Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
Does anyone have a recompiled Jetski model that works in Half-Life 2? It doesn't need to be textured or anything, but I would like to have one that works in HL2.
[editline]8th July 2013[/editline]
Also does anyone have a properly working missile defense model for HL2? It's this thing: [URL]http://combineoverwiki.net/wiki/HK-707[/URL]
These are the models and textures for it if anyone would be willing to recompile its model and gibs so it could work in retail HL2: [URL="https://www.dropbox.com/s/f2rssv84khaxsdp/Missile Defense.rar"]Missile Defense[/URL]
[QUOTE=supersoldier58;41363786]
[editline]8th July 2013[/editline]
Also does anyone have a properly working missile defense model for HL2? It's this thing: [URL]http://combineoverwiki.net/wiki/HK-707[/URL]
These are the models and textures for it if anyone would be willing to recompile its model and gibs so it could work in retail HL2: [URL="https://www.dropbox.com/s/f2rssv84khaxsdp/Missile Defense.rar"]Missile Defense[/URL][/QUOTE]
I did a (crappy?) new model for the Missile Defense model, back when I and Gary (gjsdeath) worked together to get a working npc_missiledefense, [URL="http://obsidianconflict.net/forums/viewtopic.php?p=73029#p73029"]since the actual npc is bugged (it only will take down one rocket, and then, it will stop working)[/URL]. He fixed most of the code, and the original idea was release it publicly, until he lost the mod where he was doing the code fixes and the entire proyect was trashed.
Here is the topic showing the model and explaining what happened. Of course, I decided to follow a new design for avoid legal problems related with the leak content:
[URL]http://obsidianconflict.net/forums/viewtopic.php?p=74902#p74902[/URL]
I wish I already knew C++, so I could fix the code...
I'll mess around with it. I've just taken a look at the QC file and everything is setup in a silly way.
[QUOTE=ProZak;41325854]Haha! Do I know you, or did you hang around when we released those old GabeCasts :D? Good times they were.[/QUOTE]
I don't recall much but the arsing around and the collapsing into laughter - GabeCast02 was the one where someone got dragooned into singing Smooth Criminal, if I remember correctly...
[QUOTE=Maestro Fenix;41372855]model[/QUOTE]
Interesting model you have there. How many polys?
[sp]this isn't a bump[/sp]
Has anyone tried applying Dog's leak textures to the model? Or did those textures use a completely different model?
I found them on the Overwiki and I'm curious as I've never seen this texture on the model itself
[URL="http://combineoverwiki.net/wiki/Dog#Pre-release"]http://combineoverwiki.net/wiki/Dog#Pre-release[/URL]
[QUOTE=marmalade;41447172]Has anyone tried applying Dog's leak textures to the model? Or did those textures use a completely different model?
I found them on the Overwiki and I'm curious as I've never seen this texture on the model itself
[URL="http://combineoverwiki.net/wiki/Dog#Pre-release"]http://combineoverwiki.net/wiki/Dog#Pre-release[/URL][/QUOTE]
Unfortunately the UVs are completely different. So just moving the bits of texture about to fit over the retail texture isn't going to work.
[QUOTE=Sally;41446788]Interesting model you have there. How many polys?
2500 polys. I didn´t made the textures because without a fixed npc it would be an useless model remplacement.
[QUOTE=Snood_1990;41452410]Unfortunately the UVs are completely different. So just moving the bits of texture about to fit over the retail texture isn't going to work.[/QUOTE]
I'm pretty sure someone did just that (or started working on it) years ago back when there was a hl2 beta models thread in the modelling forum.
Is there a way to play the Beta/Cut content version?
[QUOTE=Xonax;41469788]Is there a way to play the Beta/Cut content version?[/QUOTE]
It wouldn't be "the leaked beta" if it wasn't leaked
[URL="hl2-beta.ru"]hl2-beta.ru[/URL]
[QUOTE=Xonax;41469788]Is there a way to play the Beta/Cut content version?[/QUOTE]
In all honesty there's not a whole lot you can actually "play", unless you wanna scrounge the internet for quick patchups.
Does anyone have a fix for the low quality textures?
I heard that reducing your system's memory to 2GB would do the trick, but I haven't tried it yet.
Would that do the trick?
[QUOTE=ProZak;41311792]Figured I might as well post this here as well seeing how its somehow related to the old content.
[t]http://scart.slkandy.com/images/Team%20Fortress%202/HumanCommando.png[/t]
[t]http://scart.slkandy.com/images/Team%20Fortress%202/AlienCommando.png[/t][/QUOTE]Were converted-for-retail-engine versions of these models ever publicly released? I wouldn't mind toying with them for incredibly important mod work (read: dumb SFM skits)
[QUOTE=The Kins;41482522]Were converted-for-retail-engine versions of these models ever publicly released? I wouldn't mind toying with them for incredibly important mod work (read: dumb SFM skits)[/QUOTE]
[QUOTE=ProZak;41364101]Bad news and good news.
Bad news first. Turns out these models were working fine for a couple of days but the Alien Swarm branch doesn't like the Alien commando thus crashing the model viewer (maybe ingame too? I haven't tested). I didn't figured that out until recently.
Good news. I finally got this packed up and uploaded to the internet.
[url]http://scart.slkandy.com/?p=339[/url]
Let me know if you need help with anything.[/QUOTE]
repost from the Invasion thread
[QUOTE=The Kins;41482522]Were converted-for-retail-engine versions of these models ever publicly released? I wouldn't mind toying with them for incredibly important mod work (read: dumb SFM skits)[/QUOTE]
SFM skits you say?
You should share the link once you're finished. I want to see it.
