• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
    4,608 replies, posted
So I was remaking some super old maps done for Obsidian Conflict back when it was the multiplayer component of Missing Information, and noticed that they used the unused sky_borealis01 and sky_wasteland02 skybox textures present in HL2, which of course, they don't have an HDR version of it. After seeking a while on internet turns out no one did an "update" to it, so I did it: [t]https://i.imgur.com/sxDJVWH.png[/t] [t]https://i.imgur.com/KBLTyMz.png[/t] ( probably not the best maps to them show off them since they are old prototypes, but at least I had time to compile them on -final ). Aside of adding HDR, I did the "optimization" that it was started on The Orange Box of just having half of the texture and streching the rest so their sizes are less than the originals, as well as making the down textures to be just 4x4 big. However since the borealis one has a sea, I did an extra version on full size just in case it is needed for someone. The pack includes not only the VTFs and the VMTs, but also the core files so people can work directly on them. Valve made those so I only take credits to fix stuff, feel free to use them on your mods and further improve them. Disclaimer: As you will probably imagine sky_borealis01 texture is really old so even on BRGA8888 format you will be able to see pixels, probably someone decent with 2D could attempt to solve this as giving a light gaussian blur makes it look worse later when porting to VTF. Disclaimer 2: In case someone asks why at the txt files that reads VTEX I didn't used skybox 1, is because apparently it doesn't work with different texture sizes, seems it is not really important as it only adds the Clamp T and S flags automatically to the VTFs. [URL]http://www.mediafire.com/file/gy55yxnym9o4b9y/hdrskyboxes.7z[/URL] P.D: Should I upload these to Gamebanana, or it needs some adjustments to be made first? [B]EDIT[/B] is up [url]https://gamebanana.com/textures/4810[/url]
I don't really know if this is the best place to put this but it makes the most sense out of the other threads-- I hooked myself up a new title wallpaper, name graphic, and library icon/name for that old 3Wave port so that it stood out just a little more. [thumb]https://cdn.discordapp.com/attachments/398613624152653837/400449661967532032/unknown.png[/thumb] [img]https://image.prntscr.com/image/MCcwD5OpSr2XfsULHZyLLw.png[/img]
I've finally finished up the unused visgroups article. Figured I'd clue you guys in. [url]http://vcc.wikia.com/wiki/Half-Life_2_-_Unused_Visgroups[/url]
About the Combine Guard's Warp Cannon, which firing animation/particle/effects are the correct one? I see on Youtube that there's a few different ones; one with only the huge blue ball before firing the main laser, one with only multiple lasers focusing into one, one with the Strider's warp distortion effect, and some with two or all three of the aforementioned ones. And then there's the matter of whether it's supposed to be a hitscan beam or a really fast projectile. For the Strider, I'm pretty sure I saw the warp distortion ball actually launching as a projectile that travels along the beam's path before exploding (although that could simply be an effect and not actually a damaging projectile).
[QUOTE=PikaCommando;53046263]About the Combine Guard's Warp Cannon, which firing animation/particle/effects are the correct one? I see on Youtube that there's a few different ones; one with only the huge blue ball before firing the main laser, one with only multiple lasers focusing into one, one with the Strider's warp distortion effect, and some with two or all three of the aforementioned ones. And then there's the matter of whether it's supposed to be a hitscan beam or a really fast projectile. For the Strider, I'm pretty sure I saw the warp distortion ball actually launching as a projectile that travels along the beam's path before exploding (although that could simply be an effect and not actually a damaging projectile).[/QUOTE] Kinda complicated: basically, the world version, the one that the Guard is carrying, is deploying its attack after a short charge (which creates aforementioned globe of energy around the weapon, the effect is corrupt in the leak, in MI it uses blue warp texture), and it does shoot a fast moving projectile (you can dodge it). However, your version, the player version, charges via glitchy focusing blue laser beams (that lag behind the weapon if you move around during charge), and shoots as a hitscan. Both versions create what is called (in code) a 'concussive explosion', and it is implied that it was supposed to leave craters in displacements (it's tied to the cut feature of terrain morphing). This difference stems from the fact that the Guard's not actually 'equipped' with the gun, it's part of him, part of his model, and the attack's carried on through his code. But the player uses the weapon that's programmed on its own, and the two do not match. There's no clear indication which one is prime and which came later, and if there were, what would be the 'correct' one, earliest one or newest one, really depends on who you ask.
