• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=Gamer#1;52175517]Half-Life 2 without spotlights: [IMG]https://i.ytimg.com/vi/rJUYps2Nn9U/maxresdefault.jpg[/IMG][/QUOTE] hl2 darkness in a nutshell: ent_remove_all env_spotlight(?)
[QUOTE=Juesto;52175953]hl2 darkness in a nutshell: ent_remove_all env_spotlight(?)[/QUOTE] I think it wouldnt work cause they are baked into lightmaps and removed on compile
[QUOTE=Mr. Someguy;52175485] I think someone at Valve just really liked spotlights.[/QUOTE] It's quite an ubiquitous design trick to use strong, contrasting light sources in dark environments. Other than the obvious eye candy, it has a potential for visual guidance.
[QUOTE=HGrunt;52175994]It's quite an ubiquitous design trick to use strong, contrasting light sources in dark environments. Other than the obvious eye candy, it has a potential for visual guidance.[/QUOTE] Besides, it just looks omnious and awesome. On structures like the Citadel it can make a big difference. Like all effects it should not be overused of course.
[QUOTE=PikaCommando;52175171]Hmm, the lighting in the 2002 one gives off a different atmosphere. Is that 2003 one in nighttime or daytime?[/QUOTE] Obviously the first one was an unannounced and canceled Silent Hill game, then they decided to use it in Half Life 2 instead and changed the lighting.
aaaaaaaAAAAAAAAA can't VT just release all these screenshots at once instead of drip feeding them like we are fuckin rodents aaaaaaaaaaaaaaa
Also, does anyone know what happened to cvoxalury and how his mod Dark Interval's going? I think he said he planned to release it spring. (Sorry for the repost)
[QUOTE=Jackathan;52176123]aaaaaaaAAAAAAAAA can't VT just release all these screenshots at once instead of drip feeding them like we are fuckin rodents aaaaaaaaaaaaaaa[/QUOTE] If they release everything at once, they would run out of content. Because they're getting more content as time goes by, they can keep releasing 1-2 pieces of media a week and never run out of content. This system is one of the reasons they're still here.
[QUOTE=gk99;52175512]I mean to be fair it'd make sense for Grigori to rig up lights to keep visibility up at night.[/QUOTE] they could have changed the color once in a while instead of that green/blue everywhere
[QUOTE=Hell-met;52177239]they could have changed the color once in a while instead of that green/blue everywhere[/QUOTE] you're talking about a game that came out 13 years ago. did any of you people who played half-life 2 even complain about shit like this when it came out back in 2004? it was fucking groundbreaking in every way, damn. sure these design choices might be looked upon today by people who go "eh it's cheap" but seriously, i doubt it spoils the experience in any way. lol.
[QUOTE=MenteR;52177314]you're talking about a game that came out 13 years ago. did any of you people who played half-life 2 even complain about shit like this when it came out back in 2004? it was fucking groundbreaking in every way, damn. sure these design choices might be looked upon today by people who go "eh it's cheap" but seriously, i doubt it spoils the experience in any way. lol.[/QUOTE] I honestly think the repetitive color scheme adds a lot to the atmosphere. Don't know about you guys. :s:
[QUOTE=Hell-met;52177239]they could have changed the color once in a while instead of that green/blue everywhere[/QUOTE] They aimed to make the lighting complement the mood of the levels. Places like Ravenholm, Nova Prospekt and Citadel are supposed to feel unwelcoming: hence the prominent use of cold, teal color shades. Most other, less hostile areas in the game usually have warmer lighting.
[QUOTE=Hell-met;52177239]they could have changed the color once in a while instead of that green/blue everywhere[/QUOTE] Why don't you go tell Grigori to find a different source of survival spotlights because his exterior design is poor [editline]a[/editline] As for the combine they could just turn on the actual fucking lights and I'll readily bitch about their dumbassery
Hate to shift topics here, but could anyone provide some sort of link to HGrunt's Vertigo fix? I've been trying to find a download for quite some time, and frankly, it's becoming aggravating.
