• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
    4,608 replies, posted
I always thought the human infiltrator in Invasion should look look like the invisible man. The official concept art shows it as a robot though, which would work more for the Aliens. This is just a simple sketch I made for it to demonstrate my idea. Never did anything digitally so it's just a picture I took. [IMG]https://media.discordapp.net/attachments/412751806205132810/413065221716967424/unknown.png[/IMG] Concept are for the Alien Infiltrator disguised is below. I think the person Infiltrator is disguised as has the number "04" on it's chest, I wonder what that means. Also note the armbands on the character, which was only present in the Invasion phase of development as far as I can tell. [IMG]http://www.chuckejones.com/images/tf_concept_122.jpg[/IMG]
I'm sorry for continually posting about this map recreation, but I keep finding things I need to improve on. This time I've added indicator lines and have tweaked the layout. [video=youtube;7eVNwdV-xqs]https://www.youtube.com/watch?v=7eVNwdV-xqs[/video] I've also set up the trigger_changelevels and info_landmarks for just in case I do other remakes. The fact that portals can be placed on the metal is through no mapping error, it's just that the materials haven't been set up as non-portal-able.
[QUOTE=Creeper4414;53133077] The fact that portals can be placed on the metal is through no mapping error, it's just that the materials haven't been set up as non-portal-able.[/QUOTE] You could always manually add a func_noportal_volume nodraw brush over troublesome spots or edit the .vmt of the specific textures and add "%noportal" 1. I'd go with the latter as it saves much more time.
I was bored today, so I made this reskin for the beta fast zombie, still debating whether should I release as is or work on it some more: [t]http://oi68.tinypic.com/ilfyj8.jpg[/t] [t]http://oi68.tinypic.com/2dmbmeo.jpg[/t] [t]http://oi67.tinypic.com/28k7h43.jpg[/t] [t]http://oi68.tinypic.com/2c0p4n.jpg[/t] [t]http://oi63.tinypic.com/4ugk28.jpg[/t] [t]http://oi66.tinypic.com/161b3nd.jpg[/t] [t]http://oi67.tinypic.com/2gwe1so.jpg[/t]
Looks like its head is a burlap sack with holes...
[QUOTE=Mech Bgum;53141123]He looks so happy like a puppy so adorable[/QUOTE] He's obviously happy to finally get that headcrab off his face. [QUOTE=chipsnapper2;53141609]Looks like its head is a burlap sack with holes...[/QUOTE] Yeah I'll admit the skullface looks derpy, but it still looks better than this face if you ask me: [img]https://vignette.wikia.nocookie.net/half-life/images/e/e1/Zombie_fast_headcrabless_beta.jpg/revision/latest?cb=20090302035712&path-prefix=en[/img] [url=https://www.dropbox.com/s/o0ouo9vqqirszrz/hl2%20beta%20fast%20zombie%20reskin.rar?dl=0]Anyways, here it is, I'm not gonna bother with it anymore.[/url] (I'll repost a pic for the new page too:) [t]http://oi65.tinypic.com/15q66jd.jpg[/t]
i will ask again (tf2 related) how do i re-enable the old muzzle-flash model thingy on heavy's minigun? i did it with all the weapons but for some reason doesnt work for it,those who know about tf2 weapon codes and tf2 moding in general please tell me
[QUOTE=Akis_02;53141945]i will ask again (tf2 related) how do i re-enable the old muzzle-flash model thingy on heavy's minigun? i did it with all the weapons but for some reason doesnt work for it,those who know about tf2 weapon codes and tf2 moding in general please tell me[/QUOTE] If you're talking about that one mod, it will not work on miniguns. back in 2006/prerelease the muzzleflashes were models that appeared at the end of a gun for a second or so. The retail/current game does not and can not do this. Sourcemods like TF2 Classic have recoded this to work, however.