[QUOTE=Cvoxalury;53046286]Both versions create what is called (in code) a 'concussive explosion', and it is implied that it was supposed to leave craters in displacements (it's tied to the cut feature of terrain morphing).[/QUOTE] I'm not sure whether or not Valve ever made a terrain morphing at weapon_cguard gun (it's only one line in this weapon's code that includes terrainmodmgr.h and doing nothing else), but... I've shortly made a simple version of how it could look like: [video=youtube;gfP6ju9GHD4]https://www.youtube.com/watch?v=gfP6ju9GHD4[/video] I must say, it looks like shit :)
I've updated my beta model converter, now it supports all model versions seen in the leaked build except for V27. It's also merged into a single executable. Note that it doesn't convert animations from V31 and older since there's some oddity about how it stores animation data that I haven't been able to figure out. Thankfully, there's only one pre-V32 model that is animated, Synth.mdl, which is also present in retail HL2. Download link in the original post: [url]https://facepunch.com/showthread.php?t=1544804&p=52072772&viewfull=1#post52072772[/url] EDIT: As always, I've messed up on my first try. Re-uploaded, this one should work. Also fixed animation extraction for V31 models, you can now convert that Synth model.
[QUOTE=VXP;53046452]I'm not sure whether or not Valve ever made a terrain morphing at weapon_cguard gun (it's only one line in this weapon's code that includes terrainmodmgr.h and doing nothing else), but... I've shortly made a simple version of how it could look like: [video=youtube;gfP6ju9GHD4]https://www.youtube.com/watch?v=gfP6ju9GHD4[/video] I must say, it looks like shit :)[/QUOTE] I think that some version of either weapon_cguard.cpp or some other related file, actually has more code connected to terrain morphing. By 'some version' I mean that it's included in a) 2003 leak b) 2005 sdk c) 2006 sdk d) leaked 2007 full source code e) also included in 2013 sdk. So I'lll try looking thru them, because I remember seeing more direct connection to the TM. Also I dunno whatcha talking about, I think it's great, it should jusft filter out smaller surfaces so it doesn't create those out-of-the-bounds edges. [editline]13th January 2018[/editline] [QUOTE=Cvoxalury;53047556]I think that some version of either weapon_cguard.cpp or some other related file, actually has more code connected to terrain morphing. By 'some version' I mean that it's included in a) 2003 leak b) 2005 sdk c) 2006 sdk d) leaked 2007 full source code e) also included in 2013 sdk. So I'lll try looking thru them, because I remember seeing more direct connection to the TM. Also I dunno whatcha talking about, I think it's great, it should jusft filter out smaller surfaces so it doesn't create those out-of-the-bounds edges.[/QUOTE] Yeah I can't find it. I guess I made it all up (except that #include that doesn't do much). False recall. Oh well.
Neat find here. Within the source code of TF2 Invasion it mentions a buildable object called "Dragon's Teeth" Now, what the fuck is a Dragon's Teeth? [IMG]https://upload.wikimedia.org/wikipedia/commons/thumb/5/5d/Westwall01.jpg/300px-Westwall01.jpg[/IMG] A pyramid shaped reinforced concrete used to stop tanks in WW2. Interesting to see considering how tanks are also in the game's code. They sucked though because bulldozers could bury them, so they were never used again. Betting this means Invasion was set sometime in the 50s. And if anybody can tell me what the hell a "Rallyflag Placer" is, that would be cool because I can't find anything about it for the life of me, other then it just tells you the name of an object. Also another interesting thing, mortars and anti-mortars were supposed to be in the game. Not sure how they would've work, found it out by looking at one of the EMP things and found out it's model was a placeholder even at the time, and used the anti-mortar model.
[quote] And if anybody can tell me what the hell a "Rallyflag Placer" is, that would be cool because I can't find anything about it for the life of me, other then it just tells you the name of an object.[/quote] Likely an automated system that places 'rally points' for AI to converge at. Or markers for players to converge at.
