• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=Snood_1990;48704282]I'd leave the colour correction right til the very end[/QUOTE] No color correction, just lighting/skybox. I'm trying to get the basic lighting and atmosphere down while vrad compile times are still manageable. Anyway, here's the latest iteration, with some added details: [t]http://i.imgur.com/WTf6RFn.jpg[/t] I also finally did something with the hotel: [t]http://i.imgur.com/KrT1K0U.jpg[/t]
The lighting is much better. yes. that.
Has anyone ever made a good leak themed RP map for GMOD besides Industrial17?
I found the old C17 Episode One content dump and noticed they had models for detailing streets I figured I'd give it a shot. Source decided to screw me over though. [t]http://scart.slkandy.com/images/missinginformation/dev_pavement0003.jpg[/t] Alien Swarm would've been just fine with this. If any of you get your hands on the vrad source for ASW or any engine branch like L4D2 or Portal 2, make sure you give it to me wink wink
Did you try info_lighting? I'll be home in less than two hours, dunno if you'll still be up but if not I'll catch you next time on IRC. [editline]19th September 2015[/editline] [QUOTE=Marphy Black;48719563]I did a deeper search into the article's edit history and found the Consul statue image in question was added [url=http://combineoverwiki.net/index.php?title=Half-Life_2_original_storyline&oldid=103624#Consul_Plaza]January 10, 2009[/url], the day the article was created, where it was identified as GabeN screenshot. It was then removed [url=http://combineoverwiki.net/index.php?title=Half-Life_2_original_storyline&diff=103746&oldid=103745]May 1, 2009[/url]. It seems the implication was to use fan-made content to help illustrate the blanks where the pre-compiled or unfinished leak content would not suffice, hence screenshots from several identified mods. However, this made the mistake of assuming all of the fan-made content was indicative of Valve's original intentions when artistic liberties were being taken by the mod teams as well, leading to confusion.[/QUOTE] Strange... I swear it showed up on there much earlier than that. Oh well.
[QUOTE=ProZak;48720623]I found the old C17 Episode One content dump and noticed they had models for detailing streets I figured I'd give it a shot. Source decided to screw me over though. [t]http://scart.slkandy.com/images/missinginformation/dev_pavement0003.jpg[/t] Alien Swarm would've been just fine with this. If any of you get your hands on the vrad source for ASW or any engine branch like L4D2 or Portal 2, make sure you give it to me wink wink[/QUOTE] I might know a guy.
Turns out I forgot how Source does lighting on models, so I remade the model since it was terrible (mine needs a better UV map but I'm no modeller). [t]http://scart.slkandy.com/images/missinginformation/dev_pavement0004.jpg[/t] Poly count went from 22 to 54 so its a bit more expensive. I think we'll live but I don't know.
[QUOTE=ProZak;48723684]Turns out I forgot how Source does lighting on models, so I remade the model since it was terrible (mine needs a better UV map but I'm no modeller). [t]http://scart.slkandy.com/images/missinginformation/dev_pavement0004.jpg[/t] Poly count went from 22 to 54 so its a bit more expensive. I think we'll live but I don't know.[/QUOTE] IMHO of course but those curbs look way too simple to even bother turning them into models. Sometimes brush is just more convinient in every way, in Source, that is.
did anybody ever figure out having a displacement blend to invisibility? it would be handy if somebody got it working in retail source engine
[QUOTE=Jackathan;48724611]did anybody ever figure out having a displacement blend to invisibility? it would be handy if somebody got it working in retail source engine[/QUOTE] You can do it by using any $basetexture and a fully transparent 2x2 pixels $basetexture2. Here's how one of my blend-to-invisibility .vmt looks, excluding non-essential parameters:[code]"WorldVertexTransition" { $basetexture "tile/white_wall_tile004f" $basetexture2 "burnout/torifune_alpha" $additive 1 }[/code] It doesn't work perfectly because the first base texture is also affected by the $additive parameter, but it's the best you can get AFAIK. You can add $bumpmap, $blendmodulatetexture, $envmap ... the blend to invisibility will still work.
