Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=Milkyway M16;48326505]Already exists, I forget where I got my version of it from but it's floating around the internet somewhere. I've been working on making it look better and act as a replacement for the retail APC.
[thumb]http://images.akamai.steamusercontent.com/ugc/30723946845938092/83513349809D89C062A2C3B6A1DAB1431D9E218E/[/thumb]
Also it wasn't supposed to be used exclusively by the conscripts, the combine used it too.[/QUOTE]
I presume it's T-braze's model from hl2-beta.ru. If it comes as APCnew/aps_static.mdl + apc_dynamic.mdl, then it is.
One vehicle we surely do need is [URL="http://combineoverwiki.net/wiki/Combine_SWAT_Truck"]"Combine SWAT truck"[/URL].
[QUOTE=Cvoxalury;48340296]I presume it's T-braze's model from hl2-beta.ru. If it comes as APCnew/aps_static.mdl + apc_dynamic.mdl, then it is.
One vehicle we surely do need is [URL="http://combineoverwiki.net/wiki/Combine_SWAT_Truck"]"Combine SWAT truck"[/URL].[/QUOTE]
Yea that's the one!
[editline]31st July 2015[/editline]
[QUOTE=RenaFox;48330032]I can do it, what kind of organic model are we talking about?
Also, progress
[IMG]http://orig01.deviantart.net/a755/f/2015/211/a/3/g_by_renakryik-d93gllj.jpg[/IMG][/QUOTE]
That looks great! I was thinking something along the lines of a new stalker model.
Where else does the shuttle APC appear? It's absent in my c17_01_15 and not moving (plus all black) in sky_walk11.
[QUOTE=Korem;48316232][URL]http://i.imgur.com/HJSxBk8.png[/URL]
I tried but it has the same problem, I guess one of valve's employes scrapped the vertices after they had done for the new one.[/QUOTE]
Yeah, RPG files are one messed up shit.
According to SDK files we need 3ds Max 2 or 3. But hell no, I am not going to dig this deep.
Probably.
[QUOTE=Mech Bgum;48353746]Yeah, why stop now?[/QUOTE]
Well, I tried. Same result, a lot of files are broken.
Seems this is the problem of 2.2 SDK as a whole. I need to find 1.3
or you know, you can open the SMD to the RPG which isn't corrupted.
[QUOTE=Theuaredead;48355245]or you know, you can open the SMD to the RPG which isn't corrupted.[/QUOTE]
A lot of stuff is hidden in animation MAX files, used as a reference for animating, and not changed after job is done.
[QUOTE=DoktorAkcel;48355332]A lot of stuff is hidden in animation MAX files, used as a reference for animating, and not changed after job is done.[/QUOTE]
yes, but why look through all of the .MAX files for a model that is already in .SMD format
[QUOTE=Theuaredead;48355356]yes, but why look through all of the .MAX files for a model that is already in .SMD format[/QUOTE]
Well, we didn't knew beforehand that it is in there. As it is retail RPG, this is useless, for sure.
But other files have a lot of interesting stuff.
[QUOTE=DoktorAkcel;48350520]Yeah, RPG files are one messed up shit.
According to SDK files we need 3ds Max 2 or 3. But hell no, I am not going to dig this deep.
Probably.[/QUOTE]
I tought about it too, I guess i'll try to find the first versions then :doubt:
[QUOTE=Milkyway M16;48194623]So I just found new screenshots on the overwiki of dog's old model(most of the model is actually the same, only major difference being his head/eye and the wires) which were uploaded in May.
[IMG]http://combineoverwiki.net/images/7/7d/Travis_dog01.jpg[/IMG]
[IMG]http://combineoverwiki.net/images/a/a0/Travis_dog02.jpg[/IMG]
The pictures come from Travis Brady's pinterest: [URL]https://www.pinterest.com/pin/545991154797216906/[/URL]
Did anyone else know about this?
