• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
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So I've been trying to get the "predator.vmt" shader to work on the monkey men in my retail HL2 for the last few hours, but so far this is the result: [t]http://imageshack.us/a/img39/4155/d3breen010000.jpg[/t] [t]http://imageshack.us/a/img853/845/d3breen010001.jpg[/t] [t]http://imageshack.us/a/img197/9193/d3breen010002.jpg[/t] [t]http://imageshack.us/a/img59/9338/d3breen010003.jpg[/t] [t]http://imageshack.us/a/img542/3023/d3breen010004.jpg[/t] [t]http://imageshack.us/a/img46/4689/d3breen010005.jpg[/t] At this point I thought I should get a second opinion before I continue fucking with it, am I missing something important, or it this something small and stupid like rebuilding my cubemaps?
Try the following code. I helped to a guy that made that model as a playermodel fixing the camo: [code]"Refract" { "$model" 1 "$refractamount" "1.0" // "$refractamount" "0.0" "$refracttint" "[1.0 1 1]" "$dudvmap" "dev/water_dudv" "$normalmap" "dev/water_normal" "$surfaceprop" "water" "$bumpframe" "0" "Proxies" { "AnimatedTexture" { "animatedtexturevar" "$normalmap" "animatedtextureframenumvar" "$bumpframe" "animatedtextureframerate" 30.00 } // // "TextureScroll" // { // "texturescrollvar" "$bumptransform" // "texturescrollrate" .05 // "texturescrollangle" 45.00 // } } } [/code]
I've tried everything, but in the end, this camo will only "work" in certain environments: [t]http://imageshack.us/a/img526/8082/d3c17070001.jpg[/t] [t]http://imageshack.us/a/img12/2452/d3c17080002.jpg[/t] [t]http://imageshack.us/a/img21/5773/d3c1710a0003.jpg[/t] [t]http://imageshack.us/a/img577/294/d3c1710a0004.jpg[/t] [t]http://imageshack.us/a/img59/8318/d3c1710a0005.jpg[/t] [t]http://imageshack.us/a/img560/4439/d3c17110009.jpg[/t] [t]http://imageshack.us/a/img89/3742/d3c17110012.jpg[/t] [t]http://imageshack.us/a/img594/9305/d3c17110013.jpg[/t] [t]http://imageshack.us/a/img27/9146/d3c17110014.jpg[/t] And the Citadel is not one of them: [t]http://imageshack.us/a/img850/4381/d3citadel030000.jpg[/t] [t]http://imageshack.us/a/img62/4404/d3citadel030001j.jpg[/t] [t]http://imageshack.us/a/img823/7200/d3citadel030002.jpg[/t] And neither is the Nexus: [t]http://imageshack.us/a/img854/2766/d3c1710b0006.jpg[/t] [t]http://imageshack.us/a/img826/5204/d3c1710b0007.jpg[/t] [t]http://imageshack.us/a/img515/340/d3c1710b0008.jpg[/t] It seems that pretty much any area lit by artificial and/or combine light makes it appear one solid colour, due to the fact that it worked out front and on the roof of the Nexus, but not inside the Nexus itself, or this small room on the other side of the sky bridge: [t]http://imageshack.us/a/img560/3395/d3c17110015.jpg[/t]
Finally figured out the problem, it's something they changed in the newer engine, here's the shader running in the 2004 engine: [t]http://imageshack.us/a/img855/4155/d3breen010000.jpg[/t] [t]http://imageshack.us/a/img580/845/d3breen010001.jpg[/t] [t]http://imageshack.us/a/img153/9193/d3breen010002.jpg[/t] [t]http://imageshack.us/a/img94/9338/d3breen010003.jpg[/t] [t]http://imageshack.us/a/img15/3023/d3breen010004.jpg[/t] [t]http://imageshack.us/a/img43/2122/d3breen010005m.jpg[/t] [t]http://imageshack.us/a/img191/2238/d3breen010006a.jpg[/t] Damn Valve breaking their shit... [img]http://i.somethingawful.com/forumsystem/emoticons/emot-argh.gif[/img]
I really wish people would stop using that model and that "effect".
What's so special about that effect? Couldn't you do something identical with alphas?
Before you do anything with the texture, why don't you turn those [img] tags into [t] tags?