[QUOTE=Gamerjman19;48719988]Has anyone ever made a good leak themed RP map for GMOD besides Industrial17?[/QUOTE] Good? No, but i did try a really half assed one of the manhack arcade.
Jackathan, may I ask which era of HL1's development are you gonna base Shaft on? (Space Biker or Red Suit?) Based on the screenshots and videos you are using assets from both. How would the levels/plot even be like?
uh shaft? you mean in deep, right?
[QUOTE=PikaCommando;48725357]Jackathan, may I ask which era of HL1's development are you gonna base Shaft on? (Space Biker or Red Suit?) Based on the screenshots and videos you are using assets from both. How would the levels/plot even be like?[/QUOTE] I don't remember which mod is which, but one of them will be based more on the Screenshots/Theories, and the other on the leaked build.
the images tagged with (old) on the moddb page were before i really decided what i wanted to do with In Deep, and now I've decided that its mostly based in the alpha, from the start of development to around late 1997 in terms of content and ideas used.
[QUOTE=SageJFox;48629280][IMG]https://i.gyazo.com/afd56dfbabd0e22ab9fbc8889e929869.png[/IMG][/QUOTE] So I'm having a Hell of a time coming up with a texture for the Sacktick model I posted a WIP about earlier, can't decide what would work best for it, so, gonna ask for a vote. [IMG]https://facepunch.com/fp/ratings/funny2.png[/IMG] - Flying Synths (Dropship/Gunship): Green-tinted browns/tans on the shell, whitish underside. Smooth shell, stripes, dots, and "camo" for patterns. [IMG]https://facepunch.com/fp/ratings/zing.png[/IMG] - Cut Synths (Mortar/Crab Synths): More vibrant greens and browns, and glowing blue. Smoother color transitions, more "insect-like" patterns. Limited/no logos. [IMG]https://facepunch.com/fp/ratings/information.png[/IMG] - Ground Synths (Strider/Shield Scanner/cut Super soldier): Tan shells, darker brown underside. "Crusty" shell, markings look more painted/stenciled on. Possibly "hairy." Feel free to suggest your own as well, doesn't have to be based on other enemies.
I wish someone could remake the Crab Synth. It was a pain to retexture it since it has lots of mini textures, and even after redoing the UV, it continued looking bad.
[QUOTE=SageJFox;48725501]So I'm having a Hell of a time coming up with a texture for the Sacktick model I posted a WIP about earlier, can't decide what would work best for it, so, gonna ask for a vote. [IMG]https://facepunch.com/fp/ratings/funny2.png[/IMG] - Flying Synths (Dropship/Gunship): Green-tinted browns/tans on the shell, whitish underside. Smooth shell, stripes, dots, and "camo" for patterns. [IMG]https://facepunch.com/fp/ratings/zing.png[/IMG] - Cut Synths (Mortar/Crab Synths): More vibrant greens and browns, and glowing blue. Smoother color transitions, more "insect-like" patterns. Limited/no logos. [IMG]https://facepunch.com/fp/ratings/information.png[/IMG] - Ground Synths (Strider/Shield Scanner/cut Super soldier): Tan shells, darker brown underside. "Crusty" shell, markings look more painted/stenciled on. Possibly "hairy." Feel free to suggest your own as well, doesn't have to be based on other enemies.[/QUOTE] Voted for flying synths scheme but then thought I'd suggest a darker version, like the Combine Guard, early Wasteland Scanners, and the Cremator, so it's dark green, with dark brown like the Assassin's palette. That would fit with the older Combine creatures. How big is the sacktick, btw?
[QUOTE=Jackathan;48725419]the images tagged with (old) on the moddb page were before i really decided what i wanted to do with In Deep, and now I've decided that its mostly based in the alpha, from the start of development to around late 1997 in terms of content and ideas used.[/QUOTE] 1. Blue or Red Panthereye? 2. What would you use hsarge.mdl for? If you're even going to use him, that is.
