VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
Here's a little something. Once again, thanks to Nicknine for his amazing converter, the Conscript model from the Leak ported to the Source Engine.
[IMG]https://i.imgur.com/1ktWWK6.png[/IMG]
Download: [url]http://www.mediafire.com/file/dxt1zc78x4vb22b[/url]
What was the sound file used for when an NPC fires the SMG in the leak?
[QUOTE=Dindex;52995152]A friend of mine has sent me this video, I don't think no one has seen this before.
[url]http://www.derekjenson.com/half-life-2.html[/url][/QUOTE]
Is the HEV texture different? The underside of the palm seems lighter.
It's kind of weird, these are at least 720p renders of the animations, so they were probably done recently, right? But some textures are not retail
Yeah, and that seagull animation is really cute, never noticed them land in retail, I always thought they just teleport behind you in coast levels.
[QUOTE=McWakkerson;53014518]
[IMG]https://i.imgur.com/1ktWWK6.png[/IMG]
[/QUOTE]
Do the same with the Conscriptdemo.mdl models.
[QUOTE=epicplayer;53014633]What was the sound file used for when an NPC fires the SMG in the leak?[/QUOTE]
It's npc_smg1_fire1.wav in the test folder in sound.
[QUOTE=halfer;53014701]Is the HEV texture different? The underside of the palm seems lighter.
It's kind of weird, these are at least 720p renders of the animations, so they were probably done recently, right? But some textures are not retail
Yeah, and that seagull animation is really cute, never noticed them land in retail, I always thought they just teleport behind you in coast levels.[/QUOTE]
these hand textures can be found on the leak i think they are the same as in the video
Those hand textures appear in Half Life 2 Survivor.
I've got the texture sheet up on the wiki -
[url]http://vcc.wikia.com/wiki/Derek_Jenson_Portfolio#Admire_Suit[/url]
So I've made some cool improvements to the combot that I've been working on. Things like improvements to the gas attack, the spotlight, the texture, and some features to bring it more in line with the retail scanner. It's been pretty fun. I always loved the combot, I think that it has so much more personality than the retail scanner and in general is just more interesting.
[QUOTE=Milkyway M16;53015468]So I've made some cool improvements to the combot that I've been working on. Things like improvements to the gas attack, the spotlight, the texture, and some features to bring it more in line with the retail scanner. It's been pretty fun. I always loved the combot, I think that it has so much more personality than the retail scanner and in general is just more interesting.[/QUOTE]
Sounds good! Can't wait to see it in action
[QUOTE=PikaCommando;53011960]I'd say HL3 has a better chance of happening than that.[/QUOTE]
That's tragic. I'd be much more excited to play a HL2 cut content game than HL3. I just want to forget that whole mess.
happy new year to all the members of this community, lets hope of new healthy year with alot of successes
and maybe some news on hl3 :P
Well I doubt we'll hear anything having to do with ep3 or hl3, but I feel like this will be a great year for the hl2 cut content community!
Artifact Cut Content v1 - Digging through Valve's sewage pipe since big bang
[QUOTE=Koray;53020187]Artifact Cut Content v1 - Digging through Valve's sewage pipe since big bang[/QUOTE]
I think we can start from Steam Parlor Games.
Is there a way to change a model's texture without decompiling it?
[QUOTE=epicplayer;53021318]Is there a way to change a model's texture without decompiling it?[/QUOTE]
You can change the VMT to point to another VTF.
Has anyone converted the wastescanner models from the leak? Nicknine's converter doesn't do v35
[QUOTE=Milkyway M16;53022189]Has anyone converted the wastescanner models from the leak? Nicknine's converter doesn't do v35[/QUOTE]
You can use Crowbar decompiler to decompile that model, and then studiomdl from release to compile it
[QUOTE=Milkyway M16;53022189]Has anyone converted the wastescanner models from the leak? Nicknine's converter doesn't do v35[/QUOTE]
Hit me up on Steam.
So I was looking through shader sources without any specific goal, and turns out the NPC eyes were supposed to have realtime dilation
[t]https://pp.userapi.com/c834101/v834101229/71760/etB7U9Te8xY.jpg[/t]
As you can see, that piece there is commented, i. e. disabled and doesn't run in the compiled form.
