Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
Since the next page will be the last one, should this thread be merged with the standard HL/Portal thread, or would you guys want another thread to yourselves?
[QUOTE=chipsnapper2;50416031]Since the next page will be the last one, should this thread be merged with the standard HL/Portal thread, or would you guys want another thread to yourselves?[/QUOTE]
I've the idea was to make a general cut content thread.
[QUOTE=A Sock Accnt;50416808]I've the idea was to make a general cut content thread.[/QUOTE]
General Cut Content V1 - TCRF dosen't even compare to us
[QUOTE=chipsnapper2;50416031]Since the next page will be the last one, should this thread be merged with the standard HL/Portal thread, or would you guys want another thread to yourselves?[/QUOTE]
I don't think that merging the threads would be the best idea, as the hl/portal thread covers more current news/etc about those games, while much of the cut content is kind of a niche over old-as-hell content. Besides, where else are we supposed to complain over shitty model UV's and awful beta mods?
could just make "Half-Life 2 Cut Content - V2"
What ever we call it, the typo stays
Might be worth making an actual detailed OP this time :v:. If someone with some super knowledge wants to volunteer.
[QUOTE=Snood_1990;50417779]Might be worth making an actual detailed OP this time :v:. If someone with some super knowledge wants to volunteer.[/QUOTE]
Hell, if you guys wouldn't mind, I'd like to take a shot at it. I've been lurking around this beta crap for years. I've been keeping documentation on the leak assets and a bunch of other weird shit.
(Also, as a title suggestion) : "Half-Life 2 Cut Content V2 - Why is three so many errors?"
Because we need to have a pink box icon by our post, otherwise it gets eaten by the forum.
Half-life 2 Cut Content v2 - hey thats ym model!
Half-Life 2 Cut Content V2: is this thred title good?
[QUOTE=crazeeweegeman4;50417818]Hell, if you guys wouldn't mind, I'd like to take a shot at it. I've been lurking around this beta crap for years. I've been keeping documentation on the leak assets and a bunch of other weird shit.
(Also, as a title suggestion) : "Half-Life 2 Cut Content V2 - Why is three so many errors?"
Because we need to have a pink box icon by our post, otherwise it gets eaten by the forum.[/QUOTE]
Sure why not. Maybe do a short synopsis of the Axel stuff and then a list of current notable leak mods?
Was w_spigot.mdl ever remade?
I've been trying to "recover" some of the lost textures of the leak by splicing some model textures together. I recovered that jankey old metal roof texture doing this, and it turned out near-perfect.
[img]http://i.imgur.com/b9yoyrv.png[/img]
and another
[img]http://i.imgur.com/U7FYIJT.png[/img]
I've got a few others, but they are still WIP.
Feel free to use these for whatever.
Edit: New OP is ready on standby.
[QUOTE=Sergeant Stacker;50418520]Was w_spigot.mdl ever remade?[/QUOTE]
I can't remember what that spigot stood for.
[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]
I'm not exactly sure how they're supposed to move, so I don't really know what values I should change all the axis too. Little help?
As far as I can remember, one guy here managed to fix the pistons, physics based and all. He posted the video on this thread, but I can't remember his name, just of the beta mod he was working on at the time (Dark Interval).
whatever the new title is, just dont forget to have it say Half-life, not Half-Life or even better, Half-live
[QUOTE=CheezMan;50421354]As far as I can remember, one guy here managed to fix the pistons, physics based and all. He posted the video on this thread, but I can't remember his name, just of the beta mod he was working on at the time (Dark Interval).[/QUOTE]
You mean Cvoxalury.
Full-Leak
[t]http://puu.sh/pagOt/371845535f.png[/t]
Half-Live or bust.
I just found thiso little video, since nobody's posted it here yet, I might as well do it[video=youtube;OzxAPDQaJ_Y]https://www.youtube.com/watch?v=OzxAPDQaJ_Y[/video]
[QUOTE=CheezMan;50421354]As far as I can remember, one guy here managed to fix the pistons, physics based and all. He posted the video on this thread, but I can't remember his name, just of the beta mod he was working on at the time (Dark Interval).[/QUOTE]
I don't know about Dark Interval but there's Shlyk's E3 2002 map pack for the leaked build: [url]http://hl2-beta.ru/request.php?55[/url] It includes e3_industrial with fixed pistons.
