Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=The Kins;43509432]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.[/QUOTE]
I would look into the WC Mappack, large collection of 'beta' maps. The catch is, they're all VMFs which more often than not use obsolete content. You'll have to fix them up yourself, but you'll have greater control of the final result.
[QUOTE=Snood_1990;43509585]I would look into the WC Mappack, large collection of 'beta' maps. The catch is, they're all VMFs which more often than not use obsolete content. You'll have to fix them up yourself, but you'll have greater control of the final result.[/QUOTE]Yeah, I figured that, but I was hoping that some crazy bastard had done a "batch-recompile" of sorts of all the models so that I wouldn't have to worry about that side of things.
[QUOTE=The Kins;43509694]Yeah, I figured that, but I was hoping that some crazy bastard had done a "batch-recompile" of sorts of all the models so that I wouldn't have to worry about that side of things.[/QUOTE]
Not even sure it's possible. Well, everything is possible, but you rather often have to manually fix stuff in the .qc's to compile the models. Though, MI probably 'done it all 5 years ago' and simply did not release it to avoid critics/stealing/raging stuff, yeah. As usual.
[QUOTE=Cvoxalury;43511131]Not even sure it's possible. Well, everything is possible, but you rather often have to manually fix stuff in the .qc's to compile the models. Though, MI probably 'done it all 5 years ago' and simply did not release it to avoid critics/stealing/raging stuff, yeah. As usual.[/QUOTE]
We could probabily make one ourselves. With some basic knowledge of VB it should be possible. My VB skills are rusted though...
[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]
I believe Sally is right. I don't think there's a pack out there with the models in a better state than the ones we've got in MI.
Feel free to use them but I'd appreciate it if you mention where you got the assets (mod name, and preferably a link to our moddb page).
[QUOTE=The Kins;43509694]Yeah, I figured that, but I was hoping that some crazy bastard had done a "batch-recompile" of sorts of all the models so that I wouldn't have to worry about that side of things.[/QUOTE]
I modified one of the Perl scripts from the leak, and set it up to batch decompile all the leak models using our decompiler. Modifying it to recompile all models shouldn't be a problem.
However it can't handle errors at all, so either you'd have to implement that or remove problematic models (it crashes and stops the process).
You could relatively easily modify the Perl script to check the .QC files and correct any syntax errors.
[b]batchdecompile.pl[/b]
[url]http://pastebin.com/4Q0uHiMd[/url]
[b]mdl_batch_decompile.bat[/b]
[url]http://pastebin.com/fS42BKqf[/url]
[QUOTE=ProZak;43513033]I believe Sally is right. I don't think there's a pack out there with the models in a better state than the ones we've got in MI.
Feel free to use them but I'd appreciate it if you mention where you got the assets (mod name, and preferably a link to our moddb page).
I modified one of the Perl scripts from the leak, and set it up to batch decompile all the leak models using our decompiler. Modifying it to recompile all models shouldn't be a problem.
However it can't handle errors at all, so either you'd have to implement that or remove problematic models (it crashes and stops the process).
You could relatively easily modify the Perl script to check the .QC files and correct any syntax errors.
[b]batchdecompile.pl[/b]
[url]http://pastebin.com/4Q0uHiMd[/url]
[b]mdl_batch_decompile.bat[/b]
[url]http://pastebin.com/fS42BKqf[/url][/QUOTE]
... *manly tear*
[QUOTE=ProZak;43513033]I believe Sally is right. I don't think there's a pack out there with the models in a better state than the ones we've got in MI.
Feel free to use them but I'd appreciate it if you mention where you got the assets (mod name, and preferably a link to our moddb page).[/QUOTE]Oh, of course - credit where it's due and all.
Sounds like the best option for me would be to use the MI resources and pull from other resources as needed. Thanks, guys!
[QUOTE=95Navigator;43511481]We could probabily make one ourselves. With some basic knowledge of VB it should be possible. My VB skills are rusted though...[/QUOTE]
Make the models [pack] or make the 'smart' compiler? In case of former, we [I]should[/I] make and remake the models so that no one would need to look up for MI models only to get butchered for the sake of 'copyrights'.
The latter is unlikely to happen, ever, IMO. Or it would be created by someone equally copyright-clinging.
