Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=ART1E117;47482893]This looks cool
What is it[/QUOTE]
[t]http://vignette1.wikia.nocookie.net/half-life/images/f/f7/Train_city_17.jpg/revision/latest?cb=20091012192844&path-prefix=en[/t]
[QUOTE=Kaleidescoop;47483997][t]http://vignette1.wikia.nocookie.net/half-life/images/f/f7/Train_city_17.jpg/revision/latest?cb=20091012192844&path-prefix=en[/t][/QUOTE]
With all the posts about this one image lately, I decided to try to remake it in hammer.
[t]http://i.imgur.com/xCwJOOy.jpg[/t]
[QUOTE=Cvoxalury;47456981]How do you feel about mods that take those maps and 'update' them with new content, or try to fit them with older atmosphere (e. g. green skyboxes, changing them to night time, etc.)? Think Cremation or Build 2046 for instance.
P. S. Playing HL2: Update made me revisit the leak and try to 'uplift' its levels (like the Coast) with better lighting, details, reflections, landscape resolution, all that (no new models or textures). I'm only doing this for myself, though.[/QUOTE]
I wanted to do that myself a one point but I realized what a waste of time it is. They've been played out and people should really focus on something else. I imagine a lot of people do the e3 stuff because the maps are more or less complete but its a shitty experience being forced to play a map in a certain way. We put our disclaimer there for a reason - they're shitty maps.
[QUOTE=Nicknine;47458650]Still, nobody ever ported e3_industrial, e3_lab, e3_town and e3_strider to retail engine which always kinda bugged me. And you know what they say, if you want something done right do it yourself. Besides, unlike e3 2003 not many people have even seen e3 2002 maps in the first place, probably since, well, they've only been fixed for the leak engine so far.[/QUOTE]
We did e3_industrial but it was never released. I started on e3_lab but as you can see in the video a lot of the animations just doesn't exist anywhere we've got access to.
[media]http://www.youtube.com/watch?v=rg4vwXla14g[/media]
[QUOTE=crazeeweegeman4;47485107]With all the posts about this one image lately, I decided to try to remake it in hammer.
[t]http://i.imgur.com/xCwJOOy.jpg[/t][/QUOTE]
Damn, I kinda want to join in on this idea :p
In other news I finally got around to checking out "Cremation" and "Build 2046". It seems both mods are just loaded with content taking from MI without permission so that's great...
"Build 2026" even went as far as copy our Moddb description and put their mod name instead of ours. That's just sad.
[img]http://i.imgur.com/NBlZkDI.png[/img]
[img]http://i.imgur.com/BEB5sPl.png[/img]
[QUOTE=ProZak;47488476]-stuff-[/QUOTE]
Build 2046 added a lot of shit to the airex chapter that doesn't make sense. Look at this.
[img_thumb]http://cs624730.vk.me/v624730603/153d0/nu9d-P3pHF4.jpg[/img_thumb]
And the bastards appear to have used the map from Insolence as a base, unless they just so happened to add a merkava that fights the gunship at the end of the map
[img_thumb]http://cs623925.vk.me/v623925603/1f0a1/uhOS3pR4s9Q.jpg[/img_thumb]
[QUOTE=Sergeant Stacker;47488652]Build 2046 added a lot of shit to the airex chapter that doesn't make sense. Look at this.
[img_thumb]http://cs624730.vk.me/v624730603/153d0/nu9d-P3pHF4.jpg[/img_thumb]
And the bastards appear to have used the map from Insolence as a base, unless they just so happened to add a merkava that fights the gunship at the end of the map
[img_thumb]http://cs623925.vk.me/v623925603/1f0a1/uhOS3pR4s9Q.jpg[/img_thumb][/QUOTE]
Did they hire Fakefactory?
[QUOTE=Spor;47490252]Did they hire Fakefactory?[/QUOTE]
no
they took his code base
What did Cremation take?
weren't some images of early tf2: brotherhood characters taken inside hyperborea/maps? i remember seeing them somewhere, they were close-ups of the character model faces and they were quite obviously in some type of submarine or ship, and it was revealed by a valve employee(?) that it was inside early borealis maps.
anybody get them?
