Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[url]http://postimg.org/image/sjjj9th83/[/url]
Im kind of afraid this doesnt make any sense in the real world... what do you think?
The map is wasteland_depot_outside with another small wasteland map glued onto it.
[QUOTE=Thevaultkid;43313777]So, should I use H.D conscript models, or the ones straight from the leak with Citizen heads hacked on?[/QUOTE]
It really depends on what your other models and the maps look like. This picture I took awhile ago might give you an idea of how [url=http://steamcommunity.com/sharedfiles/filedetails/?id=108019431]my conscripts[/url] look with the environment. They look a little low quality, but on the other hand, HD Conscripts might look even more out of place.
[quote][img]http://cloud-2.steampowered.com/ugc/702858954120133379/BBDBB924E8587026209E59F0FEF26620FC0509A7/[/img][/quote]
I should probably avoid posting pictures of my crappy ragdoll posing in the future...
[QUOTE=95Navigator;43315335][url]http://postimg.org/image/sjjj9th83/[/url]
Im kind of afraid this doesnt make any sense in the real world... what do you think?
The map is wasteland_depot_outside with another small wasteland map glued onto it.[/QUOTE]
Are you referring to the lighthouse position, being surrounded by rocks higher than the lighthouse? Or so it seems. Well, that depends. If the 'main' sea was on the right (from the Hammer camera parspective), the l-house would serve its purpose alright. If the playable area is a haven of sorts (depends whether you put there some wreckage), it would be strange to place a l-house like that. Either way, the early depot is a bit strange and is heavily outdated, in the means that it's basically HL1-maps scaled, you can run it over in a minute, and having a lighthouse overlooking such a small area is like having a tower on your backyard. The later, e3 versions are better imo. The Depot's depot kinda combines both designes, having a large open area but in the same time having the gameplay 'encapsulated' in rocks formations.
Right now it looks like the prison and the l-house were built over a canyon rather than on an island, honestly.
[QUOTE=Cvoxalury;43345373]Are you referring to the lighthouse position, being surrounded by rocks higher than the lighthouse? Or so it seems. Well, that depends. If the 'main' sea was on the right (from the Hammer camera parspective), the l-house would serve its purpose alright. If the playable area is a haven of sorts (depends whether you put there some wreckage), it would be strange to place a l-house like that. Either way, the early depot is a bit strange and is heavily outdated, in the means that it's basically HL1-maps scaled, you can run it over in a minute, and having a lighthouse overlooking such a small area is like having a tower on your backyard. The later, e3 versions are better imo. The Depot's depot kinda combines both designes, having a large open area but in the same time having the gameplay 'encapsulated' in rocks formations.
Right now it looks like the prison and the l-house were built over a canyon rather than on an island, honestly.[/QUOTE]
e3_depot looks amazing yes, but what are you going to do if the player reaches the invisible wall of the skybox? I chose the "green-rocky" wasteland because it sucessfully combines the linearity of the retail Coast with the on foot cave exploration of e3_depot. It allows me to build a gameplay based more on hiding on rocks, entering in secret cave formations, battling antlions and hidden Combine Launchers, etc, which is something i cant quite do on later Depots. Besides, wasteland_depot_outside (the map i chose) is the only one who has direct connection to wasteland_depot_inside, which is also a map im working on.
The problem is... it all looks so strange... and Im still very insecure about what I have chosen. Damn this is hard.
[QUOTE=95Navigator;43345659]e3_depot looks amazing yes, but what are you going to do if the player reaches the invisible wall of the skybox?[/QUOTE]
I'd use landmines, desert launchers, rock barriers. I am making a big, open Depot map with some non-linear exploration. You can make nearly a square kilometer of desert before you'd need to switch to 3d skybox, and you can start sending tons of antlions and rollermines and whatever against players at half of that distance so it'll be improbably to reach the border, which is fruitless in itself so it shouldn't even be considered worthy by players.
[QUOTE=Cvoxalury;43363756]I'd use landmines, desert launchers, rock barriers. I am making a big, open Depot map with some non-linear exploration. You can make nearly a square kilometer of desert before you'd need to switch to 3d skybox, and you can start sending tons of antlions and rollermines and whatever against players at half of that distance so it'll be improbably to reach the border, which is fruitless in itself so it shouldn't even be considered worthy by players.[/QUOTE]
That'd be just like that sandpit map in halo... that'd be awesome!
I can imagine a swarm of rollermines/antlions popping up as you approach the border.
Does anyone think the Leak would work with a Max Payne Esq graphic novel feel?
[QUOTE=Thevaultkid;43420873]Does anyone think the Leak would work with a Max Payne Esq graphic novel feel?[/QUOTE]
Gordon better have a constipated look on his face the whole way through.
