• VALVE CUT CONTENT V2+1: Digging through Valve's trash since 2003!
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[QUOTE=RaraKnight;52464453]Something pretty awesome related to the HL1 Alpha happened last night on the Source Modding Community discord: Someone was able to compile a working, loadable map with the editor and played on it in-game. [IMG]https://image.prntscr.com/image/z7n6-XNUS06-3ume3m3Tjw.png[/IMG] It's without lighting because the qrad the alpha comes with doesn't work. [URL="https://hl2-beta.ru/index.php?topic=28093"]Here's some more details on it, including how to compile your own alpha map.[/URL][/QUOTE] I was one of the first people to do this 4-odd years ago. Never got any recognition for it though :saddowns: [quote=Sergeant Stacker;39151326] I decided to make a crappy zoo-styled map for the alpha, if anybody wants to play it then just pop it into your maps folder and run it like any other custom map. [url]http://filesmelt.com/dl/monsters2.rar[/url] [/quote] The download link's long dead though
RIP Stacker
i refuse to believe there were no 6-pack beers in hl2-universe so i made this [IMG]http://i.imgur.com/mv6XpGs.png[/IMG] p awful
[QUOTE=RaraKnight;52464453] It's without lighting because the qrad the alpha comes with doesn't work. [URL="https://hl2-beta.ru/index.php?topic=28093"]Here's some more details on it, including how to compile your own alpha map.[/URL][/QUOTE] The qrad for the alpha actually does work, but the normal compile options try to call qrad before vis which causes qrad to automatically fail. Here's some instructions I posted on this thread a few months ago on how to compile for the alpha: [QUOTE=En_Carlson;51920284]For anyone wanting to get the Worldcraft map editor for the half-life 0.52 alpha working, here are some instructions: 1. Open the directx.zip in the Drivers and Tools/DirectX directory that comes with the alpha. Copy the DIRECTX/D3DRM.dll to the bin directory with worldcraft. 2. Make a folder called prospero in the same directory as the valve folder and make a folder called maps in the prospero folder. The compiling tools won't work unless you place your rmfs in a folder within the prospero directory. 3. Only use the halflife.wad. Multiple wads confuse the compiling tools for some reason. 4. When first starting the editor, set the 3d view to textured, and place a block in front of the camera (camera starts looking straight down about 2048 units above the origin). The 3d view will be glitched at first, looking like alternating stripes of black and colored pixels. Grab the center point between the four views and play around with the size/aspect ratio of the 3d view until the block appears properly. 5. When compiling, you need to use the advanced settings. Otherwise worldcraft will try to use bsp.exe (doesn't exist) instead of bsp2.exe, and will run qrad.exe before vis resulting in no lighting. Here is my setup: [CODE] COMMAND | PARAMS qcsg.exe $path\$file.$ext qbsp2.exe $path\$file.$ext vis.exe $path\$file qrad.exe $path\$file [/CODE] 6. After compiling, you need to copy the .bsp from the directory where your .rmf is to the valve/maps folder. As a side note, you can get the software render version to work by setting your screen to 16 bit color mode before launching it. It seems to be a lot more complete than the opengl render, which for example doesn't render the weapon selection menu or the bullet effects.[/QUOTE]
So this just occured to me: where did that early 2002 physcannon shot oeiginated from, if the game wasn't unveiled until 2003? Some closed keynote? And somebody just happened to store this photo for more than a decade?
[QUOTE=halfer;52467537]So this just occured to me: where did that early 2002 physcannon shot oeiginated from, if the game wasn't unveiled until 2003? Some closed keynote? And somebody just happened to store this photo for more than a decade?[/QUOTE] Valve are known for showing off really old builds of their games when they do their teaching seminars for other devs. That one in particular was on making trailers for source games.
[QUOTE=notbarnik;52467585]Valve are known for showing off really old builds of their games when they do their teaching seminars for other devs. That one in particular was on making trailers for source games.[/QUOTE] Got a link?
