• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
So, are City_test01 and 02 lost forever? 'Cause I've only seen 03-09. The G.Y.F.T.V screenshot shows what looks like a different map than 03, which is the oldest one I've seen.
Am I the only one who would like to see city_test03 on GoldSrc?
[QUOTE=Marcolade;42810088]Am I the only one who would like to see city_test03 on GoldSrc?[/QUOTE] About that... I did this a long time ago. The outcome was less than stellar. [video=youtube;WG9jSt4dORQ]http://www.youtube.com/watch?v=WG9jSt4dORQ[/video]
[QUOTE=Sergeant Stacker;42810762]About that... I did this a long time ago. The outcome was less than stellar.[/QUOTE] If I remember right, the Half-Life 2 Alpha was when it was still on GoldSrc. ..Oh, if only even L4D was still like Counter-Strike minus Zoey n' Francis's distracting relationship. The original ideas'd all have been interesting and L4D2 wouldn't be rushed.
[QUOTE=samuel2213;42764338]Not really, displacements use up less resources than brushes, and look much nicer for something like that.[/QUOTE] [QUOTE=ProZak;42765765]I can't decide if you're serious or not. Please tell me you're joking.[/QUOTE] It is true though. a) if you stack a lot of brushes and complex structures, you might easily get 'too many vertex' shit. If you turn some/all of the surfaces into displacements, the warning's gone. It served me pretty well several times. b) cylinders get you to 'too many planes' crap with vbsp, func_details and props increase entdata, displacements don't. c) also Devwiki does say that displacements are cheaper.
Yet require more cpu and don't block lighting. I really recommend just turning the brushes into props
[QUOTE=Sally;42816178]Yet require more cpu and don't block lighting. I really recommend just turning the brushes into props[/QUOTE] They block lighting alright. Well, except for the edges sometimes. But still alright. If a pipe is displacement-based and is, like, 'sealed', it will be considered solid by vrad. The other thing that you might wanna take into account is, the props require models. And Gabe & Co. love breaking content mounting, or it can be broken in case of MP maps, and it simply requires more space, etc. But displacements will always stay with you. And they kinda give you a wider variety of texture and geometry manipulation. What I'm basically saying is that it's a matter of taste of course, but I sure do like using displacement cables and pipes more than using props as a one-time solution. P.S. It's probably one of the biggest leak-related downers that the in-game displacement manipulation was cut and broken. Just think about the stuff you can do… simulate dynamic surfaces, affect your environment with weapon fire, make physic items leave impact craters on walls or whatnot. That'd be sweet. Not to mention that Guard cannons were supposed to make impact craters. Why wasn't it passed on striders or, say, antlion guards? Sheer laziness.
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Y'know, I'm thinking that the WCmappack wasn't the best place to start mapping, showed me stuff I wasn't supposed to do, like having 5 light_environments in one map...
[QUOTE=Thevaultkid;42819117]Y'know, I'm thinking that the WCmappack wasn't the best place to start mapping, showed me stuff I wasn't supposed to do, like having 5 light_environments in one map...[/QUOTE] Nice
[QUOTE=pepper314;42818344]a) HL:S has 20-sided brush pipes, and they look fine. As long you apply textures and smoothing groups nicely, there shouldn't be any problems. b) func_detail and prop_static are internal entities. They do not exist in the entity lump. c) Maybe, but that doesn't mean they'll look good. Just because Valve might break something isn't reason to make your maps look like shit. Displacements just seem like a stupid solution to a nonproblem. Why wouldn't you use models?[/QUOTE] a) HL:S only can have said pipes because it severely lacks other details. It has cubic tables, hexagonal barrels and ladders made from a single brush. I fail to see a point here. If you make a single block, select the faces except the top and the bottom ones, convert them into displacement and use Subdivide (adding two short blocks on the bottom and the top would be wise so you don't end up with square-turned pipe ends), this will give you a much smoother pipe, no need to smooth it, and it'll still be 4 planes as opposed to 20. Plus, you cannot make a curved, convex pipe with a single brush. And if you want to put random rust or dirt on it, you need a separate texture, decals/overlays, while with displacements you just use a blend metal/rust texture. That is a minor argument, but still. b) func_details and any props still do increade entdata, check any full compile log. Make a hundred func_detail blocks, compile, look for entdata percentage. Then turn them all in a single func_detail, and check again. c) Can you please repeat to me what you are saying? That a displacement cylinder actually looks worse than a brush cylinder? Or maybe you can show some brush-based smooth curved wire? When and where do displacement ever look worse than brushes? I'm not arguing over a possible statement that there ain't any noticeable visual difference between a 20-sided cylinder and a disp. cylinder, but this is not the point at all. The point is, displacements are more useful, and they turn to be cheaper in both compiling and running a map. And the why of me not using the models (which is a somewhat exaggerated statement) is that making a model for s bunch of wires or pipes will require me spending at least several minutes and the collision [B]will[/B] be worse, and that's not an option for a one-time situation (unless you're building maps with frequent copy-pastes). Props and models are overrated, actual mapping is underrated. That's wrong by me. It does make sense for a team though, which is not my personal case.
