VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
4,608 replies, posted
[QUOTE=Sergeant Stacker;52367058][IMG]https://images.discordapp.net/attachments/302232072284798977/325294900834729984/cguard10011.jpg[/IMG]
I got tired of seeing the combine guard's moldy cheese cannon so I tried making the gun look a little less fugly by messily re-UV'ing it to guardgun_uvw. The front end's pretty fucked up still but the back came out alright[/QUOTE]
WOW that's awesome! Could you give us a download link?
[QUOTE=Lambdafox;52368459]WOW that's awesome! Could you give us a download link?[/QUOTE]
You got it! You'll have to compile the NPC_combineguard code into your own mod though
[url]https://cdn.discordapp.com/attachments/302232072284798977/325433880649662465/CombineGuard-6-16-2017.rar[/url]
[QUOTE=Sergeant Stacker;52368908]You got it! You'll have to compile the NPC_combineguard code into your own mod though
[url]https://cdn.discordapp.com/attachments/302232072284798977/325433880649662465/CombineGuard-6-16-2017.rar[/url][/QUOTE]
Thanks and ok I'll figure that out.
anyways, does anyone know where I can find all those portal 1 beta vmf files???
[QUOTE=CaptainZed;52367305][sp]for the record, the Combine Guard's face has always looked like an unused Quake 2 enemy texture to me[/sp][/QUOTE]
I remember when I first saw the Guard's face, I thought he had a moustache Stalin-style.
[QUOTE=HydraHeight;52369325]
anyways, does anyone know where I can find all those portal 1 beta vmf files???
[/QUOTE]
I had the same problem after accidentally over-saving the original beta escape map. No d-load location available right now (to my knowledge), thanks to all the copyright laws that fucked the MEGA repo.
I wish you all the best for your mod, though. [url]http://www.mediafire.com/file/e97rr6v2nd3ooor/Original.Portal.vmfs.2006.zip[/url]
[QUOTE=LambdaCore 21;52370334]I had the same problem after accidentally over-saving the original beta escape map. No d-load location available right now (to my knowledge), thanks to all the copyright laws that fucked the MEGA repo.
I wish you all the best for your mod, though. [url]http://www.mediafire.com/file/e97rr6v2nd3ooor/Original.Portal.vmfs.2006.zip[/url][/QUOTE]
does it include the nova prospeckt like maps and the rollermine version of glados??? cause i need those mostly
So I spent a good part of the day getting my head around the leak chopper and the retail chopper's gun movement system.
The leak attack chopper uses 'controllers', which are basically an x y z that tells the bone where to move. I actually managed to port the correct controllers over to retail when I ported over the model. HOWEVER, controllers are obsolete and as far as I know non-functioning.
The retail Combine chopper uses 'poseparameters' instead, and this is what I was spending most of the time working out how to do.
[IMG]https://steamuserimages-a.akamaihd.net/ugc/866229193900807511/90AF12638F43047DD25F6DDB0609A9A8EA7BC2E1/[/IMG]
And it was a success. The ported chopper can now move its gun around and shoot at you with it. The angle it can actually shoot at you is defined by its animations and poseparameters.
In this case, I kept the same angles that were defined by the original controller system. Currently this heavily restricts its ability to shoot at you, as the leak's gun was only meant to point down at a 45 degree angle. The retail's on the other hand has a 90 degree angle, meaning it can shoot at something directly below itself. Interestingly enough, it will attempt to fly to an angle where it can shoot at you successfully, taking into account the restriction on the gun's movement.
[QUOTE=Snood_1990;52371947]So I spent a good part of the day getting my head around the leak chopper and the retail chopper's gun movement system.
The leak attack chopper uses 'controllers', which are basically an x y z that tells the bone where to move. I actually managed to port the correct controllers over to retail when I ported over the model. HOWEVER, controllers are obsolete and as far as I know non-functioning.
The retail Combine chopper uses 'poseparameters' instead, and this is what I was spending most of the time working out how to do.
[IMG]https://steamuserimages-a.akamaihd.net/ugc/866229193900807511/90AF12638F43047DD25F6DDB0609A9A8EA7BC2E1/[/IMG]
And it was a success. The ported chopper can now move its gun around and shoot at you with it. The angle it can actually shoot at you is defined by its animations and poseparameters.
In this case, I kept the same angles that were defined by the original controller system. Currently this heavily restricts its ability to shoot at you, as the leak's gun was only meant to point down at a 45 degree angle. The retail's on the other hand has a 90 degree angle, meaning it can shoot at something directly below itself. Interestingly enough, it will attempt to fly to an angle where it can shoot at you successfully, taking into account the restriction on the gun's movement.[/QUOTE]
WOW you're a genious, thanks! Could you provide a link?
[QUOTE=x8BitRain;52363081]The same guy that made the BS2PC converter for HL PS2 maps told me how you can open some of the 'unopenable' HL PS2 PAK files, like VALVE.PAK and SYSTEM.PAK, turns out they are regular PAK files compressed with zlib.
How you do it:
Remove the first 4 bytes from the PAK in a HEX editor so that the file now starts with an 'x'.
[IMG]https://cdn.discordapp.com/attachments/148434721922220032/324928410403209218/unknown.png[/IMG]
[IMG]https://cdn.discordapp.com/attachments/148434721922220032/324928478409523210/unknown.png[/IMG]
Then use zlib to decompress the file, not sure about windows but you can make a python scrip with the [U]zlib.decompress[/U] function to do it, on linux you can use [U]zlib-flate -uncompress < DECAY.PAK > DECAYextract.PAK.[/U]
Then just open the file in GCFScape.