[QUOTE=tschumann;52467648]Got a link?[/QUOTE] Oddoc didn't give us the video, but he did give us some stills from it. Here are a couple of them [T]https://cdn.discordapp.com/attachments/333671922405736448/335445144474222592/3.jpg[/T] [T]https://cdn.discordapp.com/attachments/333671922405736448/335445146793672715/1.jpg[/T] [T]https://cdn.discordapp.com/attachments/333671922405736448/335445148257484800/2.jpg[/T]
[url]https://www.youtube.com/watch?v=7tqeREb9Wxg[/url] These guys did an amazing job documenting these areas. (Even though I got this first hehe :) )
So that presentation video wasn't lost, just private? I wonder what's there to talk about "making trailers for Source games".
[QUOTE=PikaCommando;52468337]So that presentation video wasn't lost, just private? I wonder what's there to talk about "making trailers for Source games".[/QUOTE] Depends when it was made - they may have been talking about Source Film Maker and using old assets for some reason.
[QUOTE=PikaCommando;52468337]So that presentation video wasn't lost, just private? I wonder what's there to talk about "making trailers for Source games".[/QUOTE] Probably useful commands, features of the source engine to show off, how to make maps with cut out sections of the actual game for the purpose of showing them off.
Hey, can anyone with the leak please send me all of the leak citizen animations? I really don't want to download the entire leak just for a handful of files.
[QUOTE=Kaleidescoop;52469701]Hey, can anyone with the leak please send me all of the leak citizen animations? I really don't want to download the entire leak just for a handful of files.[/QUOTE] I tried decompiling several of the citizen models with the v37 model viewer, but they all caused the decompiler to crash. Unless someone has a different decompiler that can handle the citizen models, I don't think its currently possible to extract their animations.
[QUOTE=En_Carlson;52469829]I tried decompiling several of the citizen models with the v37 model viewer, but they all caused the decompiler to crash. Unless someone has a different decompiler that can handle the citizen models, I don't think its currently possible to extract their animations.[/QUOTE] Either way with the public decompilers the root bone animation gets fucked unless you want to go through all the animations and redo the movement
I recently updated my alpha AR2 remake to fix the HL2DM skins not properly playing animations in multiplayer and added lowered weapon animations and holster animations. Also now includes v37 models for the leak and a texture replacer for the world model. [t]https://s1.postimg.org/kooarc427/oicw.gif[/t] [t]https://s10.postimg.org/6kx3vs2ll/oicw_teleport.jpg[/t] [URL="https://my.mixtape.moe/fyaqvv.7z"]LINK #1[/URL] [URL="https://drive.google.com/open?id=0B7C6bREfbjF5dFBwUnVhMm5QMjQ"]LINK #2[/URL]
I found this in vgui_screens.txt, in Half life 2's scripts folder: [CODE] "teleport_countdown_screen" { // Defined in c_info_teleporter_countdown.cpp "type" "teleport_countdown_screen" // These describe the dimensions of the screen *in pixels* "pixelswide" 480 "pixelshigh" 240 // This is the name of the .res file to load up and apply to the vgui panel "resfile" "scripts/screens/teleport_countdown_screen.res" } [/CODE] So I think there was supposed to be a on-screen countdown until Dr. Breen's teleport in the final level. teleport_countdown_screen.res also is still in HL2's files: [CODE]"teleport_countdown_screen.res" { "Background" { "ControlName" "MaterialImage" "fieldName" "Background" "xpos" "0" "ypos" "0" "zpos" "-2" "wide" "480" "tall" "240" "material" "vgui/screens/vgui_bg" } "TimeRemainingTitle" { "ControlName" "Label" "fieldName" "TimeRemainingTitle" "xpos" "0" "ypos" "20" "wide" "480" "tall" "80" "autoResize" "0" "pinCorner" "0" "visible" "1" "enabled" "1" "tabPosition" "0" "labelText" "Time Remaining" "textAlignment" "center" "dulltext" "0" "paintBackground" "0" // NOTE: These settings change the font + color as defined in CombinePanelScheme.res "font" "DefaultLarge" "dulltext" "1" } "TimeRemaining" { "ControlName" "Label" "fieldName" "TimeRemaining" "xpos" "0" "ypos" "140" "wide" "480" "tall" "80" "autoResize" "0" "pinCorner" "0" "visible" "1" "enabled" "1" "tabPosition" "0" "labelText" "0" "textAlignment" "center" "dulltext" "0" "paintBackground" "0" // NOTE: These settings change the font + color as defined in CombinePanelScheme.res "font" "DefaultLarge" "dulltext" "1" } "MalfunctionLabel" { "ControlName" "Label" "fieldName" "MalfunctionLabel" "xpos" "0" "ypos" "80" "wide" "480" "tall" "80" "autoResize" "0" "pinCorner" "0" "visible" "1" "enabled" "1" "tabPosition" "0" "labelText" "MALFUNCTION" "textAlignment" "center" "dulltext" "0" "paintBackground" "0" // NOTE: These settings change the font + color as defined in CombinePanelScheme.res "font" "DefaultLarge" "brighttext" "1" } }[/CODE] I don't have any of the Source SDK codebases installed, so I can't see if c_info_teleporter_countdown.cpp is still there. Could someone could re-implement this in retail HL2?