Unfortunately, I cannot compile them and check in-game, because the shaders code is in such shit state thanks to Valve, half the time it relies on files they didn't ship but you can find them in Alien Swarm (it being more modern), but then if you try to copy those, they in turn rely on other, deeper order files that are also outdated in 2013 SDK, so I try to untangle it and it's basically insurmountable because I have to replace CBaseVSShader (because 2013's one is heavily outdated and doesn't include modern paramteres, but ASW one would demand even deeper changes from imaterialsystem.h and such), so I can't check ingame. Oh well. Let's all just close our own eyes and try to imagine these cool things.
edit
To be more precise, this is just ridiculous and it makes me so angry.
Take eyes for example. To compile them, I need vortwarp_vs20_helper.h and cloak_blended_pass_helper.h. Neither of those are in 2013 SDK (because it's a piece of shit and doesn't even know about cloak shaders or emissive blend or any other modern stuff, it's basically paleolithic), but I find them in ASW SDK, but then they are more modern and for example they want SetHWMorphVertexShaderState to be in CBaseVSShader, but cbasevsshader.h that's shipped in 2013 SDK, [B]doesn't have it[/B] because it's fucking ancient or maybe it's some castrated version. But you can't replace it because this is too deep already and it starts calling to public\ code and this mess is neverending. Fuck off, Valve.
[QUOTE=Cvoxalury;53022980]
As you can see, that piece there is commented, i. e. disabled and doesn't run in the compiled form.
Unfortunately, I cannot compile them and check in-game, because the shaders code is in such shit state thanks to Valve, half the time it relies on files they didn't ship but you can find them in Alien Swarm (it being more modern), but then if you try to copy those, they in turn rely on other, deeper order files that are also outdated in 2013 SDK, so I try to untangle it and it's basically insurmountable because I have to replace CBaseVSShader (because 2013's one is heavily outdated and doesn't include modern paramteres, but ASW one would demand even deeper changes from imaterialsystem.h and such), so I can't check ingame. Oh well. Let's all just close our own eyes and try to imagine these cool things.[/QUOTE]
Really? I don't think I ever had any problems except maybe setting up Perl correctly (I updated the VDC article though after fixing it [url]https://developer.valvesoftware.com/wiki/Shader_Authoring[/url]).
I could give it a spin.
What SDK are you using?
[QUOTE=ProZak;53023149]Really? I don't think I ever had any problems except maybe setting up Perl correctly (I updated the VDC article though after fixing it [url]https://developer.valvesoftware.com/wiki/Shader_Authoring[/url]).
I could give it a spin.
What SDK are you using?[/QUOTE]
2013 SP. I'm currently trying to compile the necessary shaders include files first.
First of all, turns out that in CBaseVSShader class, all of that important stuff that these shaders rely on, goes inside an #if[B]n[/B]def GAME_SHADER_DLL, and since I [I]am[/I] compiling a game_shader_dll, that's always off, which produces errors in the shader code (because it calls to functions that are disabled by default), but then when I flip it and enable those functions, they, in turn, all require that I compile shader sources (fxc, psh and vsh) first, and when I do that, it keeps coming up with excuses to not let me compile it. For example it would require files such as common_fog_ps_supportsvertexfog_fxc.h which isn't in 2013 (it's in ASW), or it'll say that it doesn't know what the hell CalcPixelFogFactorSupportsVertexFog is, because 2013's common_ps_fxc.h doesn't include it (as opposed to ASW's one), because it's fucking obsolete.
Essentially, 2013's SDK is a miserable mess that's only good for pathethic post-process effects and not any serious stuff or editing base shaders. This makes me quietly furious. 2013's is good to you as long as what you're trying is some shitty SSAO or some simple sepia (both don't actually work right, lol), but when you wanna see how NPC eyes can dilate, then fuck you.