[QUOTE=Thevaultkid;43420873]Does anyone think the Leak would work with a Max Payne Esq graphic novel feel?[/QUOTE]
As in ingame or something seperate on the side? It wouldn't really fit ingame that well, in my opinion. Something on the side, yeah sure.
[QUOTE=Thevaultkid;43420873]Does anyone think the Leak would work with a Max Payne Esq graphic novel feel?[/QUOTE]
As a dark, dystopian, post-apoc setting, yes. As a Half-Life game, no.
I'm working on a Graphic Novel within Gmod, I would do it in SFM but there isn't enough content for what I'm doing.
[QUOTE=Thevaultkid;43426656]I'm working on a Graphic Novel within Gmod, I would do it in SFM but there isn't enough content for what I'm doing.[/QUOTE]
That's the dumbest reasoning ever. You can litterally copy and paste that content from GMOD to SFM's usermod folder or what have you however you want. Plus, there's an unused comic creator in SFM that you can access via legacy mode, so I don't see why you wouldn't use it.
Okay, Mr.boss. Whatever you say, Mr.boss. I have little experience with SFM and the last time I tried I almost threw my computer out the window last time I tried. I've been working with Gmod for four years, so I can get higher quality stuff out. I'll get the first page out, then I'll see what I can do about SFM.
[QUOTE=Thevaultkid;43427319]Okay, Mr.boss. Whatever you say, Mr.boss. I have little experience with SFM and the last time I tried I almost threw my computer out the window last time I tried. I've been working with Gmod for four years, so I can get higher quality stuff out. I'll get the first page out, then I'll see what I can do about SFM.[/QUOTE]
Okay, enjoy your shitty first page
[QUOTE=Water-Marine;43429087]Okay, enjoy your shitty first page[/QUOTE]
Don't be so hostile, man. I'm still experimenting with the story.
[QUOTE=Water-Marine;43429087]Okay, enjoy your shitty first page[/QUOTE]
Wow... thats really... adult... yea.
With people like this, we will definitely suceed!
Any of you bros still on Windows XP?
I used to keep one as a separate boot but I had lost it to a hard drive failure.
[QUOTE=ProZak;43474904]Any of you bros still on Windows XP?[/QUOTE]
i have an old rig that uses xp, though that pc is probably having fits, but i have a windows xp install disc and more than one pc.
Hey, does anyone know what the main diffrences in proto_sniper and npc_sniper codewise? Besides proto having no model?
[QUOTE=Sally;43479114]Hey, does anyone know what the main diffrences in proto_sniper and npc_sniper codewise? Besides proto having no model?[/QUOTE]
There aren't any, those are just two different classnames for the same entity.
[QUOTE=ProZak;43474904]Any of you bros still on Windows XP?[/QUOTE]
Not at the time, though it looks I have to make a multi-boot, including XP due to certain reasons.
Why?
Okay, so, question.
I want to make some dumb SFM videos using some old beta content. Yes, I know making such videos with models from [I]2003[/I] is kind of dumb, but I've had fun making videos with stuff from HL1 etc. so I'm up for it. :downs:
Anyway, I'm a bit out of the loop, so what would be the "purest" GMod-compatible (since resources for Gmod can often just be shoved into SFM) beta asset collection? I'm assuming, based on toying with the Vampire Bloodlines stuff, that the leak itself uses older file formats so they won't work "out of the box", and a lot of the beta-themed mods, as neat as they are, often remake things and if possible I'd rather just use the original, half-finished assets because, hey, it'd be funnier.
Thanks!
So, after a mapping break, I decided to carry on to c17_03.
Im currently doing a MAJOR revamp to it, ditching the shitty construction site idea.
[url]http://postimg.org/image/l9p8j04tv/[/url]
This will be my most expansive map yet, damn. Its giving a lot of work.
[QUOTE=The Kins;43496302]Okay, so, question.
I want to make some dumb SFM videos using some old beta content. Yes, I know making such videos with models from [I]2003[/I] is kind of dumb, but I've had fun making videos with stuff from HL1 etc. so I'm up for it. :downs:
Anyway, I'm a bit out of the loop, so what would be the "purest" GMod-compatible (since resources for Gmod can often just be shoved into SFM) beta asset collection? I'm assuming, based on toying with the Vampire Bloodlines stuff, that the leak itself uses older file formats so they won't work "out of the box", and a lot of the beta-themed mods, as neat as they are, often remake things and if possible I'd rather just use the original, half-finished assets because, hey, it'd be funnier.
Thanks![/QUOTE]
MI has great models for the borealis areas but doesn't have much of any content relating any other part of the beta as they didn't need it for that release. Id ask ProZak if you could use that for your screen plays.
Insolence has almost all of the beta models ported, although some have been rotated by 90 which isn't a problem since you are not porting any beta maps. You are fine with using the models just make sure to give credit for the ports.
