• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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At least they tried tho.
[QUOTE=BillnTedison;52065022]At least they tried tho.[/QUOTE] When you say tried, you mean they downloaded the Project-Beta leak and claimed it as their own.
[QUOTE=game hacker;52064907]All of those mods, except for Project-Beta are trash mods created by 13 year olds with low level aspergers armed with a Photoshop crack and VMEX[/QUOTE] Have you ever noticed that someone of honorable age was engaged in stupidity? Nobody. So that the long-known fact and we are behind this carefully monitoring. Real mods the last decade, not enough, can be counted on fingers hands and toes. All of them are not related to [B]betanomania[/B].
[QUOTE=BillnTedison;52065022]At least they tried tho.[/QUOTE] Yea man downloading Project Beta, decompiling the VMFs to add pointless shit(and generating a .lin file) and using the virus invested Adobe Photoshop CC crack you torrented to make Chell into a half assed anime character is totally trying
[IMG]https://cdn.discordapp.com/attachments/271732900003708928/299413960413806592/d1_town_030006.jpg[/IMG] [IMG]https://cdn.discordapp.com/attachments/271732900003708928/299414122012082176/d1_town_030009.jpg[/IMG] [IMG]https://cdn.discordapp.com/attachments/271732900003708928/299414150877282324/d1_town_030008.jpg[/IMG] I've spent the past few days working on npc_cremator because I've been wanting to do my own take on it for a while. I'm really happy with how it's turned out so far, all he needs is a melee animation and I think I'll be satisfied with it.
[QUOTE=Sergeant Stacker;52065518][IMG]https://cdn.discordapp.com/attachments/271732900003708928/299413960413806592/d1_town_030006.jpg[/IMG] [IMG]https://cdn.discordapp.com/attachments/271732900003708928/299414122012082176/d1_town_030009.jpg[/IMG] [IMG]https://cdn.discordapp.com/attachments/271732900003708928/299414150877282324/d1_town_030008.jpg[/IMG] I've spent the past few days working on npc_cremator because I've been wanting to do my own take on it for a while. I'm really happy with how it's turned out so far, all he needs is a melee animation and I think I'll be satisfied with it.[/QUOTE] din't the new cremator sources had meele animations?` atleast it has a new gun
Want to start making some aesthetically beta looking stuff but my hammer is fucking with me. It keeps disabling my textures and turning the scale to 1.#inf. I think it wants to start being sentient. If it ends up becoming sentient how do I tell it to make beta maps for me, because from the looks of things it doesn't like my input. Edit: It says that my lighting is parallel to the normal map so the lighting will be bad, and it keeps removing all the nodraw texture I keep replacing it. I want to scream and yell a bunch. Edit 2: Is this the real reason why they don't use nodraw properly?
[QUOTE=Sergeant Stacker;52065518][IMG]https://cdn.discordapp.com/attachments/271732900003708928/299413960413806592/d1_town_030006.jpg[/IMG] [IMG]https://cdn.discordapp.com/attachments/271732900003708928/299414122012082176/d1_town_030009.jpg[/IMG] [IMG]https://cdn.discordapp.com/attachments/271732900003708928/299414150877282324/d1_town_030008.jpg[/IMG] I've spent the past few days working on npc_cremator because I've been wanting to do my own take on it for a while. I'm really happy with how it's turned out so far, all he needs is a melee animation and I think I'll be satisfied with it.[/QUOTE] What does the cremator shoot exactly? Green plasma or conventional fire? There seems to be confusion regarding that.
[QUOTE=QWERTERBERY;52065080][B]-some more poetry I guess-[/B][/QUOTE][b][i]w h a t[/i][/b]
[QUOTE=95Navigator;52066000]What does the cremator shoot exactly? Green plasma or conventional fire? There seems to be confusion regarding that.[/QUOTE] Raising the bar described it as an Acid type weapon, iirc. And it triggers me to severe levels whenever I see a video or mod using conventional fire on the Cremators weapon.
