VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
What is that even? Some kind of assault rifle?
[QUOTE=QWERTERBERY;52087889](don’t trouble trouble until trouble troubles you)[/QUOTE]
I want a t-shirt with this quote
For those who missed it, we discovered a bizarre concept film by Director, Andrew Baird called "War Requiem" which was to be presented to Valve. The goal of this film was to pitch a game concept/idea to Valve in which it took the player into an apocalyptic battle and showcased how unique and terrifying the experience could be. Set in a time of the great apocalypse, the people/warriors, Mamluks, would rise up against the ruling authority using the strength of a dark force known as "Abdiel", in an epic battle known as the War Requiem.
This film was to inspire the creation of a game which in turn would lead to further content being created, which included interactive content, and VR content, all of which was planned to be used for both the game and advertising purposes.
You can see this film here:
[video=vimeo;130261081]https://vimeo.com/130261081[/video]
Source: [url]https://twitter.com/ValveTime/status/851823477065756674[/url]
[QUOTE]What does each value of cl_bobstyle, explosionstyle, and weaponlag do? [/QUOTE]
cl_bobstyle changes between 3 different modes.
1: The very early, and current steam weapon view bob (forward to back).
2: The 0.52 weapon bob (when played in OpenGL mode).
3: The WON era view bob.
explosionstyle is just the current sprite explosion, or the alpha explosion with the model gibs, and the different sprite.
weapon lag is the hl2 view model lag when looking around. I just like the feature so I always include it.
For those who missed it, Marc Laidlaw has just revealed some cut characters from Half-Life 2: Episode Two: [url]http://www.valvetime.net/threads/half-life-2-episode-two-cyril-fred-and-friends.257773/[/url]
It says that no remnants of these characters exist in any form, but aren't there 2 male rebel bodies in the hut next to the bridge?
[QUOTE=Hogie bear;52091522]It says that no remnants of these characters exist in any form, but aren't there 2 male rebel bodies in the hut next to the bridge?[/QUOTE]
Uh...I believe it was meant that they didn't appear as any actual alive npcs in any of the leaked maps.
[QUOTE=Gamer#1;52091610]Uh...I believe it was meant that they didn't appear as any actual alive npcs in any of the leaked maps.[/QUOTE]
Yeah but 'in any form' suggests otherwise.
[IMG]http://i.imgur.com/s3XW3Rt.png[/IMG]
Trying to make an icon out of the Gluon Gun the guy kept reposting. I did a Gluon previously, but I had to work off of the HL1 icon.
[QUOTE=Gsilverleaf;52091636]-image-
Trying to make an icon out of the Gluon Gun the guy kept reposting. I did a Gluon previously, but I had to work off of the HL1 icon.[/QUOTE]
Thats pretty cool dude
but uh
[img]https://puu.sh/vhnkZ/6c7fa00d6f.png[/img]
???
[QUOTE=Katatonic717;52091663]Thats pretty cool dude
but uh
[img]https://puu.sh/vhnkZ/6c7fa00d6f.png[/img]
???[/QUOTE]
Yeah, I'm still working on it my dude. Forgot to say it was WIP. :v:
I don't think you need to follow it to the letter, as long as it looks good enough in 2D.
Yeah, some parts of the model can look ridiculous in 2D form. I noticed this when I did an icon for the Beta Tau Cannon. The Handle for it doesn't look very pretty in 2D, so I didn't add it. It depends really.
[QUOTE=Hogie bear;52091522]It says that no remnants of these characters exist in any form, but aren't there 2 male rebel bodies in the hut next to the bridge?[/QUOTE]
While it is possible that they were once Cyril and Fred, even in the map's earliest revision available, _0417, there are still two corpses (although one is female in this version).
Chances are they were cut [B]very[/B] early on, their names aren't referenced in any of the available maps at all.
On further inspection, it appears that _1011 is in fact an earlier revision, in this version the hut next to the bridge is solid, and there are no rebels or rebel corpses in the map at all.
There's a chance that they never made it into the game at all, or that they were in the game very briefly in the map's missing revisions.
[QUOTE=Nicknine;52083417]Include models are done completely differently in V37, they're more similar to ANI files, meaning they only contain $animation data referenced by sequences from the main MDL file. I don't know the correct QC file syntax to get this system working, though. Here are the sequences for citizens: [url]https://pastebin.com/wB9PPdSa[/url][/QUOTE]
The StudioMDL that's in the leak doesn't support shared animations as far as I remember. We fiddled a little with it while working on GabeN HL2.