[QUOTE=Jackathan;47492749]weren't some images of early tf2: brotherhood characters taken inside hyperborea/maps? i remember seeing them somewhere, they were close-ups of the character model faces and they were quite obviously in some type of submarine or ship, and it was revealed by a valve employee(?) that it was inside early borealis maps.
anybody get them?[/QUOTE]
I don't remember seeing any valve taken images of the old TF2. Only the actual models. Would be glad if somebody showed me them.
[QUOTE=AmbientNoise;47476526]Gabe did comment at one point that they change their games so much during development that it would drive fans crazy trying to keep up. One can assume that he was specifically referencing Valve's current work on HL3, although he might have been heavily generalizing as well. It would be cool to see a "Raising the Bar 2" of sorts though.[/QUOTE]
We won't have Half-Life 3 before HL2: Episode Three.
[QUOTE=ProZak;47488476]
In other news I finally got around to checking out "Cremation" and "Build 2046". It seems both mods are just loaded with content taking from MI without permission so that's great...[/QUOTE]
Granted, Cremation has freaking ton of content taken from other places but I don't think I've seen a lot of MI models, apart from the houndeye. At one point I thought he used your regular soldier model but it's not the case. What content was taken from MI?
[QUOTE=ProZak;47488476]
We did e3_industrial but it was never released. I started on e3_lab but as you can see in the video a lot of the animations just doesn't exist anywhere we've got access to.
[/QUOTE]
I meant the other e3_lab:
[video=youtube;PRQ4tKYJ_dg]http://www.youtube.com/watch?v=PRQ4tKYJ_dg[/video]
[QUOTE=Sergeant Stacker;47488652]Build 2046 added a lot of shit to the airex chapter that doesn't make sense. Look at this.
And the bastards appear to have used the map from Insolence as a base, unless they just so happened to add a merkava that fights the gunship at the end of the map
[/QUOTE]
Cvoxalury and I had a good laugh over this because there's literally zero things that make sense. They're just a bunch of kids without any sense of direction.
[QUOTE=Spor;47490252]Did they hire Fakefactory?[/QUOTE]
Nah, they just stole a bunch of shit from him.
[QUOTE=Gamerjman19;47490551]What did Cremation take?[/QUOTE]
[QUOTE=Cvoxalury;47494582]Granted, Cremation has freaking ton of content taken from other places but I don't think I've seen a lot of MI models, apart from the houndeye. At one point I thought he used your regular soldier model but it's not the case. What content was taken from MI?[/QUOTE]
Well here's a few of the things they've taken.
[img]http://i.imgur.com/Ukbnwb6.png[/img]
There are files like:
MI.tga
MI_old.tga
MIolder.tga
sound\vo\borealis\missinginformation
materials\models\Humans\MI\Worker\*.*
scart_mi.vcd
scart_rooftops_mi.vcd
level_sounds_missinginfo.txt
soundscapes_missinginfo.txt
The changelist.txt, credits.txt, readme.txt are just our files.
If you do a full compare of the two mods you'll find a lot of matching files. I've been sent a text file that contains 7515 lines of files that are identical (granted most of them are textures from the leak and scenes from the base games) from our 1.6 release. And 8834 lines of files from our 1.5 release (we stripped a lot of unused content going from 1.5 > 1.6).
a little while after posting that, i found the images i was thinking of on the old tf2 brotherhood of arms website
here they are
[t]http://i.imgur.com/oC4EbzZ.jpg[/t][t]http://i.imgur.com/8GbrFAy.jpg[/t]
I think I stated it before, but I have mixed feelings for 2046.
Some parts look decent, but more than 50% of the mod looks like utter shit and nonsense
Plus they stole a lot of shit
[QUOTE=ProZak;47495082]
Well here's a few of the things they've taken.