[QUOTE=Gamer#1;52174017]CutContentNetwork, who is also working on recreating the HL2:EP2 Beta Antlion Acid Worker is also working on improving Project_Zero's recreation of the Beta Jalopy: [IMG]https://steamuserimages-a.akamaihd.net/ugc/806552247108202729/7250ECBF0561001D631F9309E87DA7048C02523B/[/IMG] [IMG]http://cloud-3.steamusercontent.com/ugc/806552247108274637/BBD59366CCC01E23038F9328AE145B0B8B435294/[/IMG] [IMG]https://steamuserimages-a.akamaihd.net/ugc/806552247108212410/DE851A43305A93975F9A46361965AD904B1FDD45/[/IMG] [IMG]http://cloud-3.steamusercontent.com/ugc/806552247108186945/273583E31ADE0019BC41A0BF51FFDDDB479A019C/[/IMG] [IMG]https://steamuserimages-a.akamaihd.net/ugc/806552247108282126/DBDACBEA6FBA4B959206C9CE1451E649E8CFA2A2/[/IMG] Currently the changelog for this version (not found in the original) include: - Animations for motor jiggeling. - Animations for radio jiggeling. - Animations for speedometer jiggeling. - Animations for fenders jiggeling. - Animations for fan spinning. - Physics collider model. - Updated motor model. - Updated passenger seat. - And various updates to the Jalopy, mainly from the front. Currently, it's still WIP and not available to download.[/QUOTE] Omg, I'm really excited to see this fixed version! Hope it all goes well :cat:
[url]http://www.mediafire.com/file/vj08krcdb9f29zb/cremator-5-3-17.rar[/url] Here are the source files for the Cremator NPC I posted about a few pages back. I'm not quite finished with it yet but at least he's functional. To those who want this, feel free to use it wherever you see fit
Love the Jalopy improvements.
Thanks to Hidden Path artist, Audrey Pullman, ValveTime has released some higher quality screenshots of Balkan from CS:GO [IMG]https://pbs-h2.twimg.com/media/C-4qEuLXkAAdKyG.jpg[/IMG] More can be found here (NOTE: This thread also contains the previously posted versions): [URL]http://www.valvetime.net/threads/screenshots-of-unpublished-counter-strike-global-offensive-map-balkan.257777/[/URL]
[QUOTE=1/4 Life;52174174]Finally, after 10 long years..... The fabled Jalopy returns.[/QUOTE] [IMG]https://facepunch.com/image.php?u=26272&dateline=1490314915[/IMG] [B][I]50 years have passed..[/I][/B]
Name says all: [video]https://twitter.com/ValveTime/status/859706632577703936[/video]
[QUOTE=Gamer#1;52181330]Name says all: [video]https://twitter.com/ValveTime/status/859706632577703936[/video][/QUOTE] This is truly a piece of art. A masterpiece of the form.
It appears the early G-Man model used that one idle animation that most of the early human models do. I'll compare it to Samuel: [IMG]https://cdn.discordapp.com/attachments/302232072284798977/309394357667233792/2017-05-03_13_21_34SAI_-_Not_SavedNew_Canvas.sai__.png[/IMG] [IMG]https://cdn.discordapp.com/attachments/302232072284798977/309394615147167744/2017-05-03_13_22_38SAI_-_Not_SavedNew_Canvas.sai__.png[/IMG] If you look at the hands, they look exactly the same. Even the broken thumb is on early G-Man, too! EDIT: I might have made another discovery! It seems faceposing might have been in as early as November of 1999! Take a look at this: [T]https://cdn.discordapp.com/attachments/302232072284798977/309445994586570764/unknown.png[/T] This is from the file anyway.wav in the Odell folder, dated November 16th, 1999. This [I]is[/I] phenome data!
It doesnt surprise me they had coded at least something out of their Paul Eckman research.
[video=youtube;umGwvuz7TjQ]https://www.youtube.com/watch?v=umGwvuz7TjQ[/video] dumb shit
I really want PelPix to come back. I mean, I'd be really nice to get a sacktick model, or the old g-man model above. (or the odessa citizen model :v:)
[QUOTE=OfficialPCF;52183351](or the odessa citizen model :v:)[/QUOTE] [QUOTE=OddDoc;52171771]Ehm, his current body model is a citizen body actually. You can simply replace his texture by default citizen sheet-texture with white jacket. It's 100% match.[/QUOTE] [editline]3rd May 2017[/editline] Alternativly if you wanna go the hard route just ask a dude to headhack the models.
[video]https://youtu.be/6xtj1cw7gUo[/video] I have done a demonstration of the early phenomes.
[QUOTE=Katatonic717;52183382][editline]3rd May 2017[/editline] Alternativly if you wanna go the hard route just ask a dude to headhack the models.[/QUOTE] Tbh I'd say just spend the time to learn how to do it himself because bothering with that model is so not worth the time
[QUOTE=OfficialPCF;52183351]I really want PelPix to come back. I mean, I'd be really nice to get a sacktick model, or the old g-man model above.[/QUOTE]I'd just be happy to see a picture of the sacktick from a different angle than just that one concept art pic.
ValveTime has released 2 new screenshots from an unpublished CS:GO map named, Depot: [IMG]https://pbs-h2.twimg.com/media/C-9toMXXkAAoR77.jpg[/IMG] [IMG]https://pbs-h2.twimg.com/media/C-9to0tXkAAN_tH.jpg[/IMG] Source: [url]https://twitter.com/ValveTime/status/860026686489997312[/url]
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