VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
Oh, took me a while to notice the HL1 crosshair. How about a HL1-style gasmaskcit then? They are likely from the same era as these early Metrocops after all.
[QUOTE=Mr. Someguy;52097206]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.[/QUOTE]
Or you can add bones and animate the coat itself, but it will look the same every time the character walks but at least look semi-decent
I can only guess how many times the Combine soldiers would trip and fall on their cool trenchcoats trying to manouver and get to Gordon.
[QUOTE=PikaCommando;52097229]Oh, took me a while to notice the HL1 crosshair. How about a HL1-style gasmaskcit then? They are likely from the same era as these early Metrocops after all.[/QUOTE]
the hl2 crosshair is the exact same as the hl1 mp5. just sayin
[QUOTE=Hell-met;52098393]the hl2 crosshair is the exact same as the hl1 mp5. just sayin[/QUOTE]
Yeah, but there's the health and ammo bars beside it.
[IMG]https://i.imgur.com/OQ91cmR.png[/IMG]
[T]https://i.imgur.com/O86Okph.png[/T] some progress
after listening to Snood's advice, i made some MORE progress
[T]https://i.imgur.com/M9B6V3c.png[/T]
[T]https://i.imgur.com/jTniSKS.png[/T]
now featuring v_gaytest
[QUOTE=gmadador;52095702]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]
What I'd do is look at the lower detail LODs of a retail Combine Soldier and go from there, because you can probably bet that's what they may have been using at the time.
[QUOTE=gmadador;52098777][IMG]https://i.imgur.com/O86Okph.png[/IMG] some progress[/QUOTE]
With this I'd open the skirt up, leaving the front of the legs bare.
[img]https://puu.sh/fXjql/fd95765b50.png[/img]
This is a model I made for an RP community that I made with the intention of mimicking the same trenchcoat style from the concept art.
It's not completely down to the feet and the open skirt and the split I made towards the bottom of the back makes mesh warp with the rigging pretty minimal.
[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]
The forehead needs something to not make it look so much like a bowling ball. I couldn't tell ya what for the love of me, unfortunately, though some sort of subtle indent would probably work
The sides of the head are also a little empty as well, I don't mind everything else otherwise, you're making good headway so far
[QUOTE=gmadador;52094498][t]https://i.imgur.com/oXqlYjr.png[/t] some shitty thing i've been working on. [B]please provide actual critique[/B], i really need it.[/QUOTE]
The head looks plain, everything is molded from same color, there is no texture to signify what the thing is supposed to be. The "duck beak" makes it look silly.
Also, use t in place of IMG, so that the image doesn't blow up to massive size eyesore, no one likes to scroll trough forums filled with images the size of wallpaper.
[QUOTE=gmadador;52098777][T]https://i.imgur.com/O86Okph.png[/T] some progress
after listening to Snood's advice, i made some MORE progress
[T]https://i.imgur.com/M9B6V3c.png[/T]
[T]https://i.imgur.com/jTniSKS.png[/T]
now featuring v_gaytest[/QUOTE]
Good, you finally implemented jaytest
[IMG]https://abload.de/img/lsoz6ucz.png[/IMG]
Took me 11 years to notice that disappearing strider. Anybody else as blind as me?
Valve really knows how to create the most effective trailers with the least possible effort
[QUOTE=LambdaCore 21;52104746][IMG]https://abload.de/img/lsoz6ucz.png[/IMG]
Took me 11 years to notice that disappearing strider. Anybody else as blind as me?
Valve really knows how to create the most effective trailers with the least possible effort[/QUOTE]
Valve does everything with the least possible effort.
Unless it's hiding HL3
[QUOTE=ThickModule;52104802]Valve does everything with the least possible effort.
Unless it's hiding HL3[/QUOTE]
You don't have to hide anything if there's nothing to hide :V
So I took some time to fix and compile "styleguide_ravenholm_01" for Ep2.