[video=youtube;rkjg6ck5sro]http://www.youtube.com/watch?v=rkjg6ck5sro[/video]
Think it'd be fun to learn how to animate a piston.
At some point I'll convert that brush piston to a model and do it.
Insolence had industrial with fully-functional piston things. I believe the chasm was Mambridge's work. (Chasm starts at 3:24)
[video]https://youtu.be/DcphDRdkFWQ?t=3m24s[/video]
[QUOTE=Nicknine;50422380]I don't know about Dark Interval but there's Shlyk's E3 2002 map pack for the leaked build: [url]http://hl2-beta.ru/request.php?55[/url] It includes e3_industrial with fixed pistons.
[video=youtube;rkjg6ck5sro]http://www.youtube.com/watch?v=rkjg6ck5sro[/video][/QUOTE]
Thanks, I'll just prefab the pistons from this! :D
I feel like we should make a list of made-up Consul lines. I'll start:
[B][I]ATTENTION CITY 17. RATIONS ARE NOW AVAILABLE AT YOUR NEAREST DISTRIBUTION TERMINAL.[/I][/B]
So before the thread closes, here's a preview of a long term mapping project. Thanks to the beta content, I managed to solve some continuity issues while merging the areas.
[t]http://i.imgur.com/nBJl3Y3.png[/t] [thumb]http://i.imgur.com/zj6vHOy.png[/thumb] [img_thumb]http://i.imgur.com/cNvDire.png[/img_thumb]
I'll provide more pictures featuring the roads later.
[QUOTE=trebate;50434475]So before the thread closes, here's a preview of a long term mapping project. Thanks to the beta content, I managed to solve some continuity issues while merging the areas.
I'll provide more pictures featuring the roads later.[/QUOTE]
Oh man I attempted something similar way back in the day. But if you're basing it on beta then that means you lose that backalley right before the apartments, which I thought was one of the coolest areas.
In my approach I opted to change the road where you run across the rooftops instead. I'll have to comb over my files to see if I still have it tonight.
[editline]1st June 2016[/editline]
Oh right, how did you approach the issue where the elevator you take with Alyx clearly goes below ground, but the lab is on the third floor?
[QUOTE=Blade Rx69;50436030]
Oh right, how did you approach the issue where the elevator you take with Alyx clearly goes below ground, but the lab is on the third floor?[/QUOTE]
Not made any better by the fact that you then descend slightly even further, after the hidden door, but then when you return to the lab, you then go EVEN FURTHER down in the elevator shaft and somehow get right on the street with DoG in "Anticitizen One". How the hell?
Feels like the old lab is more coherent with the rest of the world: you go down in Subt, then ascend into the basement, and then take the stairs up and meet Barney, by then you're on the ground level. Makes more sense and the lab feels more secure since you weren't just followed by packs of metrocops on APCs who then disappear forever.
[QUOTE=Cvoxalury;50436314]Not made any better by the fact that you then descend slightly even further, after the hidden door, but then when you return to the lab, you then go EVEN FURTHER down in the elevator shaft and somehow get right on the street with DoG in "Anticitizen One". How the hell?
Feels like the old lab is more coherent with the rest of the world: you go down in Subt, then ascend into the basement, and then take the stairs up and meet Barney, by then you're on the ground level. Makes more sense and the lab feels more secure since you weren't just followed by packs of metrocops on APCs who then disappear forever.[/QUOTE]
I can see how it all ended up like that, though. When designing an area for the first time, there's rarely ever any errors in the sense of Euclidean space. But level design is a very iterative process, and these are the first levels of the entire game, so they're very important to get right. I'd take the fantastic experience of the first chapter over one that makes perfect sense any day.
Based on the leak files, and comparing the exterior of the building to the interior, it's safe to assume that the lab is on the second or the third level of the building. The area was thrown off by the late addition of that elevator for the scene with Alyx.
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