[QUOTE=SageJFox;48725501]So I'm having a Hell of a time coming up with a texture for the Sacktick model I posted a WIP about earlier, can't decide what would work best for it, so, gonna ask for a vote. [IMG]https://facepunch.com/fp/ratings/funny2.png[/IMG] - Flying Synths (Dropship/Gunship): Green-tinted browns/tans on the shell, whitish underside. Smooth shell, stripes, dots, and "camo" for patterns. [IMG]https://facepunch.com/fp/ratings/zing.png[/IMG] - Cut Synths (Mortar/Crab Synths): More vibrant greens and browns, and glowing blue. Smoother color transitions, more "insect-like" patterns. Limited/no logos. [IMG]https://facepunch.com/fp/ratings/information.png[/IMG] - Ground Synths (Strider/Shield Scanner/cut Super soldier): Tan shells, darker brown underside. "Crusty" shell, markings look more painted/stenciled on. Possibly "hairy." Feel free to suggest your own as well, doesn't have to be based on other enemies.[/QUOTE] FUCK i meant to vote "informative" but I'm on my phone so my finger slipped.
So, as some of you may now, I'm used to taking rather big "artistical liberties" when it comes to level design. My Industrial has its layout quite different from the leak versions (though the starting area and the chasm are mostly left the same), my revision of Terminal plaza has entirely different architectural style (closer to Art-Deco with some industrial influence as well as Brutalism pieces), I built my Construction map from scratch, with Neoclassical and Constructivism styles, and it has zero elements taken from c17_03_08, one particular example is the transition to the Consulcast which is now very different from the original one. So what I'm going to ask is, in your opinion, am I straying too far from 'canon envisions'? Does it matter to you? Of course I'm entitled to whatever and all that but I appreciate a second opinion.
[QUOTE=Cvoxalury;48725986]So, as some of you may now, I'm used to taking rather big "artistical liberties" when it comes to level design. My Industrial has its layout quite different from the leak versions (though the starting area and the chasm are mostly left the same), my revision of Terminal plaza has entirely different architectural style (closer to Art-Deco with some industrial influence as well as Brutalism pieces), I built my Construction map from scratch, with Neoclassical and Constructivism styles, and it has zero elements taken from c17_03_08, one particular example is the transition to the Consulcast which is now very different from the original one. So what I'm going to ask is, in your opinion, am I straying too far from 'canon envisions'? Does it matter to you? Of course I'm entitled to whatever and all that but I appreciate a second opinion.[/QUOTE] I personally think adding your own style and interpretation is far more interesting than just recreating what's in the wc map pack 1:1. Because at the end of the day, the beta is nothing more than a collection of unfinished ideas and proofs of concept. No single part of it is so good and well fleshed-out that it deserves to not be changed in any way.
I say don't worry about it. What you've come up with looks good and is something nobody's seen before. If you spend your life worrying about what other people think, you will just paralyze yourself.
[QUOTE=MI_Junk;48726266]I say don't worry about it. What you've come up with looks good and is something nobody's seen before. If you spend your life worrying about what other people think, you will just paralyze yourself.[/QUOTE] Oh I think I'm pretty confident in what I'm doing, but I am interested in people's opinion on the subject. After all, if I stray too far I may just as well drop any mention of the leak (I'll still try and make it as enjoyable as I can). Personally, if five years ago I saw something like today's Dark Interval, while looking for a leak recreation/renovation/restoraion mod, I think I'd at least have some questions to the dev.