This is suppose to be a map from that Junction Point Studios secret project with magnet things.
[T]http://i.imgur.com/rP9riV5.jpg[/T]
Well I just fixed part of the map. There is a lot of scripts, one trigger still crashes the game, and there is like 1/3 of the map missing.
There are entities, scripted sequences or even decals, everything looks like in right place but... there is no geometry, I checked all visgroups, empty space.
[T]http://i.imgur.com/F46FVem.jpg[/T]
Also had to hide all things that aren't availible in Ep2, like 2 new npc's - Duncan and Scooter. They are probably helping Gordon with gas leak blocking the way.
Also filter like entity that is checking what player is holding ([URL="https://developer.valvesoftware.com/wiki/Filter_player_held"]it's from Portal 2 engine[/URL])
[T]http://i.imgur.com/O605hpQ.jpg[/T]
This map has potential. It looks interesting and has some cool moments. I'm still not sure with way player should go in second part of the map ;D
For example Razor Train bustin through closed gate and pushing over another train car. I never seen something like that, simple but cool.
[T]http://i.imgur.com/TXhwA7L.jpg[/T]
Or a puzzle. You have to find a fuse for a fusebox in order to open a gate.
[T]http://i.imgur.com/6vYU4xR.jpg[/T]
Still working on it.
[QUOTE=gargamel9000;52104933]So I took some time to fix and compile this meme[/QUOTE]
I'd rate winner but I can't.
Why don't you make custom scripted sequences for Duncan and Scooter
In case somebody hasn't seen it yet, [URL="http://www.moddb.com/mods/half-life-absolute-zero/downloads"]Absolute Zero's first demo build[/URL] was released. It's really good and you should check it out!
[QUOTE=BlackSnow;52105188]In case somebody hasn't seen it yet, [URL="http://www.moddb.com/mods/half-life-absolute-zero/downloads"]Absolute Zero's first demo build[/URL] was released. It's really good and you should check it out![/QUOTE]
-... . - .- / I haven't completed it fully, but I agree to check it out. It definitely has some room for improvement, but it is playable. --. .-.. ..- ...
EDIT: morse code is a joke
[QUOTE=BlackSnow;52105188]In case somebody hasn't seen it yet, [URL="http://www.moddb.com/mods/half-life-absolute-zero/downloads"]Absolute Zero's first demo build[/URL] was released. It's really good and you should check it out![/QUOTE]
Damn, that's brilliant. Having seeing little footage of the alpha, this is like finding a half life v2.
[sp]or I guess 0.5 in a way[/sp]
[B]Absolute Zero[/B] - the lowest temperature that is theoretically possible, at which the motion of particles that
constitutes heat would be minimal. It is zero on the Kelvin scale, equivalent to [U]–273.15°C[/U] or
[U]–459.67°F[/U].
"[I]The third law of thermodynamics states that for a perfect crystal at a temperature of absolute
zero on the Kelvin scale the entropy value is zero[/I]."
thanks
[QUOTE=LambdaCore 21;52104746][IMG]https://abload.de/img/lsoz6ucz.png[/IMG]
Took me 11 years to notice that disappearing strider. Anybody else as blind as me?
Valve really knows how to create the most effective trailers with the least possible effort[/QUOTE]
LOL, the other day when playing ep2 i saw a hunter spawn right in front of me in the first hunter fight with alyx :p
[QUOTE=LambdaCore 21;52104746][IMG]https://abload.de/img/lsoz6ucz.png[/IMG]
Took me 11 years to notice that disappearing strider. Anybody else as blind as me?
Valve really knows how to create the most effective trailers with the least possible effort[/QUOTE]
More like "Valve really knows how to create the most effective trailers with the most scripted bullshit".
A similar thing happens in the E3 2003 Traptown demo - in the official video you can literally see the soldier spawning before your eyes.
