/QUOTE] You guys still need some custom models? I'm finally getting my computer back up and running, and I should have internet in my new place in the coming month or two (at the moment I have 4G though so that works in a pinch), and I'd like to get back to modelling for you guys if you'll have me. Shoot me a PM if you want to get in touch. Sorry for disappearing on you again by the way. I was rather embarrassed that I managed to break my computer (busted it while moving :v:) and just resigned to trying to get it fixed, but that took much longer than expected. Glad to see you guys are still working on MI! I tried idling on the IRC for a little while but no one was around.
[QUOTE=ToyokaX;53009878]Well here's you're answer as to who made the skyboxes for HL and how: [media]https://twitter.com/joewintergreen/status/945981883908726788[/media][/QUOTE] Joe Wintergreen used to be team lead of Missing Information. He's the dude that flew Gabe to Australia. He never worked for Valve nor did the other dude. [QUOTE=mugofdoom;53010217]-[/QUOTE] Sent you a message on Steam.
Doh, I don't know why I had the impression these were his works. :dig:
What are the odds there will ever be a professional quality "HL2 Cut Content" full game?
[QUOTE=Nicknine;53009185]There's no decompiler that preserves movement data for retail models, let alone beta ones. If you just need to port beta models over to retail you can use my converter: [url]https://facepunch.com/showthread.php?t=1544804&p=52072772#post52072772[/url] Yeah, that's what I meant, I got this when I was not reading animation data from shared models correctly.[/QUOTE] Hey, I've being using your converter but Akis_02 and I can't figure out how the -actedit command works. Could you help us out with an example?
[QUOTE=artDecor;53011915]What are the odds there will ever be a professional quality "HL2 cut content" full game?[/QUOTE] I'd say HL3 has a better chance of happening than that.
[QUOTE=mugofdoom;53010217]You guys still need some custom models? I'm finally getting my computer back up and running, and I should have internet in my new place in the coming month or two (at the moment I have 4G though so that works in a pinch), and I'd like to get back to modelling for you guys if you'll have me. Shoot me a PM if you want to get in touch. Sorry for disappearing on you again by the way. I was rather embarrassed that I managed to break my computer (busted it while moving :v:) and just resigned to trying to get it fixed, but that took much longer than expected. Glad to see you guys are still working on MI! I tried idling on the IRC for a little while but no one was around.[/QUOTE] Nice to see you still kicking around dude.
[QUOTE=epicplayer;53011924]Hey, I've being using your converter but Akis_02 and I can't figure out how the -actedit command works. Could you help us out with an example?[/QUOTE] Don't pass activity names as arguments, just add -actedit parameter and the program will request activity name for each sequence.
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