Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=Jackathan;47084044]it's a shame that env_sound doesn't work in source[/QUOTE]
Replace it for ambient_generic.
alyx_caves03.vmf is incomplete, if you open it with a text editor you'll see that the text just abruptly cuts off.
[QUOTE=Jackathan;47084044]another random screenshot
[img_thumb]http://i.imgur.com/A8y0d3X.jpg[/img_thumb]
it's a shame that env_sound doesn't work in source[/QUOTE]
Doesn't env sound represent soundscapes?
[QUOTE=Maestro Fenix;47087149]Replace it for ambient_generic.[/QUOTE]
That's not what env_sound does. It adds DSP effects to all sounds once player enters its range. It was dropped in Source Engine since Source applies effects automatically based on materials around you. You can also use soundscapes to apply DSP effects, they act largely like env_sound.
[QUOTE=Butthurter;47070552]you just know a mod is port folio porn when it remakes an existing model
[t]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/3661518_orig.png[/t][/QUOTE]
Looks like they forgot to apply smoothing groups there.
[t]http://media.moddb.com/images/mods/1/22/21755/Face_Samuel_Trav_Cheaple.jpg[/t]
look at that detail [sp]sarcasm[/sp]
2nd head is a modified BM:S head
The sky is green [sp]sarcasm[/sp]
I would like you guys to release all of this cool shit, because too many people hoard their stuff just because some asshole might steal it, and most of the time, all of it goes down the shitter thanks to a crash, and if any of it survives, they just rub it in our faces like some fat rich kid who brought a chocolate bar and shows it to everybody in the entire class! It all just sickens me to see the entire beta community collapse just because some dipshit got their Youtube channel hacked, which is like the equivalent to some dictator nuking everyone because he got a regular hamburger instead of a cheeseburger at McDonald's. But there is a chance to save it, you can do your part by releasing your content, don't mind about stealers or anything like, that as every little helps in resurrecting a community from the ashes of greed, hatred, pride, and paranoia!
To quote Man of Steel: "Sometimes, you have to take a leap of faith first."
[QUOTE=Theuaredead;47088653][t]http://media.moddb.com/images/mods/1/22/21755/Face_Samuel_Trav_Cheaple.jpg[/t]
look at that detail [sp]sarcasm[/sp]
2nd head is a modified BM:S head[/QUOTE]
This just strengthens what jackfu said. Why the hell does everyone have to shit talk each other in this community.
[QUOTE=Snood_1990;47088616]Looks like they forgot to apply smoothing groups there.[/QUOTE]
At least some people don't shit talk.
[QUOTE=Nicknine;47088388]That's not what env_sound does. It adds DSP effects to all sounds once player enters its range. It was dropped in Source Engine since Source applies effects automatically based on materials around you. You can also use soundscapes to apply DSP effects, they act largely like env_sound.[/QUOTE]
I could probably just make a bunch of small soundscapes using the same DSP effect as the "roomtype" value in all the env_sounds. No other sounds would play, obviously. I'm sure it would achieve the same effect
[QUOTE=Snood_1990;47088616]Looks like they forgot to apply smoothing groups there.[/QUOTE]
It actually has some, but the texture artist's rendering program bugged and he couldn't get them to show. I think he's fixed it now though.
It's the mapping that sells a Source engine project, not new tin cans.
[QUOTE=artDecor;47090763]It's the mapping that sells a Source engine project, not new tin cans.[/QUOTE]
Then look at these.
[IMG]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/7957798_orig.jpg[/IMG]
[IMG]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/7017995_orig.png[/IMG]
[IMG]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/604045_orig.jpg[/IMG]
[IMG]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/5869959_orig.jpg[/IMG]
[QUOTE=Gamerjman19;47090853]Then look at these.
[IMG]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/5869959_orig.jpg[/IMG][/QUOTE]
I know, they certainly know what they're doing!
[QUOTE=Gamerjman19;47090030]This just strengthens what jackfu said. Why the hell does everyone have to shit talk each other in this community.