[QUOTE=QWERTERBERY;52106948][B]Absolute Zero[/B] - the lowest temperature that is theoretically possible, at which the motion of particles that
constitutes heat would be minimal. It is zero on the Kelvin scale, equivalent to [U]–273.15°C[/U] or
[U]–459.67°F[/U].
"[I]The third law of thermodynamics states that for a perfect crystal at a temperature of absolute
zero on the Kelvin scale the entropy value is zero[/I]."[/QUOTE]
[I]It could sap your suit power in a matter of moments![/I]
What if, since the hydras are beam creatures, if they were like the circuits for Combine technology. So they're just constantly being electrocuted and tortured.
[QUOTE=BillnTedison;52110475]What if, since the hydras are beam creatures, if they were like the circuits for Combine technology. So they're just constantly being electrocuted and tortured.[/QUOTE]
well their beta sounds somewhat sound humane so sure why not
[QUOTE=ficool2;51913492]
[IMG]http://i.imgur.com/I8FHX5q.png[/IMG][/QUOTE]
So, you guy's remember the MIRV V_Model that was found about a month ago?
I have some reason to believe that this model is either faked, in the sense that someone did their own model, or is just a version of the v_model that was changed due to polygon optimization.
[t]https://cdn.discordapp.com/attachments/164885247220121600/303216294684262400/fakeornot.png[/t]
[t]https://cdn.discordapp.com/attachments/164885247220121600/303218661940789248/abcdmirv.png[/t]
Within the model's sequences, there are six animations, which would seem odd in the way of how grenades would have worked inside TF2.
Within Trailer 2, it was shown that grenades would have worked like how they did in TFC: Press and hold the button to prime the grenade, and release the button to throw it; Doesn't it seem odd that there'd be 4 extra animations to go along with that? I would also extremely doubt it could have been a Secondary weapon, due to the fact that it only has one bone within the model itself, which off the top of my head is bound to the left weaponbone. The way grenades worked as well is that they would have used the system that the Spy's Invisible Watch does, in the sense that another viewmodel is used, rather than all v_models containing the grenades.
[sp]Also please ignore any weird grammar issues within the first image, I made that image really fast and didn't feel like redoing anything; Also I got the model from ficool2 himself, but I am in no way accusing him of faking the model.[/sp]
Something interesting I've discovered while comparing the Pel bullsquid's source TGA and the leak's VTF is that the source TGA is not an export of the leak's VTF. The TGA version lacks the compression artifacts the VTF has and is noticeably brighter.
Here, glance at this:
[img]http://i.imgur.com/j2duEgo.gif[/img]
Just want to point this bit out.
[QUOTE=ProZak;52081472]I've thought about creating an archive kind of thing for a while. I guess an alternative to hl2-beta.ru seeing how unreliable it seems at times.
What would people be interested in?[/QUOTE]
You should team up with this guy [url]https://www.reddit.com/r/HalfLife/comments/65cwy4/halflife_and_valve_file_collection_from_1997_2012/[/url]
[QUOTE=ProZak;52081472]I've thought about creating an archive kind of thing for a while. I guess an alternative to hl2-beta.ru seeing how unreliable it seems at times.
What would people be interested in?[/QUOTE]
I think everything related to the HL/TF/CS games. I myself would be most interested in HL1/HL2 map development, models, sounds, builds etc, as well as TF2 during its 1998-2001 era of development, in which it went through 2 names. (Valve's Team Fortress and Team Fortress 2: Brotherhood of Arms).
Like 95Navigator said, a wiki would be perfect, and I would suggest a neat little screenshot/picture/video gallery too.
[QUOTE=x8BitRain;52112768]You should team up with this guy [url]https://www.reddit.com/r/HalfLife/comments/65cwy4/halflife_and_valve_file_collection_from_1997_2012/[/url][/QUOTE]
That archive doesn't have that much good stuff IMO. Structuring is good, but content seems meh to me.
:snip:
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