• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=BenjaminTennison;51931744]One reason could be placeholders, others because they are good in their current state... I guess.[/QUOTE] Or the idea comes up in later games and they re-use the assets. Valve usually finds a way to re-use most of their cut content.
[QUOTE=ChubbyDash;51933314]Or the idea comes up in later games and they re-use the assets. Valve usually finds a way to re-use most of their cut content.[/QUOTE] Exactly! This is how we get stuff like the chicken from F-Stop (it was reused in csgo). We even got the music from Portal Beta reused into CSGO via recent update! Because that's the thing, valve reuses EVERYTHING. They're kind of the laziest game company out there, but in this instance I guess it's good to be lazy!
Why isn't anyone posted this yet? Port of c1a3a on older Source engine. [quote][IMG]https://pp.userapi.com/c836527/v836527216/28802/Ho51NKEE9-U.jpg[/IMG][/quote] Source: ValveTime Twitter
There are also HL1 ports of the Hazard Course, kinda interesting they put any effort into doing so. …I wish they did a bit more when porting HL1 to the Source engine.
Man, where do they keep digging stuff up from? Doesn't feel like HL:S's c1a3a at all. Maybe it's the shaders?
[QUOTE=BlackSnow;51931268]I'm always curious on why Valve re-uses the assets from the 2003 leak in some way or another.[/QUOTE] It's not re-using if they never used them before. Various people from Valve said many times that they don't cut anything, it just gets put aside to wait for another implementation.
[QUOTE=PikaCommando;51934927] Doesn't feel like HL:S's c1a3a at all. Maybe it's the shaders?[/QUOTE] They changed the textures to HL2 ones, that's why.
They also did something to these barrels because they are now deformed, ugh.
I looked in the WC-Mappack, and took a screenshot from the exact position in c1a3a_port.vmf [IMG]https://i.imgur.com/TFJ3HV3.png[/IMG] [editline]9th March 2017[/editline] Where do they get this shit?
[QUOTE=Spor;51934949] they don't cut anything, it just gets put aside to wait for another implementation. [/QUOTE] Sounds like my own damn folder of map creations...
[QUOTE=OddDoc;51934730]Why isn't anyone posted this yet? Port of c1a3a on older Source engine. Source: ValveTime Twitter[/QUOTE] Are the textures still exist in the leak? If not I'm remaking them right now. [editline]9th March 2017[/editline] [IMG]http://i.imgur.com/bjqDrjO.png[/IMG]
[QUOTE=Dindex;51938861]Are the textures still exist in the leak? If not I'm remaking them right now.[/QUOTE] It's difficult to see at such a low res, but the hole part might be the same as in the leak's concretewall016b. [t]http://i.imgur.com/dCRtX3n.jpg[/t]
Just uploading the last few things that I missed out in my last big upload [url]https://mega.nz/#!rsQRSLIC!blcCqYkYApw5mcbEOR1FRVVUDUvkE-ykauXTZUYXsZM[/url] It contains [quote]combine_synth_soldier_model.rar elite_synth_model_pack.rar leakcombineguard.rar rtbgpv1_(official_release)_link_and_info.rar synth.rar[/quote] I hope someone find's these last few bits of my leak shit useful
[QUOTE=HGrunt;51939268]It's difficult to see at such a low res, but the hole part might be the same as in the leak's concretewall016b. [t]http://i.imgur.com/dCRtX3n.jpg[/t][/QUOTE] [IMG]http://i.imgur.com/dmCPDJA.png[/IMG] Here's my second version.