"He says Hollywood's awareness of video games has changed a lot since they recorded Half-Life 2"
For better or for worse?
[IMG]https://i.imgur.com/oXqlYjr.png[/IMG] some shitty thing i've been working on. [B]please provide actual critique[/B], i really need it.
SHOW ME WHAT YOU GOT
[QUOTE=Nicknine;52072772]Well, that was quite a success. I present you [U][B]Source Model 37 Converter[/B][/U] (still work-in-progress): [url]https://mega.nz/#!XJRFDRKA!_J2XFgR6-66PDaJRpiU_naR0cQqkhM5MVu0C2CXSIW4[/url]
<...>[/QUOTE]
Turns out retail code requires "forward" attachment to be present on NPC models for head rotation to work which beta human models models do not have. I have added -addforwardattachment launch param which takes "eyes" attachment (if found) and copies into a new "forward" attachment.
Also made so the tool assigns names to sequence transition nodes since V37 doesn't save them. It doesn't actually affect how models work in-game but it does help with decompilation.
[QUOTE=95Navigator;52094243]"He says Hollywood's awareness of video games has changed a lot since they recorded Half-Life 2"
For better or for worse?[/QUOTE]Worse. The movie industry has realized that the game industry is far more profitable, so rather than trying to make movies better, or at least less expensive to produce & finding better methods of distributing & profiting off of movies, they want to merge the two so they can have more control over the gaming industry. They don't understand games & want to make them more like movies in every way they can except financial, be it shifting focus from good gameplay to story, non-interactive spectacle & even celebrity worship. That's what making games "more cinematic" is really all about.
People think Gamergate is mostly about social justice nonsense, when really it was all about the current manipulation of game reviewers, websites, developers, publishers, internet celebrities, "major league gaming" etc. that are going on behind the scenes.
[QUOTE=gmadador;52094498][IMG]https://i.imgur.com/oXqlYjr.png[/IMG] some shitty thing i've been working on. please provide actual critique, i really need it.[/QUOTE]
What sort of critique are you wanting? What's your end-game with this?
[T]http://i.imgur.com/M01iRRK.png[/T]
[QUOTE=Snood_1990;52095360]What sort of critique are you wanting? What's your end-game with this?[/QUOTE]
i was aiming for what my vision of an early combine soldier model would have looked like in 1999-2000. people were rating it funny, so its obviously not giving off the vibe i want it to. i just would like to know what to do to make it look better.
[QUOTE=gmadador;52094498][IMG]https://i.imgur.com/oXqlYjr.png[/IMG] some shitty thing i've been working on. please provide actual critique, i really need it.[/QUOTE]
the comben
[QUOTE=gmadador;52094498][IMG]https://i.imgur.com/oXqlYjr.png[/IMG] some shitty thing i've been working on. [B]please provide actual critique[/B], i really need it.[/QUOTE]
that polygon count made me wonder why there's no hl2 backport mod to goldsrc
They approach.
[IMG]https://cdn.discordapp.com/attachments/230854022146293762/301933712516579328/poptheygo.png[/IMG]
[IMG]https://i.imgur.com/1yXboz8.png[/IMG]
continuation of my last post. made the head of the police guy from scratch
[QUOTE=gmadador;52097119][IMG]https://i.imgur.com/1yXboz8.png[/IMG]
continuation of my last post[/QUOTE]
Great Combine Guard there. No trenchcoat?
[QUOTE=PikaCommando;52097173]Great Combine Guard there. No trenchcoat?[/QUOTE]
i will try and add one, but its a quite hard considering this is being made in goldsrc. in all honestly, its probably why they cut the design
Trenchcoats in videogames are hard to get looking good, a lot of the time they end up looking like trash. Either you go with a stiff coat that moves with the legs, which looks awful, especially when the legs are spread apart and the model and texture stretch. Or you go with a completely still coat that doesn't really move at all, which means clipping with the legs and limits on how you can animate the character. Or you go with cloth physics and deal with it clipping with the legs and wonking out everywhere, and cloth physics often look way too light and floaty to be a reasonably thick trench coat.
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