[img]http://i.imgur.com/Ukbnwb6.png[/img]
There are files like:
MI.tga
MI_old.tga
MIolder.tga
sound\vo\borealis\missinginformation
materials\models\Humans\MI\Worker\*.*
scart_mi.vcd
scart_rooftops_mi.vcd
level_sounds_missinginfo.txt
soundscapes_missinginfo.txt
The changelist.txt, credits.txt, readme.txt are just our files.
If you do a full compare of the two mods you'll find a lot of matching files. I've been sent a text file that contains 7515 lines of files that are identical (granted most of them are textures from the leak and scenes from the base games) from our 1.6 release. And 8834 lines of files from our 1.5 release (we stripped a lot of unused content going from 1.5 > 1.6).[/QUOTE]
Ahh right, the credits thing is especially funny. Guess he used parts of MI (like MissingInfo\resources, MissingInfo\scenes, etc.) as templates, it would be so damn ridiculous to actually "steal" mod's credits.
I actually did use WinMerge to compare Cremation and MI on its beta release but kinda forgot the amount of identical content. Could've been worse than that.
[editline]10th April 2015[/editline]
[QUOTE=9999999;47495240]I think I stated it before, but I have mixed feelings for 2046.
Some parts look decent, but more than 50% of the mod looks like utter shit and nonsense
Plus they stole a lot of shit[/QUOTE]
I could understand when people work on their projects for interest, enjoynment, but yeah, I have pretty 'mixed' feelings about some of their decisions. Like using models from STALKER in the middle of Airex, or turning Nova Prospekt into something very reminiscent of Metro 2033 (just why? for what purpose?), or overusing lens flares affect (which for some reason gets tilted in game). People from outside ModDB community (at VK, mostly) seem to enjoy all that, though.
As I was informed, they no longer use Cinematic as a base, I hope everything will get better eventually.
Build 2046 at least has HD content (kinda) and stuff like shadows, particles, all that. If you want to witness content that is botn nonsensical and shitty looking, check out Half-life 2: Oldschool story. And by shitty looking I mean that the devs "optimise the mod for single/dual-core PCs that most of Russian gamers have", by using very close prop fade distances, x256 lightmaps and 256x256 textures.
Coincidentally, I was just playing oldschool story
[QUOTE=BenjaminTennison;47494447]We won't have Half-Life 3 before HL2: Episode Three.[/QUOTE]
Now you and I both know that no one knows for certain whether Valve is working on HL3 or EP3, but there are some good pointers that EP3's been canceled and changed to HL3. The amount of time and Valve's mention of abandoning the episodic model are the only things we really have to go on. Plus, let's be honest, unless Valve have not been experimenting at all with the HL games' future, there is no excuse for them to put out an episode after this span of time since the last one. (Unofficially, there was that snippet about 'HL3' in the Dota 2 code a little while ago.)
[QUOTE=AmbientNoise;47496630]Now you and I both know that no one knows for certain whether Valve is working on HL3 or EP3, but there are some good pointers that EP3's been canceled and changed to HL3. The amount of time and Valve's mention of abandoning the episodic model are the only things we really have to go on. Plus, let's be honest, unless Valve have not been experimenting at all with the HL games' future, there is no excuse for them to put out an episode after this span of time since the last one. (Unofficially, there was that snippet about 'HL3' in the Dota 2 code a little while ago.)[/QUOTE]
True, there was also stuff in Alien Swarm's nodes for NPCs with AI.
[QUOTE=Kaleidescoop;47483997][t]http://vignette1.wikia.nocookie.net/half-life/images/f/f7/Train_city_17.jpg/revision/latest?cb=20091012192844&path-prefix=en[/t][/QUOTE]
Everybody making stuff based on this image inspired me to try something in UE4
[t]http://i.imgur.com/jROGCMA.jpg[/t]
It's early and doesn't have any custom materials for the models i made yet (I'm still learning how to do them)
[B]Cross post from the Unused & Unexplained Content thread in the TF2 section:[/B]
So a guy added me on Steam just now, said he had something I might be interested in. He produces a zip file containing "I_HL2PS3.svg" and "000016be.ttf". The font name when viewed in the font viewer is "HL2PS3"
The font contains the image seen in the SVG file. Now he said he Googled around to try to find this logo but he couldn't find it anywhere except in the PS3 Orange Box files.
