• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=Pigbear;48390142]but that only lets them have the numbers 0-9 doesn't it?[/QUOTE] Ahm, you make three such models with random 0-9 numbers and parent them to a soldrier's back, thus allowing for any three-digit combination.
[QUOTE=Cvoxalury;48395316]Ahm, you make three such models with random 0-9 numbers and parent them to a soldrier's back, thus allowing for any three-digit combination.[/QUOTE] wouldn't just one 0-9 texture and a script to put it on their back be more efficient though?
Remember my previous post about how I thought the unused cover/fire animations for the Citizen/Combine could be re-implemented, and how they were originally implemented through actbusy? Well, I've been looking through the animations and this just doesn't make sense. There are currently three existing parts of each cover animation in the retail animations: the 'getting into cover' sequence, the 'idle in cover' sequence, and the 'getting out of cover' sequence; there is no 'firing' animation where the NPC fires while out of cover, but we can assume this exists but was removed from the animations (there is, however, a similar 'shooting' animation for the Citizen/Metropolice set of Standoff animations.) However, the Alyx cover-shooting actbusy animations are structured differently: there are animations for getting in and out of cover, but the 'peeking out' and 'shooting' animation are a single animation, and the actbusy loops that animation repeatedly for a set amount of time before forcing the NPC out of the actbusy. With this type of implementation the NPC doesn't actually shoot at enemies, it's just animated to shoot in the general area of where enemies are supposed to be. Due to the scope and scale of the old HL2 concepts and the leak, I believe that Valve would never have implemented the cover system this way; it would get painfully obvious very fast that the NPCs were just pre-animated to shoot in a certain direction. Thus, this is probably not the way the cover animations were used. Which brings me to an alternative way these animations could have been implemented and could be re-implemented, one that I think is far easier and far better in terms of both usage and believability. I was looking through the npc_citizen animations again and I noticed that the "Standoff" set of animations were extremely similar in terms of setup to those of the unused cover animations. Both have animations for going into and out of cover, hiding in cover, and presumably momentarily exiting cover to fire off a few shots. It was similar enough to the point where the shooting animation for both were pretty similar in terms of stance. That got me to thinking: what if the unused cover animations were once used as part of a Standoff sequence for cover nodes? It could specify which direction the NPC should be facing, and the NPC would play the cover animations while popping out and firing at enemies. This makes sense for a few reasons. For one, this would make it so that the NPC would have the ability to actually aim and fire at enemies, instead of being forced through an animation to shoot at a certain area. Another thing would be that this would allow the NPC to stay in cover and fire from cover indefinitely, unlike the actbusy which forces NPCs out after the sequence is finished. This also fits in with the way the Barney 'Streetwar' cover shooting sequence was animated, where Barney pops out and takes precise shots. While this would look stupid if used by NPCs who would fire in such a pattern regardless of where the enemies are (which is the case with actbusys), this would fit in with the NPC's ability to freely aim in a custom shooting animation with Standoffs, and most likely the unused cover shooting animations as well. This is my idea; what if we modified the Standoff feature and the info_hint_node entity to support the unused cover animations (for left, left crouch, right, right crouch), where they'd use the Standoff SMG firing animation for actual shooting? Unlike my previous idea I think this is a far better way of implementing the cover system for both Combine Soldiers and Rebels, and I feel like this turn out to be much better.
[QUOTE=Pigbear;48396329]wouldn't just one 0-9 texture and a script to put it on their back be more efficient though?[/QUOTE] Well, for one, a soldier's back has certain curvature so I'd do a central number model and two latteral models. Plus, it won't matter since the textures will only be loaded once.