Hm, previously asking for MI models usually led to a counter-request of requester's project screenshots, a demand of team credits and stuff... something's changed.
Is the start portion of airex constantly crashing Hammer for anyone here? Eeverytime i do the slightest camera look at the canyon, it crashes Hammer. Its making working on airex start basically downright fucking impossible.
EDIT: This happens too on cave_canyon07 (I had huge plans for that map, but constant crashing led me to say "fuck it"). Are the canyons too complex for my toaster PC or something?
EDIT2: If I disable the displacements though, it stops crashing. Weird.
EDIT3: Solved it. If anyone else is struggling with this problem, theres a NODRAW on a terrain surface (displacement). Select all the solids using NODRAW, go to the Displacement Tab in the Face Edit Sheet and click Destroy. That should do it.
Does anyone have the .MAPs to the 0.52 half-life alpha maps?
[QUOTE=Cvoxalury;43519813]Hm, previously asking for MI models usually led to a counter-request of requester's project screenshots, a demand of team credits and stuff... something's changed.[/QUOTE]Is it wrong of me to find mod teams complaining about stolen resources that were stolen from Valve in the first place to be really funny?
[QUOTE=The Kins;43546562]Is it wrong of me to find mod teams complaining about stolen resources that were stolen from Valve in the first place to be really funny?[/QUOTE]
In my opinion, yes. Take a look at this video that I made:
[media]http://www.youtube.com/watch?v=woA7I-Wo6RY[/media]
The flaregun model and textures I undoubtedly took from the leak but it took a lot of hard work getting that model to where it is now. I needed to fix 60% of the model to fill holes, re-rig it, re-animate, create normal maps etc.
We're not just copying and pasting, we're putting a lot of our own hard work into this stuff and that's why people get upset.
[QUOTE=The Kins;43546562]Is it wrong of me to find mod teams complaining about stolen resources that were stolen from Valve in the first place to be really funny?[/QUOTE]
Oh man, you shouldn't have said that. Now you'll be instructed on what a hard work it is to make a good port, and that the team specifically complaings about the content they made themselves (like, say, MP5k or the Iceaxe). Because some hundreds of polygons and some rasterized pixels MATTER.
[QUOTE=Milkyway M16;43550710]
We're not just copying and pasting, we're putting a lot of our own hard work into this stuff and that's why people get upset.[/QUOTE]
It's not that much of a work to make an animation on an existing model, and you don't draw normal maps by hand, you just put a texture in a normal map generator (sometimes you have to make a heightmap first, yeah, that's big). Well, the Odell is more of a complicated stuff, this I would agree on. But when people take your iceaxe or mp5k or houndeye, is it worth that much so you'll be ready to make yourself look like a selfish brat? (no offence in particular, guys) The team makes fool of themselves, they won't get much further with this kind of policy. Besides, there is simply -no- gamage in this! Their mod still stays their mod, a well-known mod, they won't lose their status of 'Leak mods kings'... well, not until DI comes out. :)
So as I said, there is no damage, hence there is nothing to get upset about.
[QUOTE=Cvoxalury;43552443]Oh man, you shouldn't have said that. Now you'll be instructed on what a hard work it is to make a good port, and that the team specifically complaings about the content they made themselves (like, say, MP5k or the Iceaxe). Because some hundreds of polygons and some rasterized pixels MATTER.
It's not that much of a work to make an animation on an existing model, and you don't draw normal maps by hand, you just put a texture in a normal map generator (sometimes you have to make a heightmap first, yeah, that's big). Well, the Odell is more of a complicated stuff, this I would agree on. But when people take your iceaxe or mp5k or houndeye, is it worth that much so you'll be ready to make yourself look like a selfish brat? (no offence in particular, guys) The team makes fool of themselves, they won't get much further with this kind of policy. Besides, there is simply -no- gamage in this! Their mod still stays their mod, a well-known mod, they won't lose their status of 'Leak mods kings'... well, not until DI comes out. :)
So as I said, there is no damage, hence there is nothing to get upset about.[/QUOTE]
Well I'm not on MI, but I understand where they're coming from and where you're coming from. I personally wouldn't be THAT upset if I found my stuff being used elsewhere but it would still rub me the wrong way. I would most likely try and speak politely to whoever was using my stuff and just ask them to credit me if they plan on continually using my work.
