• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=Glaber;42571553]are you running it from HL2's bin folder?[/QUOTE] And here I was trying to run it from the SourceSDK Bin folder Edit: Annnnnd it works, thanks man, I was getting... Mad, to say the least
No problem
Does anyone know if sky_borealis01 works with HDR?
I have no idea, and some of the skies wind up breaking even if they exist in retail. that's why I released Vance HQ without HDR.
[QUOTE=Glaber;42611016]I have no idea, and some of the skies wind up breaking even if they exist in retail. that's why I released Vance HQ without HDR.[/QUOTE] Okay, I'm fixing the Get Your Free T.Vs map for retail EP2. The map was missing so much detail, there were 2 light_environment's in it for some reason.
I need to release my version of freetvs
Who was the absolute genius at Valve who decided to join 4 maps of the Airex into one big clusterfuck of orphaned stuff? Half of the stuff in the maps is orphaned. I have no idea what belongs and what doesnt to a specific map.
I miss SP maps from beta. I played lots of fixes, we need more gameplay maps than E3 ones.
[QUOTE=95Navigator;42617640]Who was the absolute genius at Valve who decided to join 4 maps of the Airex into one big clusterfuck of orphaned stuff? Half of the stuff in the maps is orphaned. I have no idea what belongs and what doesnt to a specific map.[/QUOTE] If you're talking about the vis groups Valve technically doesn't have anything to do with that directly. The VMF format changed between the leak era to retail, and retail tries to do somethings which messes it up.
[QUOTE=95Navigator;42617640]Who was the absolute genius at Valve who decided to join 4 maps of the Airex into one big clusterfuck of orphaned stuff? Half of the stuff in the maps is orphaned. I have no idea what belongs and what doesnt to a specific map.[/QUOTE] I wish they hadn't canceled that theme until a little later on so Airex wouldn't be such a fucking travesty to deal with
Does anyone know how to get the beta's impact decal textures?
Check out /scripts/decals.txt The files its referring to needs to be copied over, and that files should be replaced (I recommend merging instead since EP2 might include new material types or conditions).
Also just a dumber question since I just found the thread, where would I find the relevant beta files?
[QUOTE=ProZak;42621554]If you're talking about the vis groups Valve technically doesn't have anything to do with that directly. The VMF format changed between the leak era to retail, and retail tries to do somethings which messes it up.[/QUOTE] Yea but I can only get it to show nothing or everything. Which results in thousands of objects out of the map Im working with. As if the mess of multi_managers and other HL1 trigger entities wasnt bad already.
I'm working on something special, see you in another 3/4/5 months
I got my hands on the Wcmappack, found a map with 3 playerstarts & 4 Cubemaps. Congrats, Valve.
[QUOTE=itak365;42623238]Also just a dumber question since I just found the thread, where would I find the relevant beta files?[/QUOTE] [url]http://www.hl2-beta.ru/download.php?list.10[/url]
55 CUBEMAPS, city_street001
[QUOTE=Thevaultkid;42623508]I got my hands on the Wcmappack, found a map with 3 playerstarts & 4 Cubemaps. Congrats, Valve.[/QUOTE] Those are checkpoints
[QUOTE=SimplePlanz69;42624029]Those are checkpoints[/QUOTE] They were rather close to each other, I just thought it was odd. Also, I approve of your avatar.
[QUOTE=95Navigator;42623258]Yea but I can only get it to show nothing or everything. Which results in thousands of objects out of the map Im working with. As if the mess of multi_managers and other HL1 trigger entities wasnt bad already.[/QUOTE] Well, that's the leak maps for you. Getting rid of everything in those visgroups is a good idea. I'm guessing you're getting the error everytime you load up the map? [QUOTE=Thevaultkid;42623508]I got my hands on the Wcmappack, found a map with 3 playerstarts & 4 Cubemaps. Congrats, Valve.[/QUOTE] Could be there for several reasons. Someone said check points but it could also be need due to cordoning off parts of the map, something that's very much seen in the leak maps.
But what if we want to keep want in that visgroup? How do we fix it? Also I've done something different with the beta textures. I separated them from the retail versions so as to Id what actually was retained and what got the ax.
Select the brushes and paste everything into a new map (that you want to save). That should do it as far as I know.
Ok also I started work on Eli Den and plan on releasing at least 2 versions. A direct conversion, and a version that actually uses props. A third version will have adjustments for what I'm calling the Ɛpsilon selection.
My god, this thread made me revisit the beta content and the Wc Mappack, so much nostalgia in one place, the mappack is the reason i got into mapping. Sorry having a bit of a nostalgia rush.
Does anyone have a DL link to the leak textures?
[QUOTE=Thevaultkid;42634205]Does anyone have a DL link to the leak textures?[/QUOTE] The ones in the beta iirc just drag and drop into any source game except for models.
[QUOTE=Sally;42634229]The ones in the beta iirc just drag and drop into any source game except for models.[/QUOTE] Okay, I'm trying to find a map worth fixing in the WCmappack that hasn't already been fixed. Most of the good ones have already been remade. I figured if I found a good one that hasn't been done I'd need the textures. Also, 1309 posts, Jesus.
[QUOTE=thefrog;42631003]My god, this thread made me revisit the beta content and the Wc Mappack, so much nostalgia in one place, the mappack is the reason i got into mapping. Sorry having a bit of a nostalgia rush.[/QUOTE] You should totally make some maps leak/rtb themed.
My goodness. I finally have a concrete direction of where the Air Exchange should be going. (aka I finally have ideas for stuff). Man it feels good.
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