• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=bw1119;50364814]It is a real shame there isn't a model (or even a brush) version of it :cry:[/QUOTE] We can always make one ourselves
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Huh, I didn't know this many people liked the Clamp version. imo it's kinda too stocky to be menacing.
[QUOTE=PikaCommando;50365965]Huh, I didn't know this many people liked the Clamp version. imo it's kinda too stocky to be menacing.[/QUOTE] That's part of the charm tho
[t]http://i.imgur.com/4Vg35Ri.jpg[/t][t]http://i.imgur.com/GkkidZx.jpg[/t][t]http://i.imgur.com/f3hOkiO.jpg[/t][t]http://i.imgur.com/N9ZeQ9D.jpg[/t] wip or whatever
Wires look strange with this kind of streetlamps. Aren't they supposed to be fed electricity from under the ground? And wires would therefore better suit the kind of lamps seen on the docks in e3_town, the ones with brackets.
[QUOTE=Jackathan;50366857][t]http://i.imgur.com/4Vg35Ri.jpg[/t][t]http://i.imgur.com/GkkidZx.jpg[/t][t]http://i.imgur.com/f3hOkiO.jpg[/t][t]http://i.imgur.com/N9ZeQ9D.jpg[/t] wip or whatever[/QUOTE]i have to ask, once you finish this, will it be released for GMOD or in some sort of HL2 mod? just wondering since i really want to play it :scream:
But seriously, what could be the reasons for the amount of green lights in old C17 maps? I figure it would be because of the pollution, but only C17 has them and not Ravenholm or the Canals. I don't think streetlamps are the only thing causing the green lights [IMG]http://combineoverwiki.net/images/1/10/Sky_walk_vertigo_street.jpg[/IMG]
[QUOTE=Cvoxalury;50367244]Wires look strange with this kind of streetlamps. Aren't they supposed to be fed electricity from under the ground? And wires would therefore better suit the kind of lamps seen on the docks in e3_town, the ones with brackets.[/QUOTE] well i just wanted some excuse to have wires everywhere (otherwise it wouldnt be real beta :v:) but i'll probably just add them to the structures and other things, rather then the lamp posts [QUOTE=ProfHappycat7;50367293]i have to ask, once you finish this, will it be released for GMOD or in some sort of HL2 mod? just wondering since i really want to play it :scream:[/QUOTE] planning on GMOD release whenever it's done [QUOTE=PikaCommando;50367392]But seriously, what could be the reasons for the amount of green lights in old C17 maps? I figure it would be because of the pollution, but only C17 has them and not Ravenholm or the Canals. I don't think streetlamps are the only thing causing the green lights [t]http://combineoverwiki.net/images/1/10/Sky_walk_vertigo_street.jpg[/t][/QUOTE] probably because valve thought it looked cool and then made up plot reasons later
[QUOTE=PikaCommando;50367392]But seriously, what could be the reasons for the amount of green lights in old C17 maps? I figure it would be because of the pollution, but only C17 has them and not Ravenholm or the Canals. I don't think streetlamps are the only thing causing the green lights [IMG]http://combineoverwiki.net/images/1/10/Sky_walk_vertigo_street.jpg[/IMG][/QUOTE]probably has something to due with the heavy pollution of C17, as in the smog makes the lights appear green
I just assumed green was the art direction they chose for C17, it feels kind of alien and cold, pretty suitable for C17. I remember looking at concept art recently for HL2 and each area had a very distinct colour palette and style, I didn't really think there was an in-universe reason behind the colouring.
[QUOTE=Exploders;50365300]We can always make one ourselves[/QUOTE] Nothing ever gets done in this community :v:
Green-blue light comes from mercury lights, which were phased out in the mid-70's or so in America. I imagine that was kinda what valve was going for. [url]https://en.wikipedia.org/wiki/Mercury-vapor_lamp[/url] [t]http://i.imgur.com/o03ls5i.jpg[/t] [t]http://imgur.com/Iy286fw.gif[/t] [t]http://imgur.com/fFiOZzG.png[/t] [t]http://i.imgur.com/6IA7aRp.png[/t] compare that last shot to this: [t]http://i.imgur.com/3Ne0803.png[/t]
It's extremely nice to see HL2 beta stuff getting made and/or released without any bullshit. When I was in agnmi everyone was a massive cunt on all sides, me included. I never thought I'd see the beta community get to a point where it's actually civil. I mean yeah there is content theft and stuff still happening I bet, but that isn't happening here, and overall this is good. Sorry if I'm getting all dramatic over leaked content from a game that came out over 10 years ago, but it's just very pleasant to just see us discussing and working on stuff with no drama, no name calling, and no bullshit.
So apparently the crabsynth has sidestepping and backwards walking animations. Decompiling the model outputs all of the necessary animations to make a blended walk sequence. I guess valve defined the animations, but never blended the sequence?
[QUOTE=crazeeweegeman4;50371363]So apparently the crabsynth has sidestepping and backwards walking animations. Decompiling the model outputs all of the necessary animations to make a blended walk sequence. I guess valve defined the animations, but never blended the sequence?[/QUOTE] Oh boy that's another thing I wanted to do, vastly improve the crab synth with a re-uv and slight remodel.