[QUOTE=Chris Morris;53048208]Likely an automated system that places 'rally points' for AI to converge at. Or markers for players to converge at.[/QUOTE] I'm guessing it was only used in development because it's labelled as a weapon. But it could've been used for gameplay reasons because it's apart of the Technician/Sapper's loadout.
[QUOTE=Nextwizard;53048095]Neat find here. Within the source code of TF2 Invasion it mentions a buildable object called "Dragon's Teeth" Now, what the fuck is a Dragon's Teeth? [IMG]https://upload.wikimedia.org/wikipedia/commons/thumb/5/5d/Westwall01.jpg/300px-Westwall01.jpg[/IMG] A pyramid shaped reinforced concrete used to stop tanks in WW2. Interesting to see considering how tanks are also in the game's code. They sucked though because bulldozers could bury them, so they were never used again. Betting this means Invasion was set sometime in the 50s.[/QUOTE] Dragon's teeth are still used today, so that doesn't really narrow it down much.
[QUOTE=Nextwizard;53048265]I'm guessing it was only used in development because it's labelled as a weapon. But it could've been used for gameplay reasons because it's apart of the Technician/Sapper's loadout.[/QUOTE] Pure conjecture but I wouldn't be surprised if it was an ability of the sapper to like, mark areas in the map for players to converge to. Like the marker/ping system in RTS games.
[QUOTE=Chris Morris;53048323]Pure conjecture but I wouldn't be surprised if it was an ability of the sapper to like, mark areas in the map for players to converge to. Like the marker/ping system in RTS games.[/QUOTE] FYI the Technician is another name for the Sapper. But I can see this working considering a big feature was a top-down view of the map in the top right corner, and another class called the Recon had an ability that was to track enemy players within radius and make them viewable on the map.
[QUOTE=PikaCommando;53037803]Reminder that the Immolator doesn't, and has never, shot fire. It shoots green electricity/plasma similar to a Vortigaunt's attack. The burning part is just a bonus. [/QUOTE] Wrong again. You can clearly see on the other model of the cremator that was leaked that there's a clear pipe extending from it's stomach to the immolator. The green laser is just a placeholder for stomach acid.
[QUOTE=Sphoonerino;53048610]Wrong again. You can clearly see on the other model of the cremator that was leaked that there's a clear pipe extending from it's stomach to the immolator. The green laser is just a placeholder for stomach acid.[/QUOTE] What's this other leaked Cremator model?
[QUOTE=BenjaminTennison;53032381]Interesting, considering that NPCs in Source turn into ragdolls upon contact with the Barnacles, thus immediately killing them.[/QUOTE] It's clear that HL2 used barnacle grapple animations similar to HL1 up until some point, Vortigaunt and Conscript models have them and IIRC there's some leftover code related to that.
[QUOTE=Nextwizard;53048095] A pyramid shaped reinforced concrete used to stop tanks in WW2. Interesting to see considering how tanks are also in the game's code. They sucked though because bulldozers could bury them, so they were never used again. Betting this means Invasion was set sometime in the 50s. And if anybody can tell me what the hell a "Rallyflag Placer" is, that would be cool because I can't find anything about it for the life of me, other then it just tells you the name of an object. Also another interesting thing, mortars and anti-mortars were supposed to be in the game. Not sure how they would've work, found it out by looking at one of the EMP things and found out it's model was a placeholder even at the time, and used the anti-mortar model.[/QUOTE] Meteor showers were also a thing in Invasion. Where does this place Invasion then? Sure as shit not in the 50s. [media]https://www.youtube.com/watch?v=U_py7zQvn0I[/media]
[QUOTE=PikaCommando;53049023]What's this other leaked Cremator model?[/QUOTE] He might be referring to the model from Dark Interval, that model has the hose connected from it's stomach sphere to the Immolator's handle. I'm pretty sure that's a custom model made by the Dark Interval team and not a leaked model, but Cvoxalury will soon clear it up most likely. I took this pic on the "ch00_docks" map using fullbright (because the mod is dark indeed): [T]https://i.imgur.com/MC8WtAB.png[/T] The hose is connected to the stomach and the Immolator is also different obviously. Both of those aspects are clearly inspired by this early concept art below: [T]http://combineoverwiki.net/images/e/eb/Cremator2.jpg[/T] (which was also used [URL="http://combineoverwiki.net/images/6/6c/Cremator_poster.jpg"]in a poster[/URL])