At least some people don't shit talk.[/QUOTE]
I'm not shit talking, I'm just saying that if you want to present something of a certain quality to the public you should get it to a certain standard before you do.
[QUOTE=Snood_1990;47091028]I'm not shit talking, I'm just saying that if you want to present something of a certain quality to the public you should get it to a certain standard before you do.[/QUOTE]
I was never saying you were. I was showing that you are an example of someone who doesn't.
[QUOTE=Gamerjman19;47091077]I was never saying you were. I was showing that you are an example of someone who doesn't.[/QUOTE]
Oh right sorry, thought you were being sarcastic. :v:
i was gonna say [I]please dont become a shitstorm[/I] but it seems to have solved itself
[QUOTE=Jackathan;47091153]i was gonna say [I]please dont become a shitstorm[/I] but it seems to have solved itself[/QUOTE]
I'll gladly start that shit storm though because I'm sure what I'm about to say isn't going to be understood properly.
[t]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/7957798_orig.jpg[/t]
Just some friendly feedback. The building on the right could use a lot more detail in the brush work, that's easy. Remove the windows that the player can get really close to because it shows how shitty Source actually is.
The Vorticell is a bit big compared to the rest of the world IMO and gives a really odd scale to everything surrounding it.
[t]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/7017995_orig.png[/t]
Retake this image because the odd angle doesn't do this map any good.
[t]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/604045_orig.jpg[/t]
I have absolutely no idea why anyone looked at this image and said "this looks fantastic, lets show the world".
The world fog is absolutely terrible, and the lightmaps are obviously messed up under the arch models.
I'm fairly certain I see the Citadel messed up by the world fog as well in the distance.
Your train tracks are showing a minor gap as well which would be a 5 second fix + compile time.
As for what's just good media release (yeah I think about this) the scanners looking directly at the player isn't really something you'd want.
You've got some funky light bleeding going on as well. The random props doesn't REALLY make sense if you think about it. It's somewhere the Combine would be relatively often checking citizens so you could be sure they'd make them clean the place (or think of the Vortigaunt you see in Half-Life 2).
Generally it just feels like nobody really looked at this image before releasing it.
[t]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/5869959_orig.jpg[/t]
There's a barrel on fire and I'm not sure I understand why. We laughed a lot at it in our IRC channel. You've got a missing texture in the distance.
Something that really stands out compared to the train station image is the lack of any props in the entire world. You're spreading props around in the train station but completely forgot about outside (where it would actually make a bit more sense).
Edit: I just looked at my post again and noticed there's no watermarks in two of the images. And the watermark is just really noisy in general. Make it a bit more subtle maybe.
They are all WIP (and old) pictures. Why I know that?
[t]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/7957798_orig.jpg[/t]
Because that VortiCell is made with brushes, and they already did a model for replace it (not shown yet).
[QUOTE=Maestro Fenix;47093202]They are all WIP (and old) pictures. Why I know that?
[t]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/7957798_orig.jpg[/t]
Because that VortiCell is made with brushes, and they already did a model for replace it (not shown yet).[/QUOTE]
And. You know. They posted these on Moddb and they're a billion years old. I'm just not wasting my energy on Moddb comments because people tend to delete them instead of reading them because they know I'm right. They can't do that here.
[QUOTE=ProZak;47093269]And. You know. They posted these on Moddb and they're a billion years old. I'm just not wasting my energy on Moddb comments because people tend to delete them instead of reading them because they know I'm right. They can't do that here.[/QUOTE]
Mr. Zip is also known for stealing character models, like those fanmade conscripts on the GMod workshop, AmbientNoise removed them once I shown him the originals.
[editline]7th February 2015[/editline]
[QUOTE=ProZak;47093269]And. You know. They posted these on Moddb and they're a billion years old. I'm just not wasting my energy on Moddb comments because people tend to delete them instead of reading them because they know I'm right. They can't do that here.[/QUOTE]
Plus there's a bunch of fanboys who will call you a troll and vote down your comment since they don't agree with criticism
[QUOTE=ProZak;47092675]I'll gladly start that shit storm though because I'm sure what I'm about to say isn't going to be understood properly.
