Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
GMod stuff, but relevant
Asked a friend of mine to remake the HUD seen in the old teleport oicw pic
That was the result:
[t]http://images.akamai.steamusercontent.com/ugc/442825253578376700/B402E4CD93E8B1BC46DECCC315739138C3A8AADE/[/t]
It can be downloaded at the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=468639292&searchtext="]Workshop[/URL]
[QUOTE=Theuaredead;48048703]Valve is not a company to just give out files to anyone, especially Half-Life files[/QUOTE]
When we worked on GabeN HL2 we asked for a the animation files for the citizen models (before we fixed the shared model shit), and were given them all. So that's something I guess.
[QUOTE=ProZak;48063934]When we worked on GabeN HL2 we asked for a the animation files for the citizen models (before we fixed the shared model shit), and were given them all. So that's something I guess.[/QUOTE]
I'm guessing you asked pre-2010?
did someone ever do a good hk gr9 model remake?
What's sky_perf01hdr used for?
[QUOTE=PikaCommando;48065778]What's sky_perf01hdr used for?[/QUOTE]
If it's got Perf in the name, it's probably used for performance tests.
Does anyone know where the cityscape texture is?
[t]http://i.imgur.com/OBraWvc.jpg[/t]
[t]http://i.imgur.com/GjVA7re.jpg[/t]
I searched for _dn textures in the skybox folder, but they're all just black images.
[QUOTE=PikaCommando;48070403]Does anyone know where the cityscape texture is?[/QUOTE]
Should be in materials/composite/city17_something
the material/s i used in that map was:
materials/composite/citymap001x
materials/composite/citymap002x
001 is a small (but higher quality) section of citymap002
edit:
well, in the first screenshot, those citymap textures are directly from the beta, and they are:
materials/composite/city17_001a
materials/composite/city17_001b
001a is the same situation as 001 for the citymap textures.
After searching through the skybox folder, I find that a lot of the City 17/Citadel skybox textures there are rather sunny and bright (if not a bit cloudy) rather than the concept art's murk and dark. They don't seem to be placeholders either (because Quarry's concept art shows a rather bright afternoon) so that means Valve either finds out early that a whole game in the darkness isn't a good idea, or the skybox textures in the leak may have been something else before (eg; sky_c17_05).
[t]http://combineoverwiki.net/images/5/51/Consulcast_arcade.jpg[/t]
Is the greenness in the early C17 maps caused by the texture or the lighting? What's the orange skybox used here?
The orange skybox reminds me a lot of how the sky looks in Episode One actually.
it's quite evident in some early maps (most notably the testroom_light maps) that use the c17_ skyboxes that those skies were originally much different. take testroom_light_industrial (or something) as a great example.
[QUOTE=Jackathan;48072538]it's quite evident in some early maps (most notably the testroom_light maps) that use the c17_ skyboxes that those skies were originally much different. take testroom_light_industrial (or something) as a great example.[/QUOTE]
I don't see anything particularly obvious, but are you talking about the street lights? Otherwise the maps are all in fullbright, so I don't think the skybox matters. On the other hand, if they are testing lights, why have the maps in fullbright? I'm not good with these mapping stuff.
there should be a light_environment in testroom_light_industrial that shows a green ambient light, while the skybox it uses (a c17_ one) is bright and sunny and not green at all
it's probably fullbright because of a leak or something
its about bloody time
[video=youtube;WSlDOsLDSwg]https://www.youtube.com/watch?v=WSlDOsLDSwg[/video]
are they skeleton-based or not? these animations look pretty jumpy, kinda vertex animation-like
they all have skeletons
[img]http://i.imgur.com/cJthluj.png[/img]
[QUOTE=WhyNott;48074094]are they skeleton-based or not? these animations look pretty jumpy, kinda vertex animation-like[/QUOTE]
they're bones
HL has always used skeleton animation
[editline]28th June 2015[/editline]
[t]http://puu.sh/iGkGj/eb3cc325de.jpg[/t]
there is a skeleton inside them right now
[IMG]http://puu.sh/iGrz6/c97474c067.jpg[/IMG]
Quiver HUD (Pre-Alpha)
I've been wanting to do this since the release of the HL Alpha, but I couldn't arsed to do it.
it took me like 2 years to be arsed.
under Ranger's head is a lambda
[QUOTE=Theuaredead;48075951][IMG]http://puu.sh/iGrz6/c97474c067.jpg[/IMG]
Quiver HUD (Pre-Alpha)
I've been wanting to do this since the release of the HL Alpha, but I couldn't arsed to do it.
it took me like 2 years to be arsed.
under Ranger's head is a lambda[/QUOTE]
Now, lemme ask if thats Quake or HL (Xash)
Anyway, nice work. just need to change the background now.
it's the steam version of quake
[QUOTE=Matsilagi;48075963]Now, lemme ask if thats Quake or HL (Xash)
Anyway, nice work. just need to change the background now.[/QUOTE]
its Quake on Steam
I own the shareware version of quake aswell
[QUOTE=Theuaredead;48076068]its Quake on Steam
I own the shareware version of quake aswell[/QUOTE]
Mine's all retails.
Only asked because there's a Quake remake on xash, so i kinda got confused.
[QUOTE=Jackathan;48073208]there should be a light_environment in testroom_light_industrial that shows a green ambient light, while the skybox it uses (a c17_ one) is bright and sunny and not green at all
it's probably fullbright because of a leak or something[/QUOTE]
So the green hue in the older maps are all caused by the green ambient light_environment? Can you show me a screenshot of your non-broken testroom_light_industrial?
[QUOTE=Jackathan;48074114]they all have skeletons
[IMG]http://i.imgur.com/cJthluj.png[/IMG][/QUOTE]
[IMG]https://i.imgur.com/WVYRr57.png[/IMG]
What is the center line (the one with the red dot at the end) for?
Dong
the thing i posted yesterday (the 2 pics of hl2 on WON goldsrc) was just a drag and drop of all the files in anon-hl2/hl2/gfx/shell and putting them into my installation of hl1 on disc. all the files for hl2 on won are still there (and are mostly all different from normal hl1 WON)
[t]http://i.imgur.com/95WN5lq.png[/t]
same goes for anon-hl2/hl2/gfx/status
Part of me wishes I could've seen what HL2 on WON/"GoldSRC" would have ended up looking like if they just shat out a sequel within a year or two.
[QUOTE=PikaCommando;48071956]After searching through the skybox folder, I find that a lot of the City 17/Citadel skybox textures there are rather sunny and bright (if not a bit cloudy) rather than the concept art's murk and dark. They don't seem to be placeholders either (because Quarry's concept art shows a rather bright afternoon) so that means Valve either finds out early that a whole game in the darkness isn't a good idea, or the skybox textures in the leak may have been something else before (eg; sky_c17_05).
[t]http://combineoverwiki.net/images/5/51/Consulcast_arcade.jpg[/t]
Is the greenness in the early C17 maps caused by the texture or the lighting? What's the orange skybox used here?[/QUOTE]
The bright skies are placeholders, the green is from the pollution, and the orange is also from the pollution
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