[QUOTE=Clatronix;53049283]He might be referring to the model from Dark Interval, that model has the hose connected from it's stomach sphere to the Immolator's handle. I'm pretty sure that's a custom model made by the Dark Interval team and not a leaked model, but Cvoxalury will soon clear it up most likely. I took this pic on the "ch00_docks" map using fullbright (because the mod is dark indeed): [T]https://i.imgur.com/MC8WtAB.png[/T] The hose is connected to the stomach and the Immolator is also different obviously. Both of those aspects are clearly inspired by this early concept art below: [T]http://combineoverwiki.net/images/e/eb/Cremator2.jpg[/T] (which was also used [URL="http://combineoverwiki.net/images/6/6c/Cremator_poster.jpg"]in a poster[/URL])[/QUOTE] Yes I will clear it up. The 'other leaked model' is the one with full source files, I think it was provided by Pelpix here or in VCC server. It indeed includes a hose, and a very very ugly early Immolator. [t]https://pp.userapi.com/c840523/v840523248/474d9/KE3iTMtdtss.jpg[/t] Neither the hose nor the weapon are UVed (you cannot properly apply a texture to it), so I remade the immolator from scratch, keeping in mind the original reference, and then we textured it, also from scratch. And we kept the original hose as it was.
[QUOTE=Cvoxalury;53049290]Yes I will clear it up. The 'other leaked model' is the one with full source files, I think it was provided by Pelpix here or in VCC server. It indeed includes a hose, and a very very ugly early Immolator. [t]https://pp.userapi.com/c840523/v840523248/474d9/KE3iTMtdtss.jpg[/t] Neither the hose nor the weapon are UVed (you cannot properly apply a texture to it), so I remade the immolator from scratch, keeping in mind the original reference, and then we textured it, also from scratch. And we kept the original hose as it was.[/QUOTE] Wow, didn't know Pelpix still posted stuff, but I never check the Discord either. So the model is half really early beta, half refined beta. That's cool.
[QUOTE=Clatronix;53049298]Wow, didn't know Peplix still posted stuff, but I never check the Discord either. So the model is half really early beta, half refined beta. That's cool.[/QUOTE] Well it's was posted that long while ago. Or maybe I'm mistaken, and somebody else posted it. The files I have are dated end of Feb 2016, when they were packed/unpacked.
I don't think that was ever uploaded here. Can anyone post a link to it here? Also, for all we know, that hose could be a power cord for electricity or something. Since this model is directly based on the concept art, it must be made quite early on which means not everything from 2001 went down the shitter. Perhaps there's hope for more models from 2001 after all?
I know this has probably been discussed before so I might get some 'late' ratings for this, but is there any more info on Barney's flashlight in Blue Shift? It appears in an early trailer. [img]http://combineoverwiki.net/images/8/8d/Hlbs_trailer09.png[/img] [url]https://www.youtube.com/watch?v=vGSgpg3xQME[/url]
[QUOTE=Nextwizard;53048095]Neat find here. Within the source code of TF2 Invasion it mentions a buildable object called "Dragon's Teeth" Now, what the fuck is a Dragon's Teeth? [IMG]https://upload.wikimedia.org/wikipedia/commons/thumb/5/5d/Westwall01.jpg/300px-Westwall01.jpg[/IMG] A pyramid shaped reinforced concrete used to stop tanks in WW2. Interesting to see considering how tanks are also in the game's code. They sucked though because bulldozers could bury them, so they were never used again. Betting this means Invasion was set sometime in the 50s. And if anybody can tell me what the hell a "Rallyflag Placer" is, that would be cool because I can't find anything about it for the life of me, other then it just tells you the name of an object. Also another interesting thing, mortars and anti-mortars were supposed to be in the game. Not sure how they would've work, found it out by looking at one of the EMP things and found out it's model was a placeholder even at the time, and used the anti-mortar model.[/QUOTE] The blurring of eras and styles in the leaked TF2 Invasion prototype is quite evident. But I always suspected it was indeed a WW2-influenced cartoonish shooter. The hints for this are many. The WW2-style helmet of the Commando player model, the whole asthetic of the Alien side (which looks like its taken straight out of 50's sci-fi), and, as you mentioned, the presence of tanks and 4-seat motorcycles, which remind me of no other thing but this: [IMG]http://s3files.core77.com/blog/images/2012/09/0mmharl928202.jpg[/IMG] It may not be the whole style of TF2 Invasion, but WW2-era influences were certainly there.
