Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
Wut r u doin in Kleiner's Lab, Eli you crazy modafokah?
Nice models! Are you going to release them?
[QUOTE=Milkyway M16;42501914]Changing subject, (seriously move on)
I spent all day rigging and trying to fix flexes n' shit for these models.
[thumb]http://cloud-2.steampowered.com/ugc/579002701369094858/6D56287AB2E176ADBDDB130C1F9E2CA237B1C65C/[/thumb]
They were made by Red Katana and donated to my cause.
Models based on this picture:
[thumb]http://images.wikia.com/half-life/en/images/5/5d/Eli_Alyx_early_lab.jpg[/thumb][/QUOTE]
As much as I love the cut material that Eli is awful
I mean it's accurate as all hell, but there needs to be some kind of model/texture revamp for the vest, at least
Straight up beta ports are almost always terrible, which shouldn't be a surprise to anyone. Barely any were built to stand the test of time.
[QUOTE=NeoDement;42505822]Straight up beta ports are almost always terrible, which shouldn't be a surprise to anyone. Barely any were built to stand the test of time.[/QUOTE]
Yeah, I just wish people would stop straight-porting and actually work on the stuff a bit. They're great concepts, but definitely not "finished", and god knows how many times they've been ported already over the past years
as far as I knew, it was uncomon to rare for a beta map to be ported.
[QUOTE=Glaber;42506365]as far as I knew, it was uncomon to rare for a beta map to be ported.[/QUOTE]
It's easy as shit once you coordinate the textures, but the maps themselves are such messes that most people don't fix anything after it's ported. If they do anything, it's mainly to remove the clutter of func_triggers and such.
Well, unlike them, I like stuff to work right. I even went so far as to further clean up a "Cleaned up" L4D2 map that still had some left behind brushes.
The Map Free tvs, I made sure everything was working right before release including the light behind the brush window. I really wanted to figure out how to get that working so it would look right.
Believe it or not, I even have the doors set up so that you could open them up in SFM too without the usebutton.
Heck, I even go so far as to get SRB2's old Secrets working again even for formerly unreleased beta maps. (See SRB2 mod SRB2 The past)
[QUOTE=Water-Marine;42506644]It's easy as shit once you coordinate the textures, but the maps themselves are such messes that most people don't fix anything after it's ported. If they do anything, it's mainly to remove the clutter of func_triggers and such.[/QUOTE]
multi_manager. Oh god that entity of hell.
I tried to fix the whole airex chapter 6 times now. Each time I give up because of the clusterfuck that is going on around there.
[QUOTE=NeoDement;42505822]Straight up beta ports are almost always terrible, which shouldn't be a surprise to anyone. Barely any were built to stand the test of time.[/QUOTE]
Neither of those are ports as far as I know. The old Alyx model is in the leak as predator.mdl but I'm pretty sure Red Katana made that Alyx model from scratch. The Eli model uses a new upper body made from scratch. So the only things that were straight ported were the textures, which I added some shaders to.
I don't have the luxury of time or the ability to remake stuff to look like it belongs in 2013. I'm perfectly fine with stuff looking like it was made back in 2003 because it matches the artstyle of hl2.
[QUOTE=95Navigator;42508013]multi_manager. Oh god that entity of hell.
I tried to fix the whole airex chapter 6 times now. Each time I give up because of the clusterfuck that is going on around there.[/QUOTE]
Oh god, Airex was one of the worst! Back in my fuckaround days, I tried countless times to fix it. Think I just gave up while halfway working on some inane scripted elevator sequence
[editline]13th October 2013[/editline]
[QUOTE=Milkyway M16;42509421]Neither of those are ports as far as I know. The old Alyx model is in the leak as predator.mdl but I'm pretty sure Red Katana made that Alyx model from scratch. The Eli model uses a new upper body made from scratch. So the only things that were straight ported were the textures, which I added some shaders to.
I don't have the luxury of time or the ability to remake stuff to look like it belongs in 2013. I'm perfectly fine with stuff looking like it was made back in 2003 because it matches the artstyle of hl2.[/QUOTE]
It's not that it needs to look "2013", it just needs work to BETTER fit the artstyle. It's that the upper-body needs some work regardless of its stance in the cut screenshots or its remake. The vest in both situations looks like cardboard model-wise, and the head/neck just looks spliced on. But I know you put some work into it anyways, so I'll stop the criticisms there.
[QUOTE=Water-Marine;42509815]
It's not that it needs to look "2013", it just needs work to BETTER fit the artstyle. It's that the upper-body needs some work regardless of its stance in the cut screenshots or its remake. The vest in both situations looks like cardboard model-wise, and the head/neck just looks spliced on. But I know you put some work into it anyways, so I'll stop the criticisms there.[/QUOTE]
I'm not saying you're wrong, the vest does look like shit. :v:
ok, it's looking like for some of the maps, some thing is still going to crash HL2 final even if it looks like every thing compiles right.