[QUOTE=ProZak;41377708]I'll mess around with it. I've just taken a look at the QC file and everything is setup in a silly way.[/QUOTE]
Just out of curiosity did you ever end up having luck with the Missile Defense model?
Can someone provide me the props_citizen_tech folder from the beta?
I want to fix a map that uses most of these models, I tried searching said folder online and no dice.
[QUOTE=CheezMan;41576854]Can someone provide me the props_citizen_tech folder from the beta?
I want to fix a map that uses most of these models, I tried searching said folder online and no dice.[/QUOTE]
All of them or are there exceptions? I could do that.
[QUOTE=HGrunt;41579808]All of them or are there exceptions? I could do that.[/QUOTE]
The props_citizen_tech folder.
[QUOTE=CheezMan;41580123]The props_citizen_tech folder.[/QUOTE]
Just install x beta mod and then see if you can fix it from there. Then ask the project leader if you can use the content then go from there.
[url]http://filesmelt.com/dl/cittech.zip[/url] here's some stuff but it has very simple collisions and will need to be rotated 90/-90 degrees to fit on the map. Unfortunately 3dsmax messed up material detection for some reason so I could not port the models that are using more than one texture.
The thread fell back to the second page I didn't like that so I saved it with some content I
[t]http://cloud-2.steampowered.com/ugc/882987975192299349/BBE3B8D302A4460708598D64B9B41F7A42930DC0/[/t]
I needed new composite textures due to the bad quality and this is what turned out after some time in paint.net. The composite textures wont be used on a street that Gordon can walk up to.
Then I worked on the penis shafts over in d1_garage_01_32 because navigator95 wanted to see the crude yet sexy brush pistons working.
[t]http://cloud-2.steampowered.com/ugc/882989425808609871/7E58ED2DB1D9E8C81BA567F68086AAC3EA64D6AC/[/t]
[t]http://cloud-2.steampowered.com/ugc/882989425808678476/A016214445103E14149EDC95D377F06AB3D0239F/[/t]
Oh and the lighting looks ratchet because I used 64 scale for the lightmaps as I had a pesky bug on the map before.
[QUOTE=Sally;41690175]-Pretty cool shit that's too big to quote.-[/QUOTE]
I got a version of e3_industrial with the modeled pistons fully working.
I'm pretty sure it can be found on this site: [url]http://www.hl2-beta.ru/news.php[/url]
It's included in some sorta e3 mappack or something. I honestly don't remember.
[QUOTE=Katatonic717;41693775]I got a version of e3_industrial with the modeled pistons fully working.
I'm pretty sure it can be found on this site: [url]http://www.hl2-beta.ru/news.php[/url]
It's included in some sorta e3 mappack or something. I honestly don't remember.[/QUOTE]
Yeah atomic or navigator95 told me about those Ill try to add them in later.
I was reading through the Hl2 wiki on what the game was originally gonna be like. The whole thing with the Air Exchange, all the gothic, grim, industrial looking shit, it'd have been really awesome. HL2 retail still is, but the original atmosphere seemed so cool especially when you look at the concept art
[img]http://images2.wikia.nocookie.net/__cb20090113000552/half-life/en/images/9/97/City_17_buildings_and_inner_wall.jpg[/img]
Imagine if City 17 looked like this
[QUOTE=Morbo!!!;41722858]I was reading through the Hl2 wiki on what the game was originally gonna be like. The whole thing with the Air Exchange, all the gothic, grim, industrial looking shit, it'd have been really awesome. HL2 retail still is, but the original atmosphere seemed so cool especially when you look at the concept art
[img]http://images2.wikia.nocookie.net/__cb20090113000552/half-life/en/images/9/97/City_17_buildings_and_inner_wall.jpg[/img]
Imagine if City 17 looked like this[/QUOTE]
Many have tried to capture that old feeling.
Much of the problem is that the community is mostly stagnant, now. No new people have entered into it in a long time and it's somewhat dull to work with.
Another issue, I think, is that while the leak mappack is an invaluable asset when remaking stuff, people tend to get the now-ancient maps to a playable state and then just leave them; blocky and ugly looking. It would've sufficed for a 2003 game in terms of detail but not any more.
I still hope for the day that the Cremator will see the light of day again; the same can be said for the other cut npcs.
Maybe it's just not meant to be.
[QUOTE=mySvenLabs;41726821]Many have tried to capture that old feeling.
Much of the problem is that the community is mostly stagnant, now. No new people have entered into it in a long time and it's somewhat dull to work with.
Another issue, I think, is that while the leak mappack is an invaluable asset when remaking stuff, people tend to get the now-ancient maps to a playable state and then just leave them; blocky and ugly looking. It would've sufficed for a 2003 game in terms of detail but not any more.
I still hope for the day that the Cremator will see the light of day again; the same can be said for the other cut npcs.
Maybe it's just not meant to be.[/QUOTE]
Only Lord Gabe and his comrades know for sure.
[QUOTE=Morbo!!!;41722858]I was reading through the Hl2 wiki on what the game was originally gonna be like. The whole thing with the Air Exchange, all the gothic, grim, industrial looking shit, it'd have been really awesome. HL2 retail still is, but the original atmosphere seemed so cool especially when you look at the concept art
[img]http://images2.wikia.nocookie.net/__cb20090113000552/half-life/en/images/9/97/City_17_buildings_and_inner_wall.jpg[/img]
Imagine if City 17 looked like this[/QUOTE]
Honestly I think the whole "dark dystopian city" setting is pretty generic.
[QUOTE=tempunary;41728041]Honestly I think the whole "dark dystopian city" setting is pretty generic.[/QUOTE]
Now that a thousand new books for children are trying to take it, yes.
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