• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=samuel2213;47511021]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).[/QUOTE] Try using env_lightglow entities, and compile for HDR. Will take some tweaking to get those right, however.
I needed it to render behind the citadel, env_lightglow would have had the same problem as env_sun, it would have rendered a large sprite over the surrounding buildings. Also It is compiled in hdr, I just couldnt be bothered spending ages fumbling around with the tonemap controller settings :v:
[QUOTE=samuel2213;47511243]I needed it to render behind the citadel, env_lightglow would have had the same problem as env_sun, it would have rendered a large sprite over the surrounding buildings.[/QUOTE] Not neccesarily, not in my experience. You just set its size to a value needed (a small one) and increase the distance at which it starts to appear. You can have it really compact and avoid the large spread, and you can use it for quite a number of things like spotlights, lamp lights, windows, etc.
[url]http://www.moddb.com/mods/raising-the-bar/images/construction-site-updates2#imagebox[/url] Is this looking like a decent beta mod that might not actually rip from others?
I'd say the environment still looks somewhat blocky and mediocre, despite their attempts to mask it under lots of needless clutter. But it seems to be very early in development, so hopefully that'd get better.
I'm not sure if the moddb community is really nice or too ignorant to give criticism. I hardly see any constructive criticism to the devs, even when there is clearly shit to be worked on Edit: but almost everyone shits all over missing information for some reason
[QUOTE=ProZak;47495082] 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] The dlls are the same from a older build of MI. [QUOTE=9999999;47524404]I'm not sure if the moddb community is really nice or too ignorant to give criticism. I hardly see any constructive criticism to the devs, even when there is clearly shit to be worked on[/QUOTE] The community for the beta on there I would assume don't want to shoot down any beta mod. [QUOTE=Jackathan;47495128]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][/QUOTE] If anyone has CS:CZ deleted scenes, you might be able to find some of these textures on the Thin Ice mission.
Can anyone tell me how to set texture quality in HL2 beta to the max? :v:
[QUOTE=PwnGModer;47537340]Can anyone tell me how to set texture quality in HL2 beta to the max? :v:[/QUOTE] Use a 32-bit computer.
[QUOTE=Sally;47536943] If anyone has CS:CZ deleted scenes, you might be able to find some of these textures on the Thin Ice mission.[/QUOTE] I was just going to comment about this: Somebody has decompiled that chapter, and looked if they reused the Borealis here? I swear there are familiar, if not the same places that you can find in HL2. It wouldn't be the first time: Gearbox recycled some stuff from the "old" Lambda Complex in OF.
[QUOTE=PwnGModer;47537340]Can anyone tell me how to set texture quality in HL2 beta to the max? :v:[/QUOTE] there is a fixed dll if you are talking about the leak. i can get it to you later today if you want
[QUOTE=Maestro Fenix;47538233]Gearbox recycled some stuff from the "old" Lambda Complex in OF.[/QUOTE] what maps used that stuff in OF?
For example, the cut Communications Center place, into the beginning of the Biodome: combineoverwiki.net/wiki/Communications_Center [t]http://combineoverwiki.net/images/a/a7/Biodome_comparison01.jpg[/t] [t]http://combineoverwiki.net/images/5/59/Biodome_comparison02.jpg[/t]
[QUOTE=ashrobhoy;47538339]there is a fixed dll if you are talking about the leak. i can get it to you later today if you want[/QUOTE] I've reposted my fixed shaderapidx9.dll just one page ago. [QUOTE=Nicknine;47477853]Re-uploaded this if anyone still needs it: [url]https://mega.co.nz/#!PUBXxLRI!o4QInRdDiC79IMccGKvCJFWbhYvnILthINVkmxvAXYY[/url] (I think I deleted the original file some time ago) I've fixed texture memory overflow in a better way and non-POW2 textures support should now get properly detected on all systems.[/QUOTE]
there are definately visual similarities, but im not sure if it's directly based on it [t]http://i.imgur.com/LmdOpEq.jpg[/t] [t]http://i.imgur.com/MUnPYPY.jpg[/t] [t]http://i.imgur.com/bQ4wsSH.jpg[/t] [t]http://i.imgur.com/xJIBjJm.jpg[/t]
A map decompile should tell us with more detail if there are similarities between them. I also meant the indoor maps.
[QUOTE=Maestro Fenix;47539145]A map decompile should tell us with more detail if there are similarities between them. I also meant the indoor maps.[/QUOTE] Just a picture of a stairway with some lights would be enough to confirm a assumption about the levels geometry. However I want to believe the textures are more likely recycled. One thing to note about the nov_ borealis is map is how the textures are applied and scaled. The textured look as if they were placed there by a batch script replacement, of when valve transitioned the textures from tga to vtf.