Just tried Jeep_jump and it looks like it doesn't want to cooperate, even with the copy and paste to new map method
[QUOTE=Glaber;42516529]ok, it's looking like for some of the maps, some thing is still going to crash HL2 final even if it looks like every thing compiles right.
Just tried Jeep_jump and it looks like it doesn't want to cooperate, even with the copy and paste to new map method[/QUOTE]
I recommend posting the compile log in pastebin and then linking it here.
sure thing, here you go:[url]http://pastebin.com/dyYVmSWt[/url]
The map is using the alt name Jeep_playground because of the copy and paste method
the weird thing about this map is that it act like there's a draw distance thing going on in the 2d windows
**** leaked ****
Entity info_node (-3968.00 -2976.00 -1216.00) leaked!
[video=youtube;0P0HNiUepG4]http://www.youtube.com/watch?v=0P0HNiUepG4&list=PLfwtcDG7LpxF7-uH_P9La76dgCMC_lfk3&index=65[/video]
It will cover sealing leaks
I recommend watching HATWaffle tutorials on Youtube if you have any troubles, or you just want to learn more. It was by watching him that I learned mapping altogether.
I had to redo the weight mapping for my alpha/retail rebels. The shoulders look a little funky, but if I make them less mobile, I feel like it'll look odd. What do you guys/gals think of this model? Minus the obvious missing textures.
[img]http://cloud-2.steampowered.com/ugc/866107177587437685/7D41CB56A440E16340466DCC822146C87721CD98/[/img]
[QUOTE=xXpyroHatakeXx;42519128]I had to redo the weight mapping for my alpha/retail rebels. The shoulders look a little funky, but if I make them less mobile, I feel like it'll look odd. What do you guys/gals think of this model? Minus the obvious missing textures.[/QUOTE]
remove the arm band, and if you could add the beta bump maps
[QUOTE=Sally;42517395]**** leaked ****
Entity info_node (-3968.00 -2976.00 -1216.00) leaked!
[video=youtube;0P0HNiUepG4]http://www.youtube.com/watch?v=0P0HNiUepG4&list=PLfwtcDG7LpxF7-uH_P9La76dgCMC_lfk3&index=65[/video]
It will cover sealing leaks[/QUOTE]
I've encountered leaks before, and know how to seal most leaks. but the problem here might have something to do with the funky way the brushes are acting.
I have a new compile log here with the leak plugged: [url]http://pastebin.com/MF5CrB9N[/url]
[QUOTE=Glaber;42519743]I've encountered leaks before, and know how to seal most leaks. but the problem here might have something to do with the funky way the brushes are acting.
I have a new compile log here with the leak plugged: [url]http://pastebin.com/MF5CrB9N[/url][/QUOTE]
Go Into the auto visgroups, then deselect displacements on the checklist. Then compile again
[QUOTE=uaredead2020;42519611]remove the arm band, and if you could add the beta bump maps[/QUOTE]
I actually rather like the armband. Maybe if it had the lambda logo on it instead of "C17" it'd look nicer.
[QUOTE=mySvenLabs;42523408]I actually rather like the armband. Maybe if it had the lambda logo on it instead of "C17" it'd look nicer.[/QUOTE]
tbh it looks out of place.
[editline]14th October 2013[/editline]
[url]http://puu.sh/4QaPn[/url]
here's a shitty arm retexture i did in some minutes.
feel free to make it better or to use it
[QUOTE=Sally;42519936]Go Into the auto visgroups, then deselect displacements on the checklist. Then compile again[/QUOTE]
one problem, Displacements isn't on the list.
I just now discovered a second Light env on the map. Now why would aaron use 2? (the map came from his folder)
That model doesn't even have bump maps, getting them from the beta would be a good idea.
I added the arm bands as it helps the oppressed atmosphere. I figured the arm band is sewn right into the clothing, so removing it would be challenging. As for a lambda logo painted over it, I think it would be over kill to have it on the shoulder pad and the armbands.
Thank you for the suggestions, I like hearing other people's opinions.
I would love to start fixing Leak maps for retail, but the Hammer won't open for some reason, it's really quite annoying.
[QUOTE=Thevaultkid;42570535]I would love to start fixing Leak maps for retail, but the Hammer won't open for some reason, it's really quite annoying.[/QUOTE]
valve broke SDK tools
[QUOTE=uaredead2020;42570560]valve broke SDK tools[/QUOTE]
I really wish they hadn't, I just begun to learn basic mapping.
You need to opt out of the stem pipe beta. I'm able you fix up original beta maps just fine because I'm not using the steam pipe beta
[QUOTE=Glaber;42570873]You need to opt out of the stem pipe beta. I'm able you fix up original beta maps just fine because I'm not using the steam pipe beta[/QUOTE]
And here I was thinking the reason it was broken was because SteamPipe wasn't working.
And I also get the classic "No game configuration to modify" After I attempt to run EP2 2009 Version of hammer.
are you running it from HL2's bin folder?
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