[QUOTE=Kyle v2;40808624]Finally figured out the problem, it's something they changed in the newer engine, here's the shader running in the 2004 engine: PIKTORES Damn Valve breaking their shit... [img]http://i.somethingawful.com/forumsystem/emoticons/emot-argh.gif[/img][/QUOTE] They look... completely invisible; aside from the floating pieces, obviously. Something about that still seems a bit off.
[QUOTE=Kyle v2;40808624]Finally figured out the problem, it's something they changed in the newer engine, here's the shader running in the 2004 engine: [img]http://i.somethingawful.com/forumsystem/emoticons/emot-argh.gif[/img][/QUOTE] that uh looks like in the old version of the engine it just failed to load the shader and defaulted to not drawing the material at all... I get the feeling the bug in the other screenshots may be caused by awful UVs. How does it look on say, Valve's default Combine soldiers?
The shader does work in the old engine, I just keep picking the worst damn spots to take screens in: [t]http://imageshack.us/a/img825/2452/d3c17080002.jpg[/t] [t]http://imageshack.us/a/img824/337/d3c17080003.jpg[/t] [t]http://imageshack.us/a/img19/5451/d3c17080004.jpg[/t] As for the bug in the newer engine, I really don't know, I tested it on the default combine soldier and got the same result.
Oh yeah, cool I guess.
*Scrubbed*
They still look a bit TOO transparent; I know that's sort of the point in their design, but it really looks like it's just floating gloves with guns. I remember seeing a video of those soldiers, but they had a sort of "shimmering" effect, kind of like water, that gave them more of a "shape" but didn't stand out so much that it made the effect useless.
I think they may have used the water shader. like in that bench mark map that use to come with the 2006 SDK base
I'm trying to make them alittle blurrier so they produce a better silhouette.
[QUOTE=Kyle v2;40828341]I'm trying to make them alittle blurrier so they produce a better silhouette.[/QUOTE] I can't wait to see it.
[QUOTE=Glaber;40827063]I think they may have used the water shader. like in that bench mark map that use to come with the 2006 SDK base[/QUOTE] It was just a refract shader.
So I just now realized that CSS has what is possibly an older version of sky_c17_05 that isn't in the leak. From what can be seen of it, it looks amazing. However.... [img]http://cmt.tomsk.ru/img/Ent/Sky_c17_05.jpg[/img] Some asshole must have thought it would be funny to place pink X's on the skybox's similar to the leak's marble textures. Is anybody up for De-X'ing these?
About the Predator effect: Blurmuzzle material seems to be pretty similar to it, and it works with the newer engines. Maybe you should check that too.
[QUOTE=Glaber;40827063]I think they may have used the water shader. like in that bench mark map that use to come with the 2006 SDK base[/QUOTE] Predator shader that comes in e3_shaders and is in the CS:S Stress Test Funfact: You guys may already know, but the predator shader model uses an early Counter-Terrorist model from the playable HL2 Leak
Looked like a water texture to me.
[thumb]http://images3.wikia.nocookie.net/__cb20090927112926/half-life/en/images/2/29/Cremator_model.jpg[/thumb] So like. What's up with his stomach? EDIT: Marphy, c'mon. Is anything considered "new" when we're talking about a leak from 2003?
He has to catch them all?
[QUOTE=mySvenLabs;40883808][thumb]http://images3.wikia.nocookie.net/__cb20090927112926/half-life/en/images/2/29/Cremator_model.jpg[/thumb] So like. What's up with his stomach? EDIT: Marphy, c'mon. Is anything considered "new" when we're talking about a leak from 2003?[/QUOTE] His stomach is a container filled with corrosive stomach acid which is sprayed from his gun. (Source, HL2 Raising the Bar).
How exactly is the acid supposed to get to the gun? I don't see a hose anywhere.
[QUOTE=A B.A. Survivor;40884464]How exactly is the acid supposed to get to the gun? I don't see a hose anywhere.[/QUOTE] Refills it after hes emptied out his gun?
Speaking of Cut Content here is something really early! the original Citizen 17, headless though needs work recovering the model. [IMG]http://i39.tinypic.com/2vbvo9e.jpg[/IMG]
This. [URL="http://half-life.wikia.com/wiki/Get_Your_Free_TVs!"]http://half-life.wikia.com/wiki/Get_Your_Free_TVs![/URL]
[QUOTE=Zero Hour;40885225]Speaking of Cut Content here is something really early! the original Citizen 17, headless though needs work recovering the model. [IMG]http://i39.tinypic.com/2vbvo9e.jpg[/IMG][/QUOTE] Wtf? How. Just How.
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