And before someone tells me to switch to 2013 MP which is more up to date or whatever, I won't do that, becaues [I]it can't mount Episodic content at all[/I].
edit
like look at this shit, it keeps coming up with whatever reasons one after another, it won't even tell me in one pass
[t]https://pp.userapi.com/c841621/v841621613/53310/b632kJ9LuCQ.jpg[/t]
[t]https://pp.userapi.com/c841621/v841621613/53318/15oZzWyksSs.jpg[/t]
Because these files are obsolete and almost always not quite compatible.
Alright it works for everybody now. I forgot I needed to pass those scaled coordinats back into the eye, so I fixed that.
This here is dilation 0.1-0.65. Full range (0-1) looks weird so I clamped it.
Now I can program a custom proxy for citizens and maybe some other creatures...
[t]https://cdn.discordapp.com/attachments/354581520155148289/397858552909398016/human_eye2.gif[/t]
thats some insane attention to detail for a character who's face is still blurry as shit
[QUOTE=Milkyway M16;53022189]Has anyone converted the wastescanner models from the leak? Nicknine's converter doesn't do v35[/QUOTE]
didn't crazy bubba did this already?
[url]https://facepunch.com/showthread.php?t=1521400&p=50806288&viewfull=1#post50806288[/url]
[QUOTE=artDecor;53023560]thats some insane attention to detail for a character who's face is still blurry as shit[/QUOTE]
Yeah, people were excited over simple glint on characters' eyes, but they could've had this. Crazy. I guess it's next to impossible to catch that detail in action, still, they wouldn't have lost anything if they left that in. It doesn't cost anything, the effect, it's a simple mathematical adjustment that wouldn't affect compatibility or requirements, and they could've used it on creatures with bigger/pronounced eyes, like scanners or something.
Did you also know that the ichthyosaur in HL2 has complex shader eyes? Not simple texture eyes, like those on the bullsquid or something, but actual eyes with cornea and irises and flex setups. Moving, animated, potentially. And it all means nothing, because ichthyosaur is among the least finished/implemented retail creatures. It's actually quite broken, if you try and fix their AI, easier to re-write it from scratch, or use HL:S code; even then, I found I needed to recompile it and add root bone movement for it to do anything at all.
[editline]3rd January 2018[/editline]
Well, the effect isn't expensive, but the algorhitms which would decide when the NPC should have their pupils dilate or contract, could be hella expensive when you have a number of people in the scene (then again, you can set it to only dilate in player's PVS, within given distance, on closest LOD, etc), or it could be driven by the choreographed scene. I think I'll spend some time tinkering with possible solutions. Inevitably, it'll require writing a proxy, but that's simple, but the conditions that control it, that's some food for thought. You can tie it to emotions (citizens do have anger/fear/worry emotions), maybe health condition, damn, you can even tie it to weapon muzzle flashes.
[QUOTE=Akis_02;53023564]didn't crazy bubba did this already?
[url]https://facepunch.com/showthread.php?t=1521400&p=50806288&viewfull=1#post50806288[/url][/QUOTE]
Thanks! I thought someone had already done it, this is what I was going to do.
[QUOTE=Cvoxalury;53023509]Alright it works for everybody now. I forgot I needed to pass those scaled coordinats back into the eye, so I fixed that.
This here is dilation 0.1-0.65. Full range (0-1) looks weird so I clamped it.
Now I can program a custom proxy for citizens and maybe some other creatures...
[t]https://cdn.discordapp.com/attachments/354581520155148289/397858552909398016/human_eye2.gif[/t][/QUOTE]
I can imagine playing through the game where everyone has 1.00 dilation, plus gmod videos where characters would cycle dilation really fast :disgust:
Hey! Post-process effects are cool! :(
Anyways, this is really amazing stuff. I remember the E3 2003 Gman demo with the guy talking about how the eyes could glint based on radiosity calculations, but this... this is on a whole new scale of sophistication.
I suppose it was cut because the effect is barely noticeable in any game with FPS rythms of gameplay, and they chose to use the tiny extra budget on other effects.
[QUOTE=Milkyway M16;53022189]Has anyone converted the wastescanner models from the leak? Nicknine's converter doesn't do v35[/QUOTE]
Yes, it does, 36 executable supports v35 and v36.
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