[QUOTE=Kaleidescoop;48397955]Remember my previous post about how I thought the unused cover/fire animations for the Citizen/Combine could be re-implemented, and how they were originally implemented through actbusy? Well, I've been looking through the animations and this just doesn't make sense. There are currently three existing parts of each cover animation in the retail animations: the 'getting into cover' sequence, the 'idle in cover' sequence, and the 'getting out of cover' sequence; there is no 'firing' animation where the NPC fires while out of cover, but we can assume this exists but was removed from the animations (there is, however, a similar 'shooting' animation for the Citizen/Metropolice set of Standoff animations.) However, the Alyx cover-shooting actbusy animations are structured differently: there are animations for getting in and out of cover, but the 'peeking out' and 'shooting' animation are a single animation, and the actbusy loops that animation repeatedly for a set amount of time before forcing the NPC out of the actbusy. With this type of implementation the NPC doesn't actually shoot at enemies, it's just animated to shoot in the general area of where enemies are supposed to be. Due to the scope and scale of the old HL2 concepts and the leak, I believe that Valve would never have implemented the cover system this way; it would get painfully obvious very fast that the NPCs were just pre-animated to shoot in a certain direction. Thus, this is probably not the way the cover animations were used. Which brings me to an alternative way these animations could have been implemented and could be re-implemented, one that I think is far easier and far better in terms of both usage and believability. I was looking through the npc_citizen animations again and I noticed that the "Standoff" set of animations were extremely similar in terms of setup to those of the unused cover animations. Both have animations for going into and out of cover, hiding in cover, and presumably momentarily exiting cover to fire off a few shots. It was similar enough to the point where the shooting animation for both were pretty similar in terms of stance. That got me to thinking: what if the unused cover animations were once used as part of a Standoff sequence for cover nodes? It could specify which direction the NPC should be facing, and the NPC would play the cover animations while popping out and firing at enemies. This makes sense for a few reasons. For one, this would make it so that the NPC would have the ability to actually aim and fire at enemies, instead of being forced through an animation to shoot at a certain area. Another thing would be that this would allow the NPC to stay in cover and fire from cover indefinitely, unlike the actbusy which forces NPCs out after the sequence is finished. This also fits in with the way the Barney 'Streetwar' cover shooting sequence was animated, where Barney pops out and takes precise shots. While this would look stupid if used by NPCs who would fire in such a pattern regardless of where the enemies are (which is the case with actbusys), this would fit in with the NPC's ability to freely aim in a custom shooting animation with Standoffs, and most likely the unused cover shooting animations as well. This is my idea; what if we modified the Standoff feature and the info_hint_node entity to support the unused cover animations (for left, left crouch, right, right crouch), where they'd use the Standoff SMG firing animation for actual shooting? Unlike my previous idea I think this is a far better way of implementing the cover system for both Combine Soldiers and Rebels, and I feel like this turn out to be much better.[/QUOTE] Can you code? Do you need help implementing this? It sounds really really cool.
[QUOTE=Milkyway M16;48403615]Can you code? Do you need help implementing this? It sounds really really cool.[/QUOTE] I can't code, so I need people to help test this out.
I never saw the previous post
[QUOTE=Kaleidescoop;47458611]Copied from the HL discussion thread: So I figured out how the cover system used to work in Half-Life 2 before Valve scrapped it, and then re-implemented it for Episode 2. In the actbusy.txt files, I found that Alyx has entries like these: "Alyx_CrouchHide_01" { "busy_sequence" "CrouchHide_01" "entry_sequence" "CrouchHide_01_enter" "exit_sequence" "CrouchHide_01_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "Alyx_HideWall_AB" { "busy_sequence" "alyx_LeanWall" "entry_sequence" "alyx_HideWall" //"exit_sequence" "alyx_hackPowerBox" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_NONE" } "Alyx_Injured_WallLean" { "busy_sequence" "injured_rest1_idle" "entry_sequence" "injured_rest1_in" "exit_sequence" "injured_rest1_out" "interrupts" "BA_INT_DANGER" } "Alyx_Blindfire_Left" { "busy_sequence" "blindfire_left_action" "entry_sequence" "blindfire_left_entry" "exit_sequence" "blindfire_left_exit" "min_time" "12.0" "max_time" "12.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Blindfire_Left_High" { "busy_sequence" "blindfire_left_high_action" "entry_sequence" "blindfire_left_entry" "exit_sequence" "blindfire_left_exit" "min_time" "12.0" "max_time" "12.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Blindfire_Left_Low" { "busy_sequence" "blindfire_left_low_action" "entry_sequence" "blindfire_left_entry" "exit_sequence" "blindfire_left_exit" "min_time" "12.0" "max_time" "12.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Blindfire_Low" { "busy_sequence" "blindfire_low_action" "entry_sequence" "blindfire_low_entry" "exit_sequence" "blindfire_low_exit" "min_time" "10.0" "max_time" "10.