Sorry if bringing this subject back up gives people nightmares, but I remember asking about the beta Jalopy and how someone(think they were called Project Zero) almost finished it, but something stopped it. Just wondering if I missed anything about it or if it finished or what. Again, sorry if people hate talking about this. I just... hehe, I like that Jalopy and would love to see it as a replacement in EP2 or a new vehicle in GMod or something.
[QUOTE=Seaal;42831625]Sorry if bringing this subject back up gives people nightmares, but I remember asking about the beta Jalopy and how someone(think they were called Project Zero) almost finished it, but something stopped it. Just wondering if I missed anything about it or if it finished or what. Again, sorry if people hate talking about this. I just... hehe, I like that Jalopy and would love to see it as a replacement in EP2 or a new vehicle in GMod or something.[/QUOTE] As far as we all know, the Jalopy was changed into simply the Muscle Car because the original design looks dissapointing and reminded of the Buggy/Scout Car... Even Alyx was to call it out as a wreck.
He's talking about the remade model, not the original and why it was cut.
I think he stopped working on it when he got banned on FP for helping another person. The thread is somewhere.
Yeah it was me a long time ago, I got a perma for trying to back up a friend who got banned for being a fake account, when his account was real I posted in the RC when I shouldnt have the permaban rule was lifted the day after my ban but my account remained banned until garry did his birthday thing and I got it back. It is unlikely the Jalopy will ever be finished maybe one day I will.
I'm curious, just how far did you get on a remake?
A bit of an off-topic. Can someone tell if opening a map made in an older version of Hammer with new SDK Hammer breaks it or something? Makes it incompatible with the previous versions, in case I work a bit in the new H. and go back to the old one? Can it ruin leak vmf projects this way in particular? *I also noticed that the older versions are capable of opening bigger maps than the updated tools. Wonder why is that. Sometimes I had to unload an .fgd so the Hammer doesn't know props or anything and doesn't load them and hence doesn't get overloaded and crashes.* edit On the contrary, why even bother. The new hammer freezes in 5 seconds after it starts, every time. Lol. At least installing it somehow fixed missing wireframe materials in Ultimate SDK…
use Half life 2's hammer, it's the unbroken version of the new hammer.
[QUOTE=Marcolade;42810088]Am I the only one who would like to see city_test03 on GoldSrc?[/QUOTE] It's called 'Get Your Free TVs!'
[QUOTE=xXpyroHatakeXx;42838965]I'm curious, just how far did you get on a remake?[/QUOTE] Pretty far I guess, it mostly just has some detail work to go I might get on it when I have some free time but im honestly busy as fuck these days.
I can understand being busy. My leak-themed rebels have taken me 6 months at this point, and I'm only about done with the group_03 males. Work and school take up most of my time. [quote][img]http://cloud-3.steampowered.com/ugc/721995164450547511/6CBF574680E6AB64EDFEE004A11C507133D391BC/[/img][/quote] As far as my project goes (in case anyone was curious) I still have some work to do. The bones need to be constrained and some minor weightmapping needs to be done to make a few joints look decent.
Oh phew. I was kinda afraid people would get mad at me or something for bringing it back up, but at least people are pretty cool about it. If you really don't have free time, then that's okay. I mind that as long as it finishes some time(when I say sometime, I mean a while, like 1-10 months or something).
[QUOTE=Glaber;42847501]use Half life 2's hammer, it's the unbroken version of the new hammer.[/QUOTE] What's 'Half-life 2's hammer'? There is the one Hammer with different configs applicable. Unless you meant the leak Hammer. And what I asked was practically 'does opening/resaving in the new Hammer breaks a map for other versions'. Oh well, the new Hammer is completely broken anyway, freezing 5 seconds after the start. I've no idea how do people continue modding these days with newer tools. And this takes me to another inquiry… some say that using leaked source code or whatnot is illegal and such. What does it stand for in real world though? Do mods get banned somehow or what? Shall I include the leaked content directly in my mod, will it get removed from ModDB, for example? I totally would include it on pair with un-steamed game client. And what is going to happen then, exactly?
I mean the hammer located in common/half-life2/bin
[QUOTE=Cvoxalury;42861119]What's 'Half-life 2's hammer'? There is the one Hammer with different configs applicable. Unless you meant the leak Hammer. And what I asked was practically 'does opening/resaving in the new Hammer breaks a map for other versions'. Oh well, the new Hammer is completely broken anyway, freezing 5 seconds after the start. I've no idea how do people continue modding these days with newer tools. [/QUOTE] I have the issue too, except it happened in css's steampipe hammer.
[IMG]http://imageshack.com/a/img43/5526/7b20.png[/IMG] Am I doing it right?
Kraken base?
[QUOTE=Glaber;42883412]Kraken base?[/QUOTE] Its kraken base in deed [I]"Our home over the[B] sky[/B]"[/I] Edit: Video [url]https://www.youtube.com/watch?v=Xek4678mxrY[/url] [sp]garry thought it would be ok to rape mediatags/videotags[/sp]
[QUOTE=Sally;42883502]Its kraken base in deed [I]"Our home over the[B] sky[/B]"[/I] Edit: Video [url]https://www.youtube.com/watch?v=Xek4678mxrY[/url] [sp]garry thought it would be ok to rape mediatags/videotags[/sp][/QUOTE] there are some typo's in the subtitles. I like it, though. I wish there was someone who could do a good Odell voice.
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