[t]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/7957798_orig.jpg[/t]
Just some friendly feedback. The building on the right could use a lot more detail in the brush work, that's easy. Remove the windows that the player can get really close to because it shows how shitty Source actually is.
The Vorticell is a bit big compared to the rest of the world IMO and gives a really odd scale to everything surrounding it.
[t]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/7017995_orig.png[/t]
Retake this image because the odd angle doesn't do this map any good.
[t]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/604045_orig.jpg[/t]
I have absolutely no idea why anyone looked at this image and said "this looks fantastic, lets show the world".
The world fog is absolutely terrible, and the lightmaps are obviously messed up under the arch models.
I'm fairly certain I see the Citadel messed up by the world fog as well in the distance.
Your train tracks are showing a minor gap as well which would be a 5 second fix + compile time.
As for what's just good media release (yeah I think about this) the scanners looking directly at the player isn't really something you'd want.
You've got some funky light bleeding going on as well. The random props doesn't REALLY make sense if you think about it. It's somewhere the Combine would be relatively often checking citizens so you could be sure they'd make them clean the place (or think of the Vortigaunt you see in Half-Life 2).
Generally it just feels like nobody really looked at this image before releasing it.
[t]http://halflife2raisingthebar.weebly.com/uploads/4/5/1/6/45162053/5869959_orig.jpg[/t]
There's a barrel on fire and I'm not sure I understand why. We laughed a lot at it in our IRC channel. You've got a missing texture in the distance.
Something that really stands out compared to the train station image is the lack of any props in the entire world. You're spreading props around in the train station but completely forgot about outside (where it would actually make a bit more sense).
Edit: I just looked at my post again and noticed there's no watermarks in two of the images. And the watermark is just really noisy in general. Make it a bit more subtle maybe.[/QUOTE]
Not really. You are giving some constructive criticism.
[QUOTE=Theuaredead;47093280]Mr. Zip is also known for stealing character models, like those fanmade conscripts on the GMod workshop, AmbientNoise removed them once I shown him the originals.
Plus there's a bunch of fanboys who will call you a troll and vote down your comment since they don't agree with criticism[/QUOTE]
I've been told there's a couple of other things that's stolen as well. I just don't understand why anyone would try that. There's always someone that's going to recognize it.
[QUOTE=Jackathan;47091153]i was gonna say [I]please dont become a shitstorm[/I] but it seems to have solved itself[/QUOTE]
Yeah I categorically hate shitstorms so don't worry, I would be the very last person to start one.
[QUOTE=jackfu;47090935]I know, they certainly know what they're doing![/QUOTE]
Please stop quoting large amounts of pictures.
[editline]7th February 2015[/editline]
[QUOTE=Gamerjman19;47093520]Not really. You are giving some constructive criticism.[/QUOTE]
You too
Well here's a little something from RTB's Mod DB page
[IMG]http://media.moddb.com/cache/images/mods/1/22/21755/thumb_620x2000/Citadel.png[/IMG]
Thanks for the constructive criticism guys. We will definitely take everything you guys said into consideration.
@ProZak
I do find your criticisms helpful there, the maps for the most part were either tests or personal projects that at the time weren't very unified. Especially the Vorticell map. The train station and Eli's lab are still WIP, very heavily at that. The mapper that's been working on them is kind of temperamental on how he maps, so it's hard to get much done quickly with him. It took him a few months just to get to that point you saw there, if that says anything. Industrial's been recently overhauled, the old one is pretty much in the trash now; it was way too similar to the leak maps for most of the team's liking. In terms of props, we're sort of hesitant to use a ton of retail ones, and we don't have many custom props that work in-engine yet.
Well, all I can say about how we're doing in terms of RTB development is that 2015 seems to be a good year, with multiple mappers joining us. Also, if anyone was interested in joining, you can sign up on the RTB website and contact us about it.
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