• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
Hang on, I just thought of something. If the air is polluted and unbreathable, why don't the children or stenographer's chasm models have gas masks...?
[QUOTE=bw1119;50382468]Hang on, I just thought of something. If the air is polluted and unbreathable, why don't the children or stenographer's chasm models have gas masks...?[/QUOTE] The children probably because they'd be stuck indoors in working facilities rather than outside. Alternatively the Combine are literally trying to work them to death in Beta context.
[QUOTE=bw1119;50382468]Hang on, I just thought of something. If the air is polluted and unbreathable, why don't the children or stenographer's chasm models have gas masks...?[/QUOTE] Most probably because air ex was scrapped before child models were made. Remember that Mark said it was a process of many small things changing almost every day, not a big WHOOP now it's the "new story". e3_industrial and the old train plaza it leads to already have normal citizens without gasmasks.
[QUOTE=1/4 Life;50380277]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.[/QUOTE] Nice, I'll give that Synth a gander.
So what does have citizens with gas mask? So far we only know of city_test and e3_strider/whichever d4_streetwar map it was only from the screenshots. I mean, if they are in the street war maps, then surely they might be around somewhere else too? The e3_strider screenshot might have been taken early since it was meant for E3 2002, and Marc said the gas mask citizen was probably one of the earliest things cut since it doesn't showcase their facial technology. On another note, why doesn't the Conscript have gas masks, especially since they work at AirEx itself?
[QUOTE=PikaCommando;50384091]On another note, why doesn't the Conscript have gas masks, especially since they work at AirEx itself?[/QUOTE] They're [I]~rebellious~[/I] Either that or just poor life decisions.
Has a ways to go, but I was dicking aboot with this tonight. [img]http://puu.sh/p3QXq/0b6601643e.png[/img]
[QUOTE=Snood_1990;50384879]Has a ways to go, but I was dicking aboot with this tonight. [img]http://puu.sh/p3QXq/0b6601643e.png[/img][/QUOTE] Oooooh. Pretty! :goodjob:
[QUOTE=Snood_1990;50384879]Has a ways to go, but I was dicking aboot with this tonight. [img]http://puu.sh/p3QXq/0b6601643e.png[/img][/QUOTE]one thing I'd suggest is having the dome on front be transparent, like the one on the orange scanner: [t]http://combineoverwiki.net/images/5/5d/Wasteland_Scanner.jpg[/t] imo the opaque one looks weird, but otherwise everything else is top notch
[QUOTE=ProfHappycat7;50388600]one thing I'd suggest is having the dome on front be transparent, like the one on the orange scanner: [t]http://combineoverwiki.net/images/5/5d/Wasteland_Scanner.jpg[/t] imo the opaque one looks weird, but otherwise everything else is top notch[/QUOTE] he probably hasn't even finished the texture yet
[QUOTE=1/4 Life;50380277]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.[/QUOTE] I'm gonna be the asshole in this and say: this is quite not Half-Life looking. More like older Star Wars games or whatever.
[QUOTE=Cvoxalury;50389118]I'm gonna be the asshole in this and say: this is quite not Half-Life looking. More like older Star Wars games or whatever.[/QUOTE] [url]https://facepunch.com/showthread.php?t=1507632&p=50212378&viewfull=1#post50212378[/url]
[QUOTE=Milkyway M16;50352746]***CITADEL MODEL DISCLAIMER*** The citadel model looks pretty bad from most angles except from the front. It is the same model from the leak with the uv map adjusted to better match the texture also provided in the leak. I did very minimal work to this model just to get the texture to line up correctly and it's still probably a bit off. The model was obviously intended to be viewed only from the front. ***CITADEL MODEL DISCLAIMER*** With that out of the way, here's the citadel: [img]http://i.imgur.com/WPLn65u.png[/img] [url]https://www.dropbox.com/s/wo6ot849nx84agy/citadel.rar?dl=0[/url] Here's the gasmask dude: [img]http://i.imgur.com/sXEojO0.png[/img] [url]https://www.dropbox.com/s/8moi91w8m23h6zw/gasmask%20citizen.rar?dl=0[/url] Have fun :pudge:[/QUOTE] Thanks for models ;) [IMG]https://pp.vk.me/c604420/v604420288/102e9/nDvKvSv0wtU.jpg[/IMG]
[QUOTE=ProfHappycat7;50388600]one thing I'd suggest is having the dome on front be transparent, like the one on the orange scanner: [t]http://combineoverwiki.net/images/5/5d/Wasteland_Scanner.jpg[/t] imo the opaque one looks weird, but otherwise everything else is top notch[/QUOTE] Was just sort of going off of that: [IMG]http://combineoverwiki.net/images/thumb/d/d2/WScanner_Single.jpg/140px-WScanner_Single.jpg[/IMG] I dunno, maybe I'll do two versions. Not much to show at the moment, got rid of the antenna thingy on the bottom and playing with more texture stuffs: [IMG]http://puu.sh/p568o/5130250d03.png[/IMG] Will re-uv it in parts (e.g. you can see the texture stretch/mirror on those glow balls).
[QUOTE=Milkyway M16;50352746] Here's the gasmask dude: [img]http://i.imgur.com/sXEojO0.png[/img] Have fun :pudge:[/QUOTE] Ok, Maybe I'm dumb, but you can't use it as npc_citizen in-game right? Like use it in hammer? It's just for Gmod posing and shit?
[QUOTE=gargamel9000;50410487]Ok, Maybe I'm dumb, but you can't use it as npc_citizen in-game right? Like use it in hammer? It's just for Gmod posing and shit?[/QUOTE] The screenshot shows it using the walk animation. I imagine all you'd need to do is specify it as the model.