[QUOTE=chipsnapper2;53142059]If you're talking about that one mod, it will not work on miniguns. back in 2006/prerelease the muzzleflashes were models that appeared at the end of a gun for a second or so. The retail/current game does not and can not do this. Sourcemods like TF2 Classic have recoded this to work, however.[/QUOTE] Actually it is possible but it requires hacking every model + animation in the game to have it attached. Now that you reminded me, I might actually do it
[QUOTE=chipsnapper2;53142059]If you're talking about that one mod, it will not work on miniguns. back in 2006/prerelease the muzzleflashes were models that appeared at the end of a gun for a second or so. The retail/current game does not and can not do this. Sourcemods like TF2 Classic have recoded this to work, however.[/QUOTE] nope it works on the retail game and here is the proff [url]https://gamebanana.com/skins/99892[/url] but 4 some reason the muzzleflash doesnt work for the minigun
so me did a thing [video=youtube;nFC-XYn_Bo4]https://www.youtube.com/watch?v=nFC-XYn_Bo4[/video] it provides a lot of insight into what was going down in that fateful october of 2003
I tried to improve my zombie's face, but I don't think it's gonna get any better than this though, the mesh for the face/head is fucking horrible: [t]http://oi67.tinypic.com/rgx92q.jpg[/t]
Nice, but I like the original fast zombie face texture better. The photorealistic eyes really creeped me out.
I would delete the old head and hack on the retail head and then retexture it.
[QUOTE=Milkyway M16;53143943]I would delete the old head and hack on the retail head and then retexture it.[/QUOTE] I would've done this, but unfortunately I'm not a modeller.
[QUOTE=Kyle v2;53143950]I would've done this, but unfortunately I'm not a modeller.[/QUOTE] That kinda thing is ez af. I'd do it for you but my hdd recently died and I'm still getting my new ssd set up.
Has anyone here attempted to re-UV the Ep1 Ministrider model with Ep2 Hunter's textures?
Isn't just easier to just delete the "antenna" from it, as is just the sole difference with the EP1 model?
Use forced perspective in making environment art for c17, so roads don't look that long, but take forever to walk from one area to another, to make the player annoyed and helpless feeling deliberately.
[QUOTE=Maestro Fenix;53146392]Isn't just easier to just delete the "antenna" from it, as is just the sole difference with the EP1 model?[/QUOTE] I think Ep1 Ministrider has longer claws/fangs and the "antenna" thing was two insect-like "antennae" instead.
[QUOTE=PikaCommando;53147698]I think Ep1 Ministrider has longer claws/fangs and the "antenna" thing was two insect-like "antennae" instead.[/QUOTE] Legs are square as well, I believe.
When Half-Life meets Ghostbusters... [vid]https://my.mixtape.moe/yidzik.mp4[/vid] I was thinking about keeping original color scheme of the ray, but the orange with blue looks better.
WTF... [url]http://steamcommunity.com/games/637650/announcements/detail/1661137104726728365[/url] [url]https://www.youtube.com/watch?time_continue=25&v=9LXHT6Udxw0[/url]
ValVe's turned hajime tobata into a zombie, see hat. also c17_01 [IMG]http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30408828/51cead3ee8181f5eae36c121597dca16ed5e439c.jpg[/IMG]
[QUOTE=standards;53152700]ValVe's turned hajime tobata into a zombie, see hat. also c17_01 [IMG]http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30408828/51cead3ee8181f5eae36c121597dca16ed5e439c.jpg[/IMG][/QUOTE] :what: this is Final Fantasy XV and not a beta??
It isn't a beta, it just looks like a beta. Yes it's the promo image, I took it off steam. But it does very much look like c17_01.
It has pipes, and the brick, and industrial thingies, it also has those gates that close on you in the e3 demonstration.
"It looks semi industrial, it must be this one map from a beta most people don't care about in any shape or form!" Dude what.
aaron detail this [editline]24th February 2018[/editline] Actually basically that is what i was thinking that it vaguely looked like c17_01.
[QUOTE=standards;53158395]aaron detail this [editline]24th February 2018[/editline] Actually basically that is what i was thinking that it vaguely looked like c17_01.[/QUOTE] What the hell dude.
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