[QUOTE=Exploders;52066145]Raising the bar described it as an Acid type weapon, iirc. And it triggers me to severe levels whenever I see a video or mod using conventional fire on the Cremators weapon.[/QUOTE] I think it's an easy mistake for people to make, I mean they are called Cremators.
[IMG]http://i.imgur.com/HUmHFB9.png[/IMG]
[QUOTE=Ardosos;52066236]I think it's an easy mistake for people to make, I mean they are called Cremators.[/QUOTE] Yeah, just look at- I can't say that without wishing I never knew about [I]Hunt Down the Freeman[/I].
[QUOTE=Exploders;52066145]Raising the bar described it as an Acid type weapon, iirc. And it triggers me to severe levels whenever I see a video or mod using conventional fire on the Cremators weapon.[/QUOTE] It's both, it's neither... the train intro piece mentiones them "hosing the [train yard] with fire" or something along those lines. Some other page mentiones corrosive spray. Marc Laidlaw himself said (I can't find it but it's definetely been posted somewhere) that cool effects would've come first and then they'd write story explanation for it, i. e. if they made really good fire for it, it would then fire... fire, and that would've been explained, if they'd pull off acid, it'd be acid, couldn've been an electric cannon or whatever else. In the leak fgd npc_cremator has parameters for "hose arching" so maybe at one point it was liquid. It would've been hard for them to pull off good fire in 2003, because the modern particle system didn't exist, and the one that they had was more suited for steam or vapor or various jets. Liquid also didn't look good back then (see the leaking pipes effect). Nowadays, fire particles are much easier to do, not from rendering standpoint, but from damage system standpoint: when you emit flame particles in a straight line, you can trace from the weapon forward and hit targets and deal damage, but with an acid spray, with an arching stream, you have to either do some complicated adjustable tracing, or pull collision info from the particles (they can collide with stuff, rather expensive operation, though), and you can't really do that, so dealing damage with acid is a hard thing to do. [t]http://media.moddb.com/images/members/1/573/572035/source_testwateroverlay0052.jpg[/t] [t]http://media.moddb.com/images/members/1/573/572035/2012-05-11_00007.jpg[/t]
We could always go towards a fire effect, but tinted. A green spray of fire or something, that communicates its not actually fire, but something else.
[QUOTE=95Navigator;52066622]We could always go towards a fire effect, but tinted. A green spray of fire or something, that communicates its not actually fire, but something else.[/QUOTE] [video=youtube;dPH93sWdR48]http://www.youtube.com/watch?v=dPH93sWdR48[/video] The cut plasma fire effect at 0:55 could fit well.
I always thought a mixture of the two could work. Imagine the gun shoots acid, but in more of a misty spray than a stream of liquid. It would behave a lot like a flamethrower but it wouldn't set anything on fire, you know what I mean?
There's also the fact that acids are typically flammable, so. Why not both?
I remember some old Gmod SWEP where the primary fire was a flamethrower & the secondary fire could make a gasoline trail on the ground that you could ignite. I could see acidic &/or flammable liquid using that metaball paint for Portal 2.
So I'm currently working on a tool that would convert V37 models to V48. Hopefully, this would once and for all solve the problem with beta models since this would allow for converting beta models for Source 2007/2013 while preserving all data such as model movement keys, flexes, etc that would normally be lost by decompilers and avoiding other related butchering... as long as animations aren't broken. So far, I'm done with MDL and VVD format and currently tackling VTX. MDL appears to be converted fine... mostly, animations have fucked up rotations on some bones, will look into that later. But hey, model movement is actually preserved.
[QUOTE=QWERTERBERY;52064744][url]http://www.moddb.com/mods/portal-beta[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/portal-beta1[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/portal-project-beta[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/httpwwwmoddbcommodsjma[/url] ([B]Unreleased[/B]) [url]http://www.moddb.com/mods/portal-2006-alpha-28145[/url] ([B]Released[/B]) [url]http://www.moddb.com/mods/portal-prospekt[/url] ([B]Released[/B]) [url]http://www.moddb.com/mods/portal-project-beta1[/url] ([B]Released[/B])[/QUOTE] Thanks! EDIT: Does anyone have the animation fix for the grav-gun style portal gun?