I think this is actually pretty cool and exciting because we get to see how dog's old textures from the leak actually looked on him. I've thought about messaging Travis on facebook and asking if he actually still has the old model. According to pinterest, he uploaded those pictures of dog a year ago, so there's a chance those are actually more recent screenshots he took for his portfolio and not old screenshots. If that's the case, maybe he still has the model.
[editline]13th July 2015[/editline]
If anything, these screenshots might be a good starting point to re-uv and change some details of the retail model to match the leak textures[/QUOTE]
I have a really shitty replacement that makes Dog look like that.
I'm pretty sure someone stitched together the old unused textures to work on the retail Dog model, but what weird is it's SUPER low quality and just plain bad looking.
[t]http://images.akamai.steamusercontent.com/ugc/44244642101748315/9423339D23F554D8EFC2193C8C92D399946DDB0C/[/t]
[editline]2nd August 2015[/editline]
[url]https://www.dropbox.com/s/y1qallz0o7j1xh2/Lowqualitybetadawg.rar?dl=0[/url]
Here's an upload of it if ya'll want to take a look
[QUOTE=Katatonic717;48357282]I have a really shitty replacement that makes Dog look like that.
I'm pretty sure someone stitched together the old unused textures to work on the retail Dog model, but what weird is it's SUPER low quality and just plain bad looking.
[t]http://images.akamai.steamusercontent.com/ugc/44244642101748315/9423339D23F554D8EFC2193C8C92D399946DDB0C/[/t]
[editline]2nd August 2015[/editline]
[URL]https://www.dropbox.com/s/y1qallz0o7j1xh2/Lowqualitybetadawg.rar?dl=0[/URL]
Here's an upload of it if ya'll want to take a look[/QUOTE]
I've actually baked an AO + wireframe of the Dog model with the intent to retexture it but it's a lot of hard work due to the number of UV islands. :disappoint:
[QUOTE=Snood_1990;48358541]I've actually baked an AO + wireframe of the Dog model with the intent to retexture it but it's a lot of hard work due to the number of UV islands. :disappoint:[/QUOTE]
What do you mean by UV islands?
[QUOTE=Milkyway M16;48359518]What do you mean by UV islands?[/QUOTE]
So, for example:
[img]http://3d-coat.com/fileadmin/_migrated/pics/UV-demo_01.jpg[/img]
Each one of those pieces of UVed mesh in the UV preview window are 'islands'. Now think about the Dog texture :v:
I just found my old attempts to apply some beta HL2 textures to retail UV.
Some of these files are dating back to 2009, when I didn't knew better than paint.net and clone function :v:
[url]https://dl.dropboxusercontent.com/u/19645364/PoisonZombie_sheet.vtf[/url] - white PoisonZombie
[url]https://dl.dropboxusercontent.com/u/19645364/gman_sheet.vtf[/url] - GMan textures, possibly the earliest ones, as this tie with symbols is featured on e3_end
[QUOTE=Snood_1990;48361355]So, for example:
[img]http://3d-coat.com/fileadmin/_migrated/pics/UV-demo_01.jpg[/img]
Each one of those pieces of UVed mesh in the UV preview window are 'islands'. Now think about the Dog texture :v:[/QUOTE]
Can't you just re-uv it to match the old textures? Seems like significantly less islands with those textures.
I just had a thought...
I remember reading somewhere, that numbers on the back and shoulders of Combine soldiers were to be randomised, but this couldn't be done due to requirement of a lot of textures for this (basically, a texture and a new skin in model for every possible combination), so creating all this would be extremely time-consuming.
New Source engine is now able to apply textures from code (look at StatTrak modules in CSGO, for example). So, in Source 2, it would be simple to do.
Just a thought.
[QUOTE=DoktorAkcel;48370235]I just had a thought...
I remember reading somewhere, that numbers on the back and shoulders of Combine soldiers were to be randomised, but this couldn't be done due to requirement of a lot of textures for this (basically, a texture and a new skin in model for every possible combination), so creating all this would be extremely time-consuming.