More than that, I wouldn't care enough to do anything. In the end, we're all putting our stuff up on the internet for people to download for free so our stuff is probably going to end up in places that we didn't want it to end up in.
On an unrelated note Cvoxalury, DI is looking more and more interesting. I respect the amount of work you've put into it so far.
[QUOTE=Cvoxalury;43552443]Oh man, you shouldn't have said that. Now you'll be instructed on what a hard work it is to make a good port, and that the team specifically complaings about the content they made themselves (like, say, MP5k or the Iceaxe). Because some hundreds of polygons and some rasterized pixels MATTER.
It's not that much of a work to make an animation on an existing model, and you don't draw normal maps by hand, you just put a texture in a normal map generator (sometimes you have to make a heightmap first, yeah, that's big). Well, the Odell is more of a complicated stuff, this I would agree on. But when people take your iceaxe or mp5k or houndeye, is it worth that much so you'll be ready to make yourself look like a selfish brat? (no offence in particular, guys) The team makes fool of themselves, they won't get much further with this kind of policy. Besides, there is simply -no- gamage in this! Their mod still stays their mod, a well-known mod, they won't lose their status of 'Leak mods kings'... well, not until DI comes out. :)
So as I said, there is no damage, hence there is nothing to get upset about.[/QUOTE]
"well, not until DI comes out."
... well see about that MUAHAHAHAHAHAH. Oh lol.
Yea, I also agree, very nice work you guys are doing.
Well it only took me 3 months, but I got Male_01 and Male_07 more-or-less done. I had to completely adjust all the ragdoll constraints, so their backs wouldn't bend in half (and to cover up some funky deforms I can't help).
I also tried redoing the sleeves for the armband, but the way the texture is, it didn't look right, so I went back to what I originally had.
[quote][img]http://cloud-2.steampowered.com/ugc/3372369252257138443/3AC277EEF1611D437349BC5D4EC7671F2C8000AA/[/img][/quote]
The elbows need fixing.
Saturday well spent.
[IMG]http://i.imgur.com/JjUdZvp.jpg[/IMG]
That grate
[QUOTE=Sally;43583139]The elbows need fixing.[/QUOTE]
Elbow sounds like the spanish word for "Bow".
[QUOTE=Sally;43583139]The elbows need fixing.[/QUOTE]
[quote][img]http://cloud-3.steampowered.com/ugc/3372369801658784911/0D8BCC4E5822426D508E589D97F42CF57F932650/[/img][/quote]
I think it looks better now. I also fixed those goofy sleeves at the wrist.
The male_01 will be fixed later, as the beauty of these models are that they share the same body mesh.
[QUOTE=xXpyroHatakeXx;43622274]I think it looks better now. I also fixed those goofy sleeves at the wrist.
The male_01 will be fixed later, as the beauty of these models are that they share the same body mesh.[/QUOTE]
Looks awesome, great job!
[QUOTE=Sn0peK;43605844]Elbow sounds like the spanish word for "Bow".[/QUOTE]
Bow is arco in Spanish...
[QUOTE=code_gs;43624566]Looks awesome, great job!
Bow is arco in Spanish...[/QUOTE]
He was joking, "El" is a spanish word.
[QUOTE=Dr. Doughnut;43626222]He was joking, "El" is a spanish word.[/QUOTE]
Correction, "el" is [B]THE[/B] Spanish word.
Does anyone else have any idea of what even nether_01 is all about? I mean, what is it? A sewer?
[QUOTE=95Navigator;43666262]Does anyone else have any idea of what even nether_01 is all about? I mean, what is it? A sewer?[/QUOTE]
Sure looks like so, really impressive too.
How about a picture for the rest of us?
[QUOTE=Cows Rule;43679302]How about a picture for the rest of us?[/QUOTE]
[video=youtube;e5Kfr9cSumI]http://www.youtube.com/watch?v=e5Kfr9cSumI&feature=player_detailpage[/video]
to be honest that looks/plays like shit and i'm glad its cut
[QUOTE=Hell-met;43681436]to be honest that looks/plays like shit and i'm glad its cut[/QUOTE]
I try to see scripted test maps for their layout and concept so I can recycle it for later on.
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