[/QUOTE]
I've written a tool to take out the manual steps: [url]http://www.teamsandpit.com/#gssmt[/url]
[QUOTE=Snood_1990;52371947]Copter[/QUOTE]
$no_decal the blade wash eh
[QUOTE=Sally;52375142]$no_decal the blade wash eh[/QUOTE]
Was wondering when someone would notice that :v:. Yes, I will be doing.
Does anyone know where can i still get the original Beta source code intact?
hl2beta.ru seems to have deleted it.
[QUOTE=HydraHeight;52371229]does it include the nova prospeckt like maps and the rollermine version of glados??? cause i need those mostly[/QUOTE]
I've got a pack of all the leaked stuff (2007-2005) [URL="https://drive.google.com/file/d/0Bx-8IuF_WKwOMGY3YjdoX3lPcDA/view?usp=sharing"]here[/URL]. Most of the stuff there is also available on ValveArchive's new site, [URL="http://valvearchive.com/archive/Other%20Files/Source%20Files/Portal/Maps/"]here[/URL].
[QUOTE=95Navigator;52375368]Does anyone know where can i still get the original Beta source code intact?
hl2beta.ru seems to have deleted it.[/QUOTE]
i think that there is like a archive on the web for the beta source code but i have never seen it myself you better go search online
[QUOTE=95Navigator;52375368]
the original Beta source code intact?
[/QUOTE]
You should have a PM
[QUOTE=LambdaCore 21;52375893]You should have a PM[/QUOTE]
Thanks man.
Also, a question for anyone who can awnser it: in the Source SDK 2013 code, whats the difference between release_mod_hl2 and release_mod_episodic? Do I get Zombines/Hunters if I compile and use mod_hl2 libraries?
[QUOTE=95Navigator;52377198]Thanks man.
Also, a question for anyone who can awnser it: in the Source SDK 2013 code, whats the difference between release_mod_hl2 and release_mod_episodic? Do I get Zombines/Hunters if I compile and use mod_hl2 libraries?[/QUOTE]
Search for [B]#ifdef HL2_EPISODIC[/B] in the solutions.
[img]http://puu.sh/woyRX/35eb5f31d0.png[/img]
Dickin' aboot with materials, init.
Does anyone know where to find the HL2 Preload GCFs? I've heard they had a load of stuff in them that Valve cut out before release, models / materials that aren't in the leak / retail, etc.
I know they would be encrypted but XJR9000 managed to find an old clientregistry.blob file that contained the decryption keys for GCFs from an early retail DVD, so there's a chance.
[QUOTE=Snood_1990;52378198][img]http://puu.sh/woyRX/35eb5f31d0.png[/img]
Dickin' aboot with materials, init.[/QUOTE]
Looks nice, keep up the good work!
Here's some WIP beta we've been working on.
[t]https://pp.userapi.com/c637229/v637229812/51e48/Y8n4kplxwW4.jpg[/t]
[QUOTE=Cvoxalury;52380676]Here's some WIP beta we've been working on.
[t]https://pp.userapi.com/c637229/v637229812/51e48/Y8n4kplxwW4.jpg[/t][/QUOTE]
Im just now noticing this room is oddly similar to the ms_lab's teleporter room, only with the teleporter in the opposite side.
Is this from scratch?
I was looking through [URL="https://expirebox.com/download/006988c49b0f3f831bfd9f4727b7887d.html"]this[/URL] archive and found dis:
[img_thumb]http://i.imgur.com/k2jlZy7.png[/img_thumb]
[img_thumb]http://i.imgur.com/h88V0WE.png[/img_thumb]
[img_thumb]http://i.imgur.com/2zFZmAr.png[/img_thumb]
weaponizer_liquid... interesting stuff huh?
[QUOTE=95Navigator;52380781]Im just now noticing this room is oddly similar to the ms_lab's teleporter room, only with the teleporter in the opposite side.
Is this from scratch?[/QUOTE]
The entire map (there's also the first room, with tanks and pipes and desks and all) is from scratch, yes.
[QUOTE=x8BitRain;52378483]Does anyone know where to find the HL2 Preload GCFs? I've heard they had a load of stuff in them that Valve cut out before release, models / materials that aren't in the leak / retail, etc.
I know they would be encrypted but XJR9000 managed to find an old clientregistry.blob file that contained the decryption keys for GCFs from an early retail DVD, so there's a chance.[/QUOTE]
What sort of stuff? I remember reading that the Episode One preload .gcf files had files which weren't there on launch but I don't remember seeing anywhere that Half-Life 2 itself did.
[QUOTE=Cvoxalury;52380803]The entire map (there's also the first room, with tanks and pipes and desks and all) is from scratch, yes.[/QUOTE]
Amazing work dude, especially the lighting.
Personally I dont like that teleport concept (I prefer the WC one we have, its a direct nod to the Anti-Mass Spectrometer - I like the irony), but amazing nonetheless.
[QUOTE=Cvoxalury;52380676]Here's some WIP beta we've been working on.
[t]https://pp.userapi.com/c637229/v637229812/51e48/Y8n4kplxwW4.jpg[/t][/QUOTE]
Ooh, I was thinking of having a go at modelling that teleporter myself.
[QUOTE=Snood_1990;52381611]Ooh, I was thinking of having a go at modelling that teleporter myself.[/QUOTE]
You can still do it, because this one is made of brushes (117 of them) and Source hates everything good and always breaks vertex coords and leaves tiny holes in my more complex structures. Isn't it fun?
(Yes I know there's a plugin for Hammer that's intended to preserve accurate coords, but it breaks old regular brushes and sometimes won't load half of my map, so I abandoned the idea of using it)
How the fuck can one create these things with brushes is and always will be simply beyond me. I cant even create a barrel in Hammer for God's sake.
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