Here's the SVG:
[t]http://puu.sh/hanZ4/36133c9a0a.png[/t]
According to the guy, it may be an early TF2 logo, but I think it may be an early HL2 logo. Not 100% sure. Whaddya think?
EDIT: One of the characters in the font produces this (had to set the font size to 300 for this shot):
[img]http://puu.sh/haoos/1d8758a421.png[/img]
i seen this peice of concept art here:
[t]http://combineoverwiki.net/images/e/e2/Randyhumphries_Haven.jpg[/t]
([URL="http://combineoverwiki.net/wiki/Unannounced_Half-Life_project"]source[/URL])
and i decided to make a map out of it
[t]http://i.imgur.com/DIhnVRJ.jpg[/t][t]http://i.imgur.com/JuaOBhh.jpg[/t][t]http://i.imgur.com/aboTZnR.jpg[/t]
[t]http://i.imgur.com/48KZU8X.jpg[/t][t]http://i.imgur.com/hAp7k09.jpg[/t][t]http://i.imgur.com/drFjKgZ.jpg[/t]
i might incorporate the other pieces of concept art if i get that far
[QUOTE=Bloodshot12;47501190]Everybody making stuff based on this image inspired me to try something in UE4
[t]http://i.imgur.com/jROGCMA.jpg[/t]
It's early and doesn't have any custom materials for the models i made yet (I'm still learning how to do them)[/QUOTE]
That looks rather promising. Keep up the good work!
[QUOTE=Bloodshot12;47501190]Everybody making stuff based on this image inspired me to try something in UE4
[t]http://i.imgur.com/jROGCMA.jpg[/t]
It's early and doesn't have any custom materials for the models i made yet (I'm still learning how to do them)[/QUOTE]
That is quite possibly the best version I've seen of someone trying to make that.
[QUOTE=Marcolade;47509593]That is quite possibly the best version I've seen of someone trying to make that.[/QUOTE]
Yeah, unless someone perfects the art of lighting and cubemaps in Source, recreating that concept art would be a pain in the old engine without it looking rather dull. UE4 really already captures a part of the aesthetic alongside the work done there.
[QUOTE=RikohZX;47509718]Yeah, unless someone perfects the art of lighting and cubemaps in Source, recreating that concept art would be a pain in the old engine without it looking rather dull. UE4 really already captures a part of the aesthetic alongside the work done there.[/QUOTE]
I didn't read the description well enough and only found out it's in UE4 later. And not for a moment I thought it's not Source; it is pretty much possible to recreate it exactly, actually, what makes you thinkg otherwise?
You'd only need low scale lightmaps (or env_projectedtexture's if the train is moving), func_reflective_glass for the floor, and well-tuned HDR - all of it isn't hard to do - to have the exact same look in Source.
Well, yes, func_reflective_glass doesn't reflect 3d skybox, so you'd have to come up with some solution for that. But if the scene takes place in a limited space, it wont' matter too much if you place a 'real' Citadel in the background. The parallax effect will be reduced but it won't be too noticeable in limited space.
Out of curiosity, whatever happened to the HL2 Enhancement Mod? I've seen the unofficial Half-Life 2: Update releaser on Steam, but where did the former go like how the MI mod might end up never getting the "SteamPipe" treatment?... I do know that some Source modifications like Zombie Panic: Source has had it held back because its team's only programmer passed away, but Source 2007 is very old and could end up crashing at times.
Enhancement Mod is sort of in limbo waiting for Source 2 to be released.
Then maybe the Enhancement Mod could be part of a special Beta for putting HL2 on Source 2?
Here is my attempt at that piece of concept art.
[T]http://cloud-4.steamusercontent.com/ugc/46501488072704529/E72E45D46CAEC26E5DD5AA44B04E62B07C25F7FA/[/T]
On a side note, my god distance glows are impossible to do, especially with no 3d skybox (had to forgo the 3d skybox for the reflections).
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