Need some 'elp here lads. When I try and run my fix of e3_industrial in HL2 (EP2 duh), it crashes after loading for a bit. Nothing in the compile log reveals why it is crashing. Has anyone else had similar problems with e3_industrial, or is it just me? By the way, this was happening to me on the other version of e3_industrial I worked on. So it's not this map version in particular.
[QUOTE=bw1119;50412845]Need some 'elp here lads. When I try and run my fix of e3_industrial in HL2 (EP2 duh), it crashes after loading for a bit. Nothing in the compile log reveals why it is crashing. Has anyone else had similar problems with e3_industrial, or is it just me? By the way, this was happening to me on the other version of e3_industrial I worked on. So it's not this map version in particular.[/QUOTE] It's most likely crashing due to the pistons in stenographer's chasm, specifically the entities related to connecting them together. Never figured out how to fix said pistons when I attempted to fix d1_garage.
[QUOTE=HGrunt;50413015]It's most likely crashing due to the pistons in stenographer's chasm, specifically the entities related to connecting them together. Never figured out how to fix said pistons when I attempted to fix d1_garage.[/QUOTE] I guessed it might be related to them, but I never really touched them because I'm lazy. I guess I'll either remove them or try my ameteur hand at fixing them :P Thanks BTW.
[QUOTE=crazeeweegeman4;50410737]The screenshot shows it using the walk animation. I imagine all you'd need to do is specify it as the model.[/QUOTE] But how? You can't just choose a model you want. In hamemr you have only npc_citizen entity, and then there is an option to choose citizen type, like: rebel, refugee, etc. I thought maybe by using "unique" version, but the game just crashes after this. So I edited halflife2.fgd and added a new position under 'model' section, but it works only in Hammer. Even when i just replace the path to the model under existing position (like Male 9) :/
[QUOTE=gargamel9000;50413080]But how? You can't just choose a model you want. In hamemr you have only npc_citizen entity, and then there is an option to choose citizen type, like: rebel, refugee, etc. I thought maybe by using "unique" version, but the game just crashes after this. So I edited halflife2.fgd and added a new position under 'model' section, but it works only in Hammer. Even when i just replace the path to the model under existing position (like Male 9) :/[/QUOTE] To have an NPC citizen with a custom model, just paste the model path into the citizen's model option, and then set the citizen type to 'Unique' and uncheck the 'random head' flag. Plus all the other 'random' flags in the citizen flags if they're checked.
[QUOTE=gargamel9000;50413080]But how? You can't just choose a model you want. In hamemr you have only npc_citizen entity, and then there is an option to choose citizen type, like: rebel, refugee, etc. I thought maybe by using "unique" version, but the game just crashes after this. So I edited halflife2.fgd and added a new position under 'model' section, but it works only in Hammer. Even when i just replace the path to the model under existing position (like Male 9) :/[/QUOTE] Have you disabled any "random head" flag(s)? They can cause a crash. Edit: ninja'd
I too can't get it to work with npc_citizen but it will with prop_dynamic :/ is tere a tutorial some where that you can post a link too :) EDIT :: I'm dumb the test map with the gasmask npc was starting up in hl2 ep2 :( sorry
The Stenographer's Chasm pistons make the game crash, but I don't want to remove them because they're so cool! Does anyone know how to fix them?
[QUOTE=bw1119;50413785]The Stenographer's Chasm pistons make the game crash, but I don't want to remove them because they're so cool! Does anyone know how to fix them?[/QUOTE] Make them so they're animated instead?
[QUOTE=Snood_1990;50413831]Make them so they're animated instead?[/QUOTE] Damnit man, I'm a mapper not a modeller! + Do the pistons have animations? Because the ones I have [B]DON'T[/B].
[QUOTE=bw1119;50412845]Need some 'elp here lads. When I try and run my fix of e3_industrial in HL2 (EP2 duh), it crashes after loading for a bit. Nothing in the compile log reveals why it is crashing. Has anyone else had similar problems with e3_industrial, or is it just me? By the way, this was happening to me on the other version of e3_industrial I worked on. So it's not this map version in particular.[/QUOTE] Those pistons in e3_industrial were a pain in the ass to fix. First, there are phys_hinge entities. phys_hinge was originally a brush entity but it was made into a point entity some time after E3 2002. As a result, all of phys_hinges end up at map origin point. You need to move them to the proper spots and set hinge axis. Then there are phys_slideconstraint entities, I think they are causing crashing. You need to set axis properly on them, too.
[QUOTE=Nicknine;50413896]Those pistons in e3_industrial were a pain in the ass to fix. First, there are phys_hinge entities. phys_hinge was originally a brush entity but it was made into a point entity some time after E3 2002. As a result, all of phys_hinges end up at map origin point. You need to move them to the proper spots and set hinge axis. Then there are phys_slideconstraint entities, I think they are causing crashing. You need to set axis properly on them, too.[/QUOTE] Phys_hinge should have been kept as a brush entity, I think it makes more sense. Thank you so much! :D
[QUOTE=bw1119;50413119]To have an NPC citizen with a custom model, just paste the model path into the citizen's model option, and then set the citizen type to 'Unique' and uncheck the 'random head' flag. Plus all the other 'random' flags in the citizen flags if they're checked.[/QUOTE] It works! Thank you man. Now I can map some beta stuff. ... wait, is that mean I can have a map full of barney citizens? Or Alyx? They probably share all animations :D
Since we're on a new page, I thought I may just post this here. I made a HL2 Leak Discord server if anyone wants to join it. [B][U][I][URL="https://discord.gg/012b2b9vpqM1yL9uA"]Here's the invite.[/URL][/I][/U][/B]
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