VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=PikaCommando;51520756]Interesting! Never noticed that screenshot before though. What map might that be?[/QUOTE]
It's from the coast, near Nova Prospekt.
[QUOTE=bw1119;51520842]It's from the coast, near Nova Prospekt.[/QUOTE]
But is there a map from either the final, leak, or WC maps that has a specific area that corresponds to the one in the screenshot?
[QUOTE=PikaCommando;51520850]But is there a map from either the final, leak, or WC maps that has a specific area that corresponds to the one in the screenshot?[/QUOTE]
I believe it's from d2_coast_12 (retail).
Guys, we have to dig new Dota update, we might find some HLVR/HL3 stuff again.
[QUOTE=DoktorAkcel;51521120]Guys, we have to dig new Dota update, we might find some HLVR/HL3 stuff again.[/QUOTE]
Sndtool_help.txt was edited in 7.0.0 to include HLVR references:
[IMG]https://i.imgur.com/Q3ruWJ3.png[/IMG]
Found this [B]little piece of bread[/B] left over on my Episode Two files...
[IMG]https://photos-3.dropbox.com/t/2/AACQgaV1nvXjrOwiVQQ7wXSq2ZgsZK6lOfjIy8vvYOxgNw/12/586698574/png/32x32/1/_/1/2/ep2_trailer.PNG/EIKT0twEGAogAigC/a3SBlAFj4urd1Fl1lCAaDZYOTvR7t8ZmRx1O-yJx9D8?size=1280x960&size_mode=3[/IMG]
Sounds like Valve wasn't careful enough with their secret developer repository.
Found in ep2_pak_dir.vpk/scripts.
God I love these threads.
I was wondering, there were a bunch of great HD facemaps in Jackathan's archive, but I don't recall there being any of the original facemaps for any main characters other than Mossman and Gordon in there. Were the facemaps for the other main characters (Alyx, Eli, Barney, etc.) ever found?
[QUOTE=pivotman319;51522054]Found this [B]little piece of bread[/B] left over on my Episode Two files...
[IMG]https://photos-3.dropbox.com/t/2/AACQgaV1nvXjrOwiVQQ7wXSq2ZgsZK6lOfjIy8vvYOxgNw/12/586698574/png/32x32/1/_/1/2/ep2_trailer.PNG/EIKT0twEGAogAigC/a3SBlAFj4urd1Fl1lCAaDZYOTvR7t8ZmRx1O-yJx9D8?size=1280x960&size_mode=3[/IMG]
Sounds like Valve wasn't careful enough with their secret developer repository.
Found in ep2_pak_dir.vpk/scripts.[/QUOTE]
403 on image
[QUOTE=x8BitRain;51522119]403 on image[/QUOTE]
Weird...
Maybe this'll work: [url]https://www.dropbox.com/s/19o98x9u0w6scni/ep2_trailer.PNG?dl=0[/url]
[QUOTE=Old Hermit;51521620][img]https://dl.dropboxusercontent.com/u/102054761/vinch.png[/img][/QUOTE]
[url]https://facepunch.com/showthread.php?t=1538346&p=51514965&viewfull=1#post51514965[/url]
This post is long and comprehensive enough that VNN would actually make a video on it
[QUOTE=pivotman319;51522132]Weird...
Maybe this'll work: [url]https://www.dropbox.com/s/19o98x9u0w6scni/ep2_trailer.PNG?dl=0[/url][/QUOTE]
Those maps are mentioned in the HL2 Particle Test benchmark thing, in a file called unrefereced_files.lst.
Hey, OddDoc, do us a favor will ya?
[QUOTE=Mythos;51522068]God I love these threads.
I was wondering, there were a bunch of great HD facemaps in Jackathan's archive, but I don't recall there being any of the original facemaps for any main characters other than Mossman and Gordon in there. Were the facemaps for the other main characters (Alyx, Eli, Barney, etc.) ever found?[/QUOTE]
It seems that Garry's Mod has significantly higher-res facemap textures for Grigori and Kleiner.
Yeah, Garry's Mod has some noticeably higher quality facemaps for most of the main characters:
From left to right, Garry's Mod V Half-Life 2
[B]Mossman:[/B]
[IMG]http://i.imgur.com/6PTn6Ws.png[/IMG] [IMG]http://i.imgur.com/UhBfYTG.png[/IMG]
[B]Kleiner:[/B]
[IMG]http://i.imgur.com/fGwCvO7.png[/IMG] [IMG]http://i.imgur.com/CDpBiAh.png[/IMG]
[B]Grigori:[/B]
[IMG]http://i.imgur.com/1MupPXp.png[/IMG] [IMG]http://i.imgur.com/LoZzNE6.png[/IMG]
[B]Breen:[/B]
[IMG]http://i.imgur.com/VrJM9Ax.png[/IMG] [IMG]http://i.imgur.com/W1qY1Ts.png[/IMG]
And some higher quality HEV arm textures:
[t]http://i.imgur.com/L0mrFmC.png[/t]
How the hell didn't I ever notice that? That's awesome! Thanks!
You get all these resources as part of your Source game SDK afaik, if you've bought a license like Garry did.
I'm assuming that this SDK is where folks have been getting stuff like the old citizen sheet and stuff like that from.