[QUOTE=brushtool;52470791]I found this in vgui_screens.txt, in Half life 2's scripts folder[/QUOTE] It's in one of the unused visgroups of d3_breen_01 in those VMFs from a while ago.
[QUOTE=brushtool;52470791]I don't have any of the Source SDK codebases installed, so I can't see if c_info_teleporter_countdown.cpp is still there.[/QUOTE] Files are still there
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Welp looks like Valve broke Source Modding almost completely [IMG]https://cdn.discordapp.com/attachments/308781516606013442/335903950740127754/unknown.png[/IMG] [IMG]https://cdn.discordapp.com/attachments/308781516606013442/335904097494368258/unknown.png[/IMG] Now you have to start mods through a shortcut which apparently breaks some stuff EDIT: Im hearing that some shit at Valve accidentally set SDK 2013 to an unreleased product somehow
PANIC
[T]http://www.geocities.ws/davidswebsite/facepunch/sus.png[/T]I had that too
IT HAS BEEN FIXED [IMG]https://cdn.discordapp.com/attachments/308781568942407680/335913183011143680/unknown.png[/IMG]
[img]http://i.imgur.com/mEZ6wNm.png[/img] Same thing happening to steamVR currently
You faggots made me start SDK 2013 for nothing
:snip:
Someone should make an HTML file that separates all WC Mappack maps into different sections, allowing you to download a map separately or in a section. I can host it on [URL="http://NostalgicLorikeet.github.io"]my GitHub pages site[/URL].
[QUOTE=FreakMan2001;52471237]I would suggest that you use some sort of .mdl decompiler that converts models to a V44 format to obtain the model, and it's root animations. I highly recommend that you make use of the "Crowbar" decompiler. EDIT: It's not difficult to download the leaked files at all. Simply follow the path of this link: [url]https://hl2-beta.ru/index.php?action=downloads;sa=view;down=15[/url][/QUOTE] Or you can use my converter tool rather than bother with re-compiling the model: [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] Usage: 1. Put the executable into "bin" folder of any Source 2013 game (HL2, HL2:DM, TF2, CS:S, Source SDK Base 2013, ...). 2. Syntax is similar to other Source CMD tools: mdl37converter [-game <full_path_to_mod_dir>] filename (example: mdl37converter -game "C:\Program Files\Steam\steamapps\sourcemods\mod_hl2" "D\Beta Models\Blah.mdl") 3. It'll work similar to StudioMDL where it will put the resulting V48 model into the specified mod dir with a proper path. There edit modes for activity names, animevent names and animevent options, use -actedit, -eventedit and -eventoptionedit switches respectively to enable them. You can use these to fix up the models so they work with retail NPC code (this is something that has to be done either way, you'll have to check the game code to know what to fix, e.g. Combine Soldier needs to have ACT_COMBINE_STANDING_SMG1 changed to ACT_RANGE_ATTACK_SMG1, etc) Known issues: - None at this point. Proof that it works: [url]https://www.youtube.com/watch?v=ra60y4QZeEI[/url] [url]https://www.youtube.com/watch?v=9JXP1BknqgY[/url] As you can see, all animations are correct and model movement is preserved. EDIT: Obligatory day 1 patch: Fixed IK rules being extracted incorrectly. EDIT 2: Fixed the program terminating if a PHY file is missing. EDIT 3: Fixed sequence auto layers being extracted incorrectly. EDIT 4: Fixed the remaining issues - added includemodel support, added edit modes (see above). EDIT 5: Added -addforwardattachment launch param. It takes "eyes" attachment (if found) and copies into a new "forward" attachment. This is required for head rotation to work on human models.[/QUOTE]
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