[QUOTE=JRichter;53049444]I know this has probably been discussed before so I might get some 'late' ratings for this, but is there any more info on Barney's flashlight in Blue Shift? It appears in an early trailer. [img]http://combineoverwiki.net/images/8/8d/Hlbs_trailer09.png[/img] [url]https://www.youtube.com/watch?v=vGSgpg3xQME[/url][/QUOTE] [t]https://i.imgur.com/7ruVQX2.jpg[/t][t]https://i.imgur.com/sAuQDav.jpg[/t][t]https://i.imgur.com/l4Ui873.jpg[/t][t]https://i.imgur.com/pkbXF9p.jpg[/t][t]https://i.imgur.com/hNgR9Ox.jpg[/t][t]https://i.imgur.com/oznejnn.jpg[/t][t]https://i.imgur.com/MKZ2i7J.jpg[/t] [url]https://web.archive.org/web/20130905043132/http://www.moddb.com:80/mods/unknown-half-life-blue-shift[/url] [url]https://web.archive.org/web/20151011102545/http://www.moddb.com/mods/unknown-half-life-blue-shift[/url] [url]https://web.archive.org/web/20150108045412/http://www.moddb.com:80/mods/unknown-half-life-blue-shift/news/unknown-blue-shift-beta-only-for-xash3d[/url] [url]https://web.archive.org/web/20150108124225/http://www.moddb.com/mods/unknown-half-life-blue-shift/images[/url] [url]https://web.archive.org/web/20150109184912/http://www.moddb.com:80/mods/unknown-half-life-blue-shift/images/stencil-shadows[/url] [url]https://web.archive.org/web/20150108124230/http://www.moddb.com/mods/unknown-half-life-blue-shift/images/player-model-barney-calhoun[/url] [url]https://web.archive.org/web/20150108124235/http://www.moddb.com:80/mods/unknown-half-life-blue-shift/images/very-early-dr-rosenberg[/url] [url]http://media.moddb.com/cache/images/mods/1/24/23428/thumb_620x2000/ba_power20001.jpg[/url] [url]http://media.moddb.com/cache/images/mods/1/24/23428/thumb_620x2000/ba_security20004.jpg[/url] [url]http://media.moddb.com/cache/images/mods/1/24/23428/thumb_620x2000/ba_security20000.jpg[/url] [url]http://media.moddb.com/cache/images/mods/1/24/23428/thumb_620x2000/ba_security10006.jpg[/url] [url]https://web.archive.org/web/20150108223154/http://www.moddb.com:80/mods/unknown-half-life-blue-shift/videos/half-life-guard-duty-trailer-low-quality[/url] I realized this possibility for a long time ago, but the sense from it, no one understand why this mod is needed, why was it created at all?. Everything was done in vain, all made in vain, life wasted in vain, life flashed in vain, don't have to be born in this white light. Life is an illusion.
[QUOTE=restellarous;53049646]*bunch of images*.[/QUOTE] Looks like Valve did Doom 3 before id did Doom 3 :v:
[QUOTE=restellarous;53049646] I realized this possibility for a long time ago, but the sense from it, no one understand why this mod is needed, why was it created at all?. Everything was done in vain, all made in vain, life wasted in vain, life flashed in vain, don't have to be born in this white light. Life is an illusion.[/QUOTE] i too, feel thatt way whenever i look at a flashlight why doth life,, :hoff:
So you all know about Alien Assassin, right? Well, I've looked at the original model's hitboxes and there's... uhm... [T]https://i.imgur.com/9XIyN69.png[/T] Uhhh... ...do you think it's intentional or just a result of auto-generated hitboxes?
Anybody has try to fix the Foundry Tool?, because according to [URL="https://developer.valvesoftware.com/wiki/Foundry"]This Article in VDC[/URL] I know that involve re-compile the tool using the leaked code to make it fully functional in Post-L4D2 engine Branchs because according to that Article is Semi functional, also its estranged that this tool works in SFM.
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