[URL="http://www.moddb.com/mods/missing-information/downloads"]MI[/URL][URL="http://www.moddb.com/mods/insolence/downloads"]
Insolence[/URL]
[QUOTE=95Navigator;43497820]So, after a mapping break, I decided to carry on to c17_03.
Im currently doing a MAJOR revamp to it, ditching the shitty construction site idea.
[url]http://postimg.org/image/l9p8j04tv/[/url]
This will be my most expansive map yet, damn. Its giving a lot of work.[/QUOTE]
Just don't forget about optimization. Since it's a city map with streets and corners and building blocking player's sight, and presumably a night (hence dark, low-visual) level, fading out props shouldn't be a problem visually, and occluders may come in handy. Also, while not, in any form, a criticism, an inquiry: why do many mappers, in Leak community in particular, choose to carry Valve's level name formula with d*_map_name? I know what d's are for, but one could just as well do stuff w/out them.
[QUOTE=Cvoxalury;43499356]Just don't forget about optimization. Since it's a city map with streets and corners and building blocking player's sight, and presumably a night (hence dark, low-visual) level, fading out props shouldn't be a problem visually, and occluders may come in handy. Also, while not an any form a criticism, an inquiry: why do many mappers, in Leak community in particular, choose to carry Valve's level name formula with d*_map_name? I know what d's are for, but one could just as well do stuff w/out them.[/QUOTE]
Its just easy for players to tell what map is which. I have friends who know when I say that part in d1_canals_02 they will know it instantly.
You dont have to follow it in the end though
[QUOTE=Cvoxalury;43499356]Just don't forget about optimization. Since it's a city map with streets and corners and building blocking player's sight, and presumably a night (hence dark, low-visual) level, fading out props shouldn't be a problem visually, and occluders may come in handy. Also, while not an any form a criticism, an inquiry: why do many mappers, in Leak community in particular, choose to carry Valve's level name formula with d*_map_name? I know what d's are for, but one could just as well do stuff w/out them.[/QUOTE]
Well, not exactly at night. More like in the morning/noon. Around that time.
A few areaportals should do the job quickly.
... I dunno, it seems fancier. Theres really not much more reasoning behind it. Using the d (lol) its kind of a way of saying "this map is no longer beta-state. This map is fixed and ready to go".
[QUOTE=The Kins;43496302]Okay, so, question.
I want to make some dumb SFM videos using some old beta content. Yes, I know making such videos with models from [I]2003[/I] is kind of dumb, but I've had fun making videos with stuff from HL1 etc. so I'm up for it. :downs:
Anyway, I'm a bit out of the loop, so what would be the "purest" GMod-compatible (since resources for Gmod can often just be shoved into SFM) beta asset collection? I'm assuming, based on toying with the Vampire Bloodlines stuff, that the leak itself uses older file formats so they won't work "out of the box", and a lot of the beta-themed mods, as neat as they are, often remake things and if possible I'd rather just use the original, half-finished assets because, hey, it'd be funnier.
Thanks![/QUOTE]
MI has a good amount of map props (atleast last time I downloaded it)
I also put together a [url=http://facepunch.com/showthread.php?t=1228427&p=38593173#post38593173]pack of ragdolls/vehicles[/url] awhile back that you might want to check out. About half the stuff in the pack is straight ported, the other half is based on the Raising The Bar concepts. A few more models can be [url=http://steamcommunity.com/sharedfiles/filedetails/?id=112850418]located here[/url] aswell. That small pack has models that I hadn't seen ported at the time. (Namingly the Combine APC, antlion grub, and antlion).
[QUOTE=Sally;43499190]MI has great models for the borealis areas but doesn't have much of any content relating any other part of the beta as they didn't need it for that release. Id ask ProZak if you could use that for your screen plays.
Insolence has almost all of the beta models ported, although some have been rotated by 90 which isn't a problem since you are not porting any beta maps. You are fine with using the models just make sure to give credit for the ports.
[URL="http://www.moddb.com/mods/missing-information/downloads"]MI[/URL][URL="http://www.moddb.com/mods/insolence/downloads"]
Insolence[/URL][/QUOTE][QUOTE=xXpyroHatakeXx;43500304]MI has a good amount of map props (atleast last time I downloaded it)
I also put together a [url=http://facepunch.com/showthread.php?t=1228427&p=38593173#post38593173]pack of ragdolls/vehicles[/url] awhile back that you might want to check out. About half the stuff in the pack is straight ported, the other half is based on the Raising The Bar concepts. A few more models can be [url=http://steamcommunity.com/sharedfiles/filedetails/?id=112850418]located here[/url] aswell. That small pack has models that I hadn't seen ported at the time. (Namingly the Combine APC, antlion grub, and antlion).[/QUOTE]Thanks for your suggestions! What would be the best choice for beta map ports, while I'm at it? Bonus points if there's VMFs to recompile for HDR.
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