Been working on a project for a little while. I'm trying to UV the 'retired engineer' from the Steam VR Performance test meme from steamDB a long while ago to a modified Eli mesh. Here's what I've gotten so far:
[IMG]https://cdn.discordapp.com/attachments/219267174399868928/258367131865841664/unknown.png[/IMG]
New Source 2 Video:
[media]https://youtu.be/w2eR8yFXbwA[/media]
This includes the debug display mode about half way through.
I increased the lifespan and maximum number of shards, and I simulated the brick shattering the glass by putting a trigger directly on top of it and tweaking the break settings a bit.
There's a few bugs (like when it changes material from normal to broken it's invisible for a frame), but overall it works quite well. Notice how the shards collide well with physics props and high quality displacements.
[QUOTE=gmadador;51524326]Been working on a project for a little while. I'm trying to UV the 'retired engineer' from the Steam VR Performance test meme from steamDB a long while ago to a modified Eli mesh. Here's what I've gotten so far:
[IMG]https://cdn.discordapp.com/attachments/219267174399868928/258367131865841664/unknown.png[/IMG][/QUOTE]
he looks like some kinda merchant from stalker
Recently, scottface2b.tga.vtf.vmt - from the VCC discord posted this and I didn't realise it had two different version of the back texture from the old metrocop.
[IMG]https://cdn.discordapp.com/attachments/217104300420235264/258802992579346432/bg.png[/IMG]
[URL="http://www.moddb.com/mods/half-life-ii-oldschool-story"]Hey look everyone, Oldschool Story is back after being taken down![/URL]
Still looks like they haven't learnt their bloody lesson, looks like it's still running on pirated EP2.
Well speaking of that texture, I attempted to recreate the old arm texture.
[IMG]http://i.imgur.com/33VsN0r.png[/IMG]
[QUOTE=Dindex;51531927]Recently, scottface2b.tga.vtf.vmt[/QUOTE]
Pls Dindex, his name is liblung.
Anyway, it's just an earlier less detailed, WIP version of the texture, with barely any differences apart from being, well, shittier. This back texture in p_hkmp5 is not part of an old set of textures, it's part of a WIP set of textures. It's not like something in the case of the old combine metal textures, where the dev team didn't have a clear goal to completely change the existing textures to the textures we know today, this texture is just a WIP version of the texture in materials/models/police. It's not really something you should try and recreate, why try and recreate an earlier version of a texture with not many differences apart from being less detailed?
Don't get me wrong, I don't have a problem with posting that comparison picture (apart from your post initially being unsourced), I think it's very interesting to see how textures evolved from simple paint to actually looking like metal. I'm only posting my 2 cents on you being under the misconception that these textures are similar in case to the old combine metal textures, and trying to convince you that trying to recreate older, less detailed WIP textures is a bit of a mistake. That's like me taking c17_01_19 and trying to make the brushwork cruder and uglier like in c17_01_13, there's really no point when you already have a better product.
stop drama. i don't want n o drama. no no no no drama. [IMG]http://i1383.photobucket.com/albums/ah289/reggiethegiantemail/no%20drama_zpsmffrjyjm.jpg[/IMG]
[highlight](User was banned for this post ("Shitposting" - Bradyns))[/highlight]
[QUOTE=BillnTedison;51535638]stop drama. i don't want n o drama. no no no no drama.[/QUOTE]
See no drama hear no drama
[QUOTE=DankParrot;51526531]New Source 2 Video:
[media]https://youtu.be/w2eR8yFXbwA[/media]
This includes the debug display mode about half way through.
I increased the lifespan and maximum number of shards, and I simulated the brick shattering the glass by putting a trigger directly on top of it and tweaking the break settings a bit.
There's a few bugs (like when it changes material from normal to broken it's invisible for a frame), but overall it works quite well. Notice how the shards collide well with physics props and high quality displacements.[/QUOTE]
Wait is source 2 out?
[QUOTE=LennyPenny;51535775]Wait is source 2 out?[/QUOTE]
There are content tools for Destinations and Dota 2, but that's it.
Don't hold your breath for a Source 2 SDK.
Finished another texture recovery thingy. Here's some versions of stone/stonewall023a.
I found the original texture hidden in composite/buildingset001a, and verified it using the leak's environment maps for C17_04.
Firstly, here's a upscaled version of the original texture:
[t]http://i.imgur.com/b9CVsEZ.png[/t]
And here are my fixed versions, one of them follows close to the original color scheme, while the other mimics the colors of the other stonewall023X textures in the leak.
[t]http://i.imgur.com/1iyZG1W.png[/t]
[t]http://i.imgur.com/q8qMotY.png[/t]
I'm not the best at splicing these together, and I can see they still need a bit of work with handling some noise, so I've included my source files in the download for these. I used Paint.NET to work on them.
[url=http://www.mediafire.com/file/b7dqw403dg6f058/stonewall023a.zip]Here's a download link for the compiled textures + sources[/url]
Would anyone happen to have the sources for that triple wasteland scanner someone fixed up? I forget who it was.
[QUOTE=Snood_1990;51539708]Would anyone happen to have the sources for that triple wasteland scanner someone fixed up? I forget who it was.[/QUOTE]
That was me.
[url=http://www.mediafire.com/file/1y9r6hlzm1kgg9i/W_SCANNERS.zip]Get 'em while they're hot[/url]
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