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Blindfire_Low_High" { "busy_sequence" "blindfire_low_high_action" "entry_sequence" "blindfire_low_entry" "exit_sequence" "blindfire_low_exit" "min_time" "10.0" "max_time" "10.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_WallCover_Right" { "busy_sequence" "cover_right_action" "entry_sequence" "cover_right_entry" "exit_sequence" "cover_right_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_WallCover_Low" { "busy_sequence" "CrouchHide_01" "entry_sequence" "CrouchHide_01_enter" "exit_sequence" "CrouchHide_01_exit" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_WallCover_Low_Timed" { "busy_sequence" "CrouchHide_01" "entry_sequence" "CrouchHide_01_enter" "exit_sequence" "CrouchHide_01_exit" "min_time" "0.0" "max_time" "6.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Guard_Low" { "busy_sequence" "crouch_aim_pistol" "entry_sequence" "stand_to_crouchshoot" "exit_sequence" "crouchshoot_to_stand" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Guard_Low_Timed" { "busy_sequence" "crouch_aim_pistol" "entry_sequence" "stand_to_crouchshoot" "exit_sequence" "crouchshoot_to_stand" "min_time" "6.0" "max_time" "10.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } "Alyx_Guard" { "busy_sequence" "pistol_idle_aim" "entry_sequence" "pistol_idle_aim" "exit_sequence" "pistol_idle_aim" "min_time" "0.0" "max_time" "0.0" "interrupts" "BA_INT_SIEGE_DEFENSE" } As you can see, each actbusy calls for three animations. The entry, the action, and the exit. Through Hammer, I found out that if you make Alyx do this actbusy, she ends up going into cover, looping the action a few times (blindfiring, for example) and then exiting cover. So, from all the animation files from the Combine Soldiers and the Citizens, we have animations for entering and exiting cover that could be used for new actbusy entries. Now all we need to do is find (from the HL2 leak) or create a "blindfire" or "shooting from cover" animation, add it into the entry, and voila, we have an actbusy where citizens and combine can take cover and fire from cover. The blindfire has Alyx randomly shoot in the general direction of the supposed enemies. It's all a scripted motion, but the gun during the animation actually fires bullets that can do damage to enemies. I'm not sure how it works, but if we study the Valve animations we might be able to reverse engineer it to make it work for new animations.[/QUOTE]
So I tried slapping the gasmask texture onto Samuel [IMG]https://i.imgur.com/NYklXIB.png[/IMG]
Does anyone know how to rig a vehicle? For example an APC?
[QUOTE=Milkyway M16;48432655]Does anyone know how to rig a vehicle? For example an APC?[/QUOTE] Is a bit tricky as most of the times, the phymodel gives problems, but yes, is doable. Why you ask? You wanna try rig the old Conscript APC into the new one?
don't you just love it when people steal [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=408071960"]your map[/URL] for use in their moddb mod [url]http://www.moddb.com/mods/project-hyperborea/videos/beta-consul-office[/url] you know how i know it's my map? the small metal grate stairs aren't in the original wc mappack map, and they are in his video. it is also using the retail citadel soundscape, and the crappy chairs have been removed (also in my map). the skybox is also the fixed sky_c17_05, but i'll give him the benefit of the doubt on that, because maybe he got a fixed version somewhere else? i dont know
Looks like yet another le old story mod that only exists because it's easier to use some already prototyped maps and is probably never going to be released.
[QUOTE=Maestro Fenix;48434859]Is a bit tricky as most of the times, the phymodel gives problems, but yes, is doable. Why you ask? You wanna try rig the old Conscript APC into the new one?[/QUOTE] Yea I decompiled the retail apc and the rig is really basic and the animations and poseparameters are pretty self explanatory but there are certain things that I'm unsure of when it comes to creating the proper bone-hierarchy. [editline]12th August 2015[/editline] I think I also got frustrated with it and gave up too early because I think I made a stupid mistake. I was hoping someone else has either done it before or knows of a tutorial just to make things a bit easier.
[QUOTE=Jackathan;48445396]don't you just love it when people steal [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=408071960"]your map[/URL] for use in their moddb mod [url]http://www.moddb.com/mods/project-hyperborea/videos/beta-consul-office[/url] you know how i know it's my map? the small metal grate stairs aren't in the original wc mappack map, and they are in his video. it is also using the retail citadel soundscape, and the crappy chairs have been removed (also in my map). the skybox is also the fixed sky_c17_05, but i'll give him the benefit of the doubt on that, because maybe he got a fixed version somewhere else? i dont know[/QUOTE] It's funny that he has the nerve to state that it took "a lot of time" to make.
yeah, thoes kinds of people piss me off, when i was working with the RTB team ( no longer apart of them) we encountered a member who was basicly advertising the project and claiming he worked on the team , he never had any connections with us, and he claimed he made content, why do people do this shit is there anything to gain from stealing and claiming its yours ? do they feel happy knowing that there living a lie?