[QUOTE=Cvoxalury;48725677]Voted for flying synths scheme but then thought I'd suggest a darker version, like the Combine Guard, early Wasteland Scanners, and the Cremator, so it's dark green, with dark brown like the Assassin's palette. That would fit with the older Combine creatures. How big is the sacktick, btw?[/QUOTE] My concern with it matching the colors on those units is what you list are more the colors of the clothes those units wear (not counting the wasteland scanner of course), rather than the colors on the creatures themselves, which are more of pale flesh toles. As for its size, at the moment, it's roughly comparable to that of a headcrab, though much flatter. Its length including the tentacles is basically the same as the antlion grub from Episode 2, which is actually what I used for scale in making it. That could still change. [QUOTE=Cvoxalury;48725986]So, as some of you may now, I'm used to taking rather big "artistical liberties" when it comes to level design. My Industrial has its layout quite different from the leak versions (though the starting area and the chasm are mostly left the same), my revision of Terminal plaza has entirely different architectural style (closer to Art-Deco with some industrial influence as well as Brutalism pieces), I built my Construction map from scratch, with Neoclassical and Constructivism styles, and it has zero elements taken from c17_03_08, one particular example is the transition to the Consulcast which is now very different from the original one. So what I'm going to ask is, in your opinion, am I straying too far from 'canon envisions'? Does it matter to you? Of course I'm entitled to whatever and all that but I appreciate a second opinion.[/QUOTE] In my opinion, similar to Junk stating there's no complete Beta story line, there's also really no Beta canon. I mean, after all, it was taken out. With most of it you'll probably run into the reason it was cut while trying to recreate it, and if you hold steadfast to its "original intentions," you'll find yourself with something that's either not fun, make little sense, or both, assuming you can get it to work at all. Especially when it comes to levels and level design, above all else it has to be fun to play, or it's not a good level. And I can't imagine anyone would really want to play, let alone be the one to make, bad levels. Then there's the simple fact of the matter that if you're going to be recreating something, you actually have to, you know, [I]recreate[/I] it. If at the end of the day it's exactly the same as it was before you started, why did you bother doing it in the first place? There's also just the fact that we have very little that's fully implemented in either the Beta itself or in Raising the Bar. If you're not willing to fill in some of the blanks yourself, there's nothing that's going to be complete. That's what the entire Beta [I]is[/I], it's Half-Life 2, incomplete. Making anything related to the Beta, especially this many years after, should be taking that path that Valve didn't, and taking it to the end, not simply just rehashing the few steps we have that Valve took. But then, that's just my opinion.
[QUOTE=SageJFox;48726335]My concern with it matching the colors on those units is what you list are more the colors of the clothes those units wear (not counting the wasteland scanner of course), rather than the colors on the creatures themselves, which are more of pale flesh toles.[/QUOTE] Hm, good point. Here's another idea. Antlions have several skins (4, I think?) which are randomly picked on spawn, sackticks could use the same technique. In fact, the game would be better if more enemies had got that, especially true for zombies... [QUOTE] As for its size, at the moment, it's roughly comparable to that of a headcrab, though much flatter. Its length including the tentacles is basically the same as the antlion grub from Episode 2, which is actually what I used for scale in making it. That could still change.[/QUOTE] When I first read about sackticks I thought they'd be barely macroscopic, something comparable to a cockroach or some other insect, maybe as big as the snarks, attacking the player in swarms, but that's definetly not a great idea. Roughly the size of the larvae is precisely what I had in mind for gameplay reasons.
[QUOTE=SageJFox;48725501]Feel free to suggest your own as well, doesn't have to be based on other enemies.[/QUOTE]If you're going to use this in-game, I'd suggest messing around with a bunch of different color schemes & sticking with whatever you like & what makes it most visible without relying too much on selfillum. If I remember right, they were meant to be tiny. I personally would like to see it in a redish color palette, like the leak dropship.
Some new screenshots: [t]http://i.imgur.com/uULVdkG.jpg[/t] [t]http://i.imgur.com/7trgC2C.jpg[/t] [t]http://i.imgur.com/16VA0KX.jpg[/t] [t]http://i.imgur.com/PtYuhHN.jpg[/t]
Looking good! A couple suggestions, if I may. First, I'm not sure that combine metal texture works well on that poster kiosk in the plaza square. Also, the "Terminal Hotel" building is missing that 45 degree corner piece that faces the street. Only reason I bring that up is that it's one of my favorite details of Terminal, but it's your map and your call.
In addition to what Junk said, might also recommend you tweak some of your lights. The whole area they light is pretty good, but the Combine light on the second screenshot and the dome light on the fourth are ridiculously bright near their sources. Not sure what you have them at now, but might try either going for a spotlight rather than a point light, or try adjusting the falloff more towards constant/linear.
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