I have yet to see anyone re-uv anything like the Alien Assassin or Combine Guard, so I'm guessing it's a hard thing to do, especially on something so complex like the Crab Synth.
[QUOTE=Gsilverleaf;50371628]I have yet to see anyone re-uv anything like the Alien Assassin or Combine Guard, so I'm guessing it's a hard thing to do, especially on something so complex like the Crab Synth.[/QUOTE] Naah not that hard, time consuming though.
[QUOTE=Gsilverleaf;50371628]I have yet to see anyone re-uv anything like the Alien Assassin or Combine Guard, so I'm guessing it's a hard thing to do, especially on something so complex like the Crab Synth.[/QUOTE] Less complex and more pain in the ass [editline]22nd May 2016[/editline] The C.Guard would benefit more from a complete remodel tho.
If you re-uv it, I've been considering adding a Crab Synth to my mod, so if you ever finish it, I'll gladly do so, if I've made my mind up
Any particular reason you guys aren't just using the Crab Synth from C17EP1? We're planning on adding that to MI.
[QUOTE=ProZak;50371908]Any particular reason you guys aren't just using the Crab Synth from C17EP1? We're planning on adding that to MI.[/QUOTE] Most likely aren't aware of it
[QUOTE=crazeeweegeman4;50371363]So apparently the crabsynth has sidestepping and backwards walking animations. Decompiling the model outputs all of the necessary animations to make a blended walk sequence. I guess valve defined the animations, but never blended the sequence?[/QUOTE] Blending animations is so obscure and impossible in Source. Or is it just me? VDC is of absolutely no help with how it describes, well, anything in it. Just how do you do it? Also kinda hard to imagine a huge synth using blended animations, it doesn't seem agile enough, unlike humanoids. [editline]23rd May 2016[/editline] [QUOTE=ProZak;50371908]Any particular reason you guys aren't just using the Crab Synth from C17EP1? We're planning on adding that to MI.[/QUOTE] I actually did not know anything about such a model but it is my strict rule that I never use any content made by anybody but me (and Valve, for HL2 and was what intended in HL2). Same reason I still use HL:S houndeyes and not the ones from MI. Speaking of which. Did anybody else remade that model from the leak? I'm simply curious on that.
I think MI already remade the Houndeye model it or I at least think they did. However, the texture needs more work, as it's the one straight from the leak and pretty LQ. Being from the leak, most of the textures are separated and the body is a mirrored texture, which just isn't good.
[QUOTE=Gsilverleaf;50373273]I think MI already remade the Houndeye model it or I at least think they did. However, the texture needs more work, as it's the one straight from the leak and pretty LQ. Being from the leak, most of the textures are separated and the body is a mirrored texture, which just isn't good.[/QUOTE] That's what I was asking, if anyone [I]besides them[/I] remade it. Because I only know about their model which I see in almost every other mod.
I can really tell this is going to be a really enjoyable experience all round. [IMG]http://puu.sh/p2sQc/a872e47a15.png[/IMG]
His only dream was a new UV map and he's finally getting it.
Poor guy
[QUOTE=Cvoxalury;50375578]That's what I was asking, if anyone [I]besides them[/I] remade it. Because I only know about their model which I see in almost every other mod.[/QUOTE] Little-known fun fact: No one from MI actually created that houndeye model, it originated from a different mod and someone who never worked on MI to my knowledge. I have no idea how or why it became "property" of MI, but I talked to the original creator [I]YEARS[/I] ago and he gave me the source files.
[QUOTE=Snood_1990;50377635]I can really tell this is going to be a really enjoyable experience all round. [IMG]http://puu.sh/p2sQc/a872e47a15.png[/IMG][/QUOTE] We open sourced City 17: Episode One a few weeks ago, which has our own [URL="http://www.cgsociety.org/cgsarchive/newgallerycrits/g71/369271/369271_1288783901_large.jpg"]redone from scratch[/URL] [URL="https://kylegospodneti.ch/wp-content/uploads/2016/04/crabsynth2.jpg"]Crabsynth model[/URL]. You may want to check in with [URL="http://steamcommunity.com/profiles/76561197960359087/"]Dogger[/URL] first, but you're welcome to use it and anything else in the mod for your purposes. It wasn't finished, but it's definitely a way better place to start and it's properly UV'd. [URL="https://kylegospodneti.ch/work/city17/"]Mod source code here.[/URL] [URL="http://www.moddb.com/mods/city-17-episode-1"]Mod files here.[/URL] I may still have the source files for this guy; I'm looking for you. I do have the [URL="https://drive.google.com/open?id=0ByjRmDSOIkbLdXZCaDBVVFpfNWs"]source files for our weapons & animations[/URL] if anyone is looking for that though! Just be sure you give [URL="http://steamcommunity.com/id/jaanimated/"]Sn1pe[/URL] a big smooch on the cheek before you use them.
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