[QUOTE=Nicknine;52067817]So I'm currently working on a tool that would convert V37 models to V48. Hopefully, this would once and for all solve the problem with beta models since this would allow for converting beta models for Source 2007/2013 while preserving all data such as model movement keys, flexes, etc that would normally be lost by decompilers and avoiding other related butchering... as long as animations aren't broken. So far, I'm done with MDL and VVD format and currently tackling VTX. MDL appears to be converted fine... mostly, animations have fucked up rotations on some bones, will look into that later. But hey, model movement is actually preserved.[/QUOTE] Nice! That was somewhat explored sometime in the past actually... are you converting straight away? or decompiling then compiling back? IMO it might be better v44 to ensure compatibility with all engine versions.
Everytime I see someone make the cremator use a straight up flamethrower I die a little inside
[QUOTE=Juesto;52068063]That was somewhat explored sometime in the past actually... are you converting straight away? or decompiling then compiling back? IMO it might be better v44 to ensure compatibility with all engine versions.[/QUOTE] The former, that's the whole point. Upgrading a model to a newer version is far easier than decompiling it; in the former case, you're mostly just copying the values, doing some tweaks here and filling up the new variables with defaults there while decompiling is essentially converting to an entirely different format. As for V44... eh, I was thinking about that but the thing is, I'm using StudioMDL code for reference and it's only available in the leaks from 2003 and 2012. And the latter contains Source 2007 which uses version 48.
[QUOTE=Nicknine;52068080]The former, that's the whole point. Upgrading a model to a newer version is far easier than decompiling it; in the former case, you're mostly just copying the values, doing some tweaks here and filling up the new variables with defaults there while decompiling is essentially converting to an entirely different format. As for V44... eh, I was thinking about that but the thing is, I'm using StudioMDL code for reference and it's only available in the leaks from 2003 and 2012. And the latter contains Source 2007 which uses version 48.[/QUOTE] ah i see, what about 2004 sdk maybe? Perhaps someone should make a mod where you can use all the scrapped npcs, weapons, etc (I am not aware of any existing mod with such goal) additionally, is downgrading more difficult than upgrading or more or less the same task?
[QUOTE=Katatonic717;52068071]Everytime I see someone make the cremator use a straight up flamethrower I die a little inside[/QUOTE] Must've been hurtful be reading this bit [img]https://pp.userapi.com/c639818/v639818812/10afe/s3dgeKQx11Q.jpg[/img] [editline]7th April 2017[/editline] Although, the way it's typed out... were they hosing the yard with [I]fire-catching hearcrabs[/I]? So that's what the brickbat model was all about!
[QUOTE=Cvoxalury;52068199]Must've been hurtful be reading this bit [img]https://pp.userapi.com/c639818/v639818812/10afe/s3dgeKQx11Q.jpg[/img] [editline]7th April 2017[/editline] Although, the way it's typed out... were they hosing the yard with [I]fire-catching hearcrabs[/I]? So that's what the brickbat model was all about![/QUOTE] Doesn't say flamethrower
[QUOTE=Katatonic717;52068227]Doesn't say flamethrower[/QUOTE] So what is your presumtion here? That they used flame farts? Hosing something wirh fire is the precise function of a flamethrower.
[QUOTE=Cvoxalury;52068237]So what is your presumtion here? That they used flame farts? Hosing something wirh fire is the precise function of a flamethrower.[/QUOTE] There are other materials that can start fires
[QUOTE=Cvoxalury;52068237]So what is your presumtion here? That they used flame farts? Hosing something wirh fire is the precise function of a flamethrower.[/QUOTE] You got me triggered at the flame parts!... Er, do Cremators have asses of fire? :v:
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