New Source engine is now able to apply textures from code (look at StatTrak modules in CSGO, for example). So, in Source 2, it would be simple to do.
Just a thought.[/QUOTE]
I don't doubt the validity of your source but at the same time I can't imagine it would be that difficult to implement if you just had the textures of numbers 0-9. What do I know about coding, though.
[QUOTE=t h e;48370317]I don't doubt the validity of your source but at the same time I can't imagine it would be that difficult to implement if you just had the textures of numbers 0-9. What do I know about coding, though.[/QUOTE]
I wanted to do exactly this for Missing Information but I just never got around to it. It'd be very lightweight.
[QUOTE=t h e;48370317]I don't doubt the validity of your source but at the same time I can't imagine it would be that difficult to implement if you just had the textures of numbers 0-9. What do I know about coding, though.[/QUOTE]
I think the source engine at the time couldn't apply textures above textures
[QUOTE=Pigbear;48370730]I think the source engine at the time couldn't apply textures above textures[/QUOTE]
Yeah, we had decal support for models in... 2011, I think. When Mannconomy striked.
speaking of DOG, wasn't the original model from the leak ported?, im prety sure i have his model some where
[QUOTE=Milkyway M16;48366065]Can't you just re-uv it to match the old textures? Seems like significantly less islands with those textures.[/QUOTE]
In theory, yes. In practice, ball-ache of a job. Also considering some of the old UV positions are crappy (giving stuff like stretching textures) It'd almost be better to retexture it almost from scratch.
[QUOTE=Mech Bgum;48372561]There are other ways to do it. Like each area with a number could be a submodel with 10 skins randomized by code. Kinda like Black Mesa facial generation system. Would be pretty lightweight and functional.[/QUOTE]
A skinfamily would be enough which is even more lightweight, and that's been a thing since Goldsrc.
[QUOTE=Pigbear;48370730]I think the source engine at the time couldn't apply textures above textures[/QUOTE]
Decals (blood/holes, for example) are exactly that - a texture overlaying a texture. So how's that 'not possilbe for Source'?
[QUOTE=ProZak;48374357]A skinfamily would be enough which is even more lightweight, and that's been a thing since Goldsrc.[/QUOTE]
Skins are less of a convinient way to go, because they'd take up more memory. With multiple skins on a model you have all the skins loaded at the same time. Why do that if you can instead project a decal on back of a soldier?
Hey I might remake some Half-Life 2 beta stuff for hard-surface practice. Send me some pics of stuff that'd look cool if it was redone.
[QUOTE=MilkBiscuit;48386747]Hey I might remake some Half-Life 2 beta stuff for hard-surface practice. Send me some pics of stuff that'd look cool if it was redone.[/QUOTE]
[img]http://combineoverwiki.net/images/9/9c/Airex_truck_fixed.jpg[/img]
[QUOTE=Cvoxalury;48377575]Skins are less of a convinient way to go, because they'd take up more memory. With multiple skins on a model you have all the skins loaded at the same time. Why do that if you can instead project a decal on back of a soldier?[/QUOTE]
Let us say you just create 10 skins (one for each number from 0 to 9). They'll be around 3 KB each but let us say 6 KB for fun. That's 60 KB you load into memory. I think we'll survive this one.
[QUOTE=ProZak;48388568]Let us say you just create 10 skins (one for each number from 0 to 9). They'll be around 3 KB each but let us say 6 KB for fun. That's 60 KB you load into memory. I think we'll survive this one.[/QUOTE]
Alright, I guess. It's just that some time ago I read, on the dev wiki, that using skinfamilies is actually a perfromance hit and shouldn't really be favored. But that likely doesn't matter for these really small textures.
[QUOTE=ProZak;48388568]Let us say you just create 10 skins (one for each number from 0 to 9). They'll be around 3 KB each but let us say 6 KB for fun. That's 60 KB you load into memory. I think we'll survive this one.[/QUOTE]
but that only lets them have the numbers 0-9 doesn't it?
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