[QUOTE=Jackathan;48445396]don't you just love it when people steal [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=408071960"]your map[/URL] for use in their moddb mod [url]http://www.moddb.com/mods/project-hyperborea/videos/beta-consul-office[/url] you know how i know it's my map? the small metal grate stairs aren't in the original wc mappack map, and they are in his video. it is also using the retail citadel soundscape, and the crappy chairs have been removed (also in my map). the skybox is also the fixed sky_c17_05, but i'll give him the benefit of the doubt on that, because maybe he got a fixed version somewhere else? i dont know[/QUOTE] He might have used your map but his entire mod is based on Missing Information. Everything from models to the binaries. [QUOTE=darkspire17;48448378]yeah, thoes kinds of people piss me off, when i was working with the RTB team ( no longer apart of them) we encountered a member who was basicly advertising the project and claiming he worked on the team , he never had any connections with us, and he claimed he made content, why do people do this shit is there anything to gain from stealing and claiming its yours ? do they feel happy knowing that there living a lie?[/QUOTE] Because there's always someone gullible enough to believe them or not care. We've seen this a hundred times with Missing Information. People might think we're very harsh towards people that use our content without our permission but some moron tried to use some of our original content in a Greenlight mod, and I can assume you I will do everything in my power to fuck you in the ass if you try shit like that.
cus ive seen that hl2 beta revived WITCH IS JUST FUCKING MI with the leak models patch and mi maps running in axle project ,WHY DOSE NO ONE ASK FOR CONTENT [editline]13th August 2015[/editline] allso jackman XD i was not aware your working on INDEEP, i thought it was like a ripoff of shaft but then i saw the fixed alpha hud :P, anyway how is that mod going? and im not that use to hl modding cus its been ages but if you want re-riged alpha models, i can get a freind to hel p :P
only the first 3 images are up-to-date (on the moddb page), the rest are old and not worth looking at about the re-rigged alpha models, i already got somebody who can do it, and either way, most of the models have already been done for me by him.
[IMG]http://puu.sh/jAbIT/a25598cd62.png[/IMG] [url]http://hl.gamebanana.com/skins/141703[/url] [url]http://www.moddb.com/games/half-life/addons/human-grunt-pre-alpha[/url] I've released that model I showed off earlier this summer in this thread
[IMG]http://orig05.deviantart.net/8744/f/2015/225/8/1/betatruck_by_renakryik-d95iyvm.jpg[/IMG] [T]http://images.akamai.steamusercontent.com/ugc/1464020977675556400/F5921E625305E22964477A6B8A876D1F97113BE0/[/T] [T]http://images.akamai.steamusercontent.com/ugc/1464020977675556695/CCE77569A7F1D9643AC4CC381904D15D910C3127/[/T] Finally got around to baking and texturing the beta truck, I can put up a DL if enough people are interested
[QUOTE=RenaFox;48451762][IMG]http://orig05.deviantart.net/8744/f/2015/225/8/1/betatruck_by_renakryik-d95iyvm.jpg[/IMG] [T]http://images.akamai.steamusercontent.com/ugc/1464020977675556400/F5921E625305E22964477A6B8A876D1F97113BE0/[/T] [T]http://images.akamai.steamusercontent.com/ugc/1464020977675556695/CCE77569A7F1D9643AC4CC381904D15D910C3127/[/T] Finally got around to baking and texturing the beta truck, I can put up a DL if enough people are interested[/QUOTE] I'm sure tons of people are interested, I know I am!
wait uaredead, arnt you workig on L4D0?
[QUOTE=darkspire17;48453303]wait uaredead, arnt you workig on L4D0?[/QUOTE] whats a L4D0?
I thought the HSarge model doesn't have a gun at all?
[QUOTE=PikaCommando;48453489]I thought the HSarge model doesn't have a gun at all?[/QUOTE] it doesn't have a gun, it also doesn't have animations. I added on the gun and animations so it could be usable in-game, along with the mesh fixes I provided
*left 4 dead 0
[QUOTE=darkspire17;48453754]*left 4 dead 0[/QUOTE] never heard of it
-snip-
[QUOTE=Theuaredead;48453531]it doesn't have a gun, it also doesn't have animations. I added on the gun and animations so it could be usable in-game, along with the mesh fixes I provided[/QUOTE] Can you release one without the gun? I want to turn it into a player model.
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