Except for the stripes, it just looks like concretewall16b upside down, tbh. Dindex did good with texturing and stuff it looks really nice. Also, the metal truck textures are really weird, cause they look like they're made for a older truck, when the brush looks like a newer truck. [url]https://s-media-cache-ak0.pinimg.com/originals/cd/95/10/cd9510bbe6cda2525b106fcc460157e0.jpg[/url] This looks like the texture, someone probably has a source for the truck texture. [url]https://s-media-cache-ak0.pinimg.com/736x/51/d0/9d/51d09d9940703cae934047272d0c5760.jpg[/url] This looks like the brush model. It's dumb and kind of weird. EDIT: I'm really dumb, it's based off a 1960 Chevy Apache on the sides and a 1970 Ford Ranger in the front and rear. What a weird combination. EDIT: Here are links to pics of the vehicles I'm referencing. [url]http://www.2040-cars.com/_content/cars/images/36/561636/003.jpg[/url] [url]http://2.bp.blogspot.com/_G3DjZetEqK8/SXeVRl4aW_I/AAAAAAAAEBY/dN7bllD6o0A/s320/1970-1979-ford-trucks-29.jpg[/url]
I was inspired by Sgt.Headcrab to try and make my own version of the old manhack out of the textures. Heres what I have so far. [IMG]https://i.imgur.com/MUz6PnA.png[/IMG]
I don't know of any tool that allows decompression of Half-Life 2 Xbox .xz_ files but I've written one called gssmt (it does some other stuff too): [URL]http://www.moddb.com/games/half-life/downloads/gssmt-v002[/URL] Extraction gives you an .xzp file which GCFScape/Crafty will open. I haven't had a good look but I think the .bsp and .mdl formats should be the same. .xtf files are used instead of .vtf files though. Not sure about the .xtf format but the almost complete lack of information in the SourceSDK makes me think it's similar to the .vtf format
[QUOTE=tschumann;51943605]I don't know of any tool that allows decompression of Half-Life 2 Xbox .xz_ files but I've written one (it does some other stuff too): [url]http://www.moddb.com/games/half-life/downloads/gssmt-v002[/url] Extraction gives you an .xzp file which GCFScape/Crafty will open. I haven't had a good look but I think the .bsp and .mdl formats should be the same. .xtf files are used instead of .vtf files though. Not sure about the .xtf format but the almost complete lack of information in the SourceSDK makes me think it's similar to the .vtf format[/QUOTE] I think you first need to know that the format "*.vtf" is same "*.dds" (DirectDraw Surface), slightly header extended function: - completely different calculations mip-mapping - allow animations texture and alpha-channel separately - cube-mapping functions.
We do have the barrel texture from the c1a3 port, it's one of the metaltrain textures, but Gmadador's screenshot is using the retail one
[QUOTE=ThickModule;51943747]We do have the barrel texture from the c1a3 port, it's one of the metaltrain textures, but Gmadador's screenshot is using the retail one[/QUOTE] Yep [IMG]http://i.imgur.com/sOT3KCy.jpg[/IMG] PS: As you can see, I didn't do much with that map, just compiled 2000 one
My coworker, Flechette, is currently recreating the Beta Antlion Acid Worker for EP2. Current progress on it: [IMG]http://images.akamai.steamusercontent.com/ugc/93853019466328511/AE862107EE028324AB548839345A04FEB9179B30/[/IMG]
[QUOTE=VXP;51945788]Yep [IMG]http://i.imgur.com/sOT3KCy.jpg[/IMG] PS: As you can see, I didn't do much with that map, just compiled 2000 one[/QUOTE] Aside from rewriting file names, how did you manage to port the Leak's HUD into the Goldsrc engine? [editline]11th March 2017[/editline] [QUOTE=FreakMan2001;51946951]Aside from rewriting file names, how did you manage to port the Leak's HUD into the Goldsrc engine?[/QUOTE] May I ask, how is this an idiotic question?
Just an observation, but I just noticed that the HL2 Beta 2002 Physcannon we got, is somewhat different then the one that PelPix showed us (i.e. it's not as detailed). I guess the fact that the words, "place holder model" written onto the model jumped out at me. The same goes with the hand textures... PelPix's image: [IMG]https://u.cubeupload.com/Subw2e.jpg[/IMG] Oddoc's image/The Released Version: [IMG]http://i11.pixs.ru/storage/2/8/8/aG1vnKAUlN_4512532_22814288.jpg[/IMG] I wonder if we'll ever get Pel's version....
[QUOTE=Gamer#1;51947040] I wonder if we'll ever get Pel's version....[/QUOTE] Its the same model with super fucked up textures
[QUOTE=Katatonic717;51947111]Its the same model with super fucked up textures[/QUOTE] so I guess theres no reason not to share it lol
[QUOTE=Katatonic717;51947111]Its the same model with super fucked up textures[/QUOTE] Yeah, but it was more barebones and early and I like it. IDC if it just has fucked up textures in comparison, I still feel like we should have this.
[QUOTE=Gamer#1;51947314]Yeah, but it was more barebones and early and I like it. IDC if it just has fucked up textures in comparison, I still feel like we should have this.[/QUOTE] We've got a functional one without the fucked up textures, why have a duplicate on the one with fucked up textures.
[QUOTE=Exploders;51947414]We've got a functional one without the fucked up textures, why have a duplicate on the one with fucked up textures.[/QUOTE] Because we can archive both lol
[QUOTE=FreakMan2001;51946951]Aside from rewriting file names, how did you manage to port the Leak's HUD into the Goldsrc engine?[/QUOTE] I did not rewrite the names of a textures and I didn't ported any HUDs to GoldSource engine. It's a LeakNet patch, that has old HUD appearance.
[QUOTE=Sally;51947445]Because we can archive both lol[/QUOTE] FINALLY! Someone who understands!
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