[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] That really isn't true. Gaben pretty much confirmed that there will not be a HL3 or Episode 3 in the future. He stated that Valve has moved away from mainly working on games. They have moved to the hardware industry with SteamVR, Steam Link, and Steam Machine. He also said that if a group of Valve employees came to him with a good idea for HL3 and they want to do it, then he would let them do it. Basically, the chances of a HL3 or Episode 3 or any other game from Valve is very unlikely.
I wish HL2 cut content projects were a bit more willing to adopt or merge with decisions made by the retail games that were objectively better. What is so special about the binoculars that I can't just have the suit zoom?
[QUOTE=megamawman;47568615]That really isn't true. Gaben pretty much confirmed that there will not be a HL3 or Episode 3 in the future. He stated that Valve has moved away from mainly working on games. They have moved to the hardware industry with SteamVR, Steam Link, and Steam Machine. He also said that if a group of Valve employees came to him with a good idea for HL3 and they want to do it, then he would let them do it. Basically, the chances of a HL3 or Episode 3 or any other game from Valve is very unlikely.[/QUOTE] you didnt even bother to listen to that interview did you and you're going off of the click bait articles names.
[QUOTE=artDecor;47570014]I wish HL2 cut content projects were a bit more willing to adopt or merge with decisions made by the retail games that were objectively better. What is so special about the binoculars that I can't just have the suit zoom?[/QUOTE] I guess binoculars make it a bit more immersive, rather than just slapping a button somewhere and having your HUD zoom in.
The suit zoom should've had the ability to increase it's magnification with the mouse wheel just like the binoculars did, instead of just being a half-assed crossbow scope copy.
[QUOTE=Snood_1990;47570067]I guess binoculars make it a bit more immersive, rather than just slapping a button somewhere and having your HUD zoom in.[/QUOTE]It would also explain why you can't use weapons while zoomed in, but then you shouldn't be able to use it during the prison pod ride, which is like the only thing there is to do while looking around.
Idk, i always though the suit zoom something "unnatural", like from where he gets the ability to zoom if he doesn't have a helmet anyway? The suit makes the glasses be like some kind of binoculars?
[QUOTE=KayoDuck;47577977]Idk, i always though the suit zoom something "unnatural", like from where he gets the ability to zoom if he doesn't have a helmet anyway? The suit makes the glasses be like some kind of binoculars?[/QUOTE]Glasses that can be adjusted to magnify that much exist. Sure, they look stupid as hell, but it's not nearly as impossible as a GRAVITY GUN. Hell, a working HUD is even less possible than zoom-glasses & we rarely question that.
Maybe not impossible, but it sounds stupider
I never saw any of these before but really is still doesn't make any sense, it says suit zoom, not glasses zoom and from what i know the glasses of Freeman is something personal, not related to the HEV. If we are taking in consideration the glasses being the source of zoom than why can't i use the zoom while shooting? [editline]23rd April 2015[/editline] [QUOTE=DONOTWANT;47578849]Hell, a working HUD is even less possible than zoom-glasses & we rarely question that.[/QUOTE] Now since when Gordon can see the HUD? As far i know HEV only give audio feedback for the conditions and such, giving visual conditions about it. Is impossible for his situation. The HUD is there for us, players, not the character.
[QUOTE=KayoDuck;47579558]I never saw any of these before but really is still doesn't make any sense, it says suit zoom, not glasses zoom and from what i know the glasses of Freeman is something personal, not related to the HEV.[/QUOTE]If the glasses can somehow interface with the suit, then it would still probably be considered a function of the suit, especially if you need the suit for it to work.[QUOTE=KayoDuck;47579558]If we are taking in consideration the glasses being the source of zoom than why can't i use the zoom while shooting?[/QUOTE]How would it even zoom other than with the glasses, aside from binoculars? And if it were binoculars, how would that be "suit zoom" when it could just say "binoculars"? If it is binoculars, how would you be able to use them in the prison pod if his arms are strapped down? The reason you can't use the zoom while shooting is simple, Valve didn't want you to.[QUOTE=KayoDuck;47579558]Now since when Gordon can see the HUD? As far i know HEV only give audio feedback for the conditions and such, giving visual conditions about it. Is impossible for his situation. The HUD is there for us, players, not the character.[/QUOTE]If the HUD wasn't supposed to be a feature of the suit, then why can't you see it before you get the suit or not until you actually encounter hazards/enemies/weapons that would necessitate the hud?
[QUOTE=UserNotFound;47507527]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?[/QUOTE] that's most likely an early TF2 logo, or possibly early HL2DM, but there was no medics in HL2DM, sooooo, my money is on TF2.
Hey, I was digging around my old files and came across an MP5K I was working on (morphing a CSS mesh.) Is anyone interested? If so, I'll upload it.
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