• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=fruxodaily;43095489][t]http://puu.sh/5EvDc.jpg[/t] A total of 4 minutes out of my expectations of around 8-10 minutes of video done, i got motivated to continue since Unused Content 1 has 1k+ views[/QUOTE] Just wondering, is anyone still interested in this being finished? I haven't touched it since this post because I got really busy
[QUOTE=Sally;44063586]You need to fix the rigging on the radio[/QUOTE] Your criticism is a double edge sword, the more you point out, the more work I have to do. But on the other hand I get a better model as a result. Thank you for being constructive with your criticism Sally, it gives me hope for this forum.
Update on the video, I've redone all the voices, it still sounds a little dodgy but it's a start, trying to find time out of school work to add more on ETA: Before Easter at best
[quote][img]http://cloud-2.steampowered.com/ugc/3281175896868651292/69F8EFC7D0B5DC8EA23FD622DF18C54BD44CA840/[/img][/quote] Far left is old weightmapping, next 2 have fixed weightmapping on the radio. I am aware of the goofy legs, I cannot fix them, I've tried. I should really just send the models to you Sally for testing. And fruxodaily, I understand the whole school thing. I literally didn't touch the internet for a week because of a school project recently.
Now they need a AO bake on the textures and you are done, its a little bit of a tedious task so if you want I could do it for you.
Sure, I'd love any help I could get. This project won't progress as far as I want it to, but I'm going to get these male rebels done at least.
Am i the only person who likes the blocky mapping style on the maps from 2000-2002?
[QUOTE=FlamingBlizza;44207683]Am i the only person who likes the blocky mapping style on the maps from 2000-2002?[/QUOTE] What's so great about it?
Nostalgia goggles & it's easy to do. That's all.
[QUOTE=FlamingBlizza;44207683]Am i the only person who likes the blocky mapping style on the maps from 2000-2002?[/QUOTE] I dont' really like the mapping itself much (there is mostly nothing to do on the maps, they are pretty inobvious and they look rough (which is [I]o[/I]bvious)), but I do love the lighting on 'em.
[img_thumb]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/testroom_light_industrial010000.jpg[/img_thumb] [img_thumb]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/testroom_light_industrial010001.jpg[/img_thumb] [img_thumb]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/testroom_light_industrial010002.jpg[/img_thumb] [img_thumb]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/testroom_light_industrial010003.jpg[/img_thumb] Decided to have a go at restoring the CSS version of sky_c17_05. While it's a start, you can clearly see where I painted over the textures with the content aware stuff, and there are trace amounts of the magenta monstrosity that I didn't get rid of. I'm gonna have to redo this soon.
I found an unfinished script that changes the combine soldier and metrocop voices on an external hard drive. I decided to finish it and release it. I chose to use a relatively unused set of sounds that are slightly hidden away in the beta. Here is a video demonstrating the replacements: [media]http://www.youtube.com/watch?v=pxnCPGfSjxk&feature=youtu.be[/media] Skip to 0:23 if you're impatient. [url]https://www.dropbox.com/s/qeeyu0kh70oavdy/Beta_Combine_Soldier_Voices.zip[/url] Installation instructions are included. Steampipe is weird yo. Have fun.
Just a little something thrown together. [img]http://puu.sh/6AV6K[/img] ps : Theuaredead made the head.
Is not finished, right? Because it lacks some things like the visor.
[QUOTE=Maestro Fenix;44286593]Is not finished, right? Because it lacks some things like the visor.[/QUOTE] Yeah its still needs face flexes and eyes ill see what i can do Also about the visor, its there. it just needs a new texture ;P
So, nothing is going to come of it, but how many of you would be willing to fork over some money to a Leak-related thing that could turn out great?
[QUOTE=Thevaultkid;44305222]So, nothing is going to come of it, but how many of you would be willing to fork over some money to a Leak-related thing that could turn out great?[/QUOTE] Okay, just give me your address and I'll mail you a bunch of coins welded to forks. Does that sound good?
[QUOTE=Thevaultkid;44305222]So, nothing is going to come of it, but how many of you would be willing to fork over some money to a Leak-related thing that could turn out great?[/QUOTE] A leak recreation would be fun, but it's not exactly something I'd pay for IMO. If it was BMS tier quality, maybe.
Well, then. I guess I need to bump said hypothetical Leak-related thing up to BMS quality. [editline]21st March 2014[/editline] And I was talking about a kick-starter, the thing will be free.
I don't see why money would be necessary for a thing like that, time and effort are what's required.
Not strictly in the name of the leak, but while we're projecting our hopes and ideals upon you, I'd also give up complete orthodoxy or inheritance from a beta storyline if that'd be what'd be required for (finally) another concise snippet of an HL2 that could've been - a minor narrative arc that'd then suggest nontrivial gameplay that'd [i]finally[/i] put paid to the "HL2's concepts did not play" argument. (That'd be the second and third parts of a wham-bam-thank-you-ma'am that'd finally get *me* off some of the inured cynicism - and back to obsession with the conception.)
[QUOTE=Sergeant Stacker;44309137]I don't see why money would be necessary for a thing like that, time and effort are what's required.[/QUOTE] time and effort = money what money does is it makes things go by faster (people don't have to have jobs during development, it IS their job to do modeling or what have you.) you could have a project like that done for free, [url=http://en.wikipedia.org/wiki/Black_Mesa_(video_game)#Development]but you'd need 10 years of time.[/url]
Sorry for bumping the thread, but I'm working on my leak again and I'm wondering somethin' [img]http://i.imgur.com/hEByZOw.jpg[/img] How the fuck do I remove this? I've looked all over and I can't even figure out where it is in the files.
[QUOTE=Katatonic717;44462002]Sorry for bumping the thread, but I'm working on my leak again and I'm wondering somethin' [img]http://i.imgur.com/hEByZOw.jpg[/img] How the fuck do I remove this? I've looked all over and I can't even figure out where it is in the files.[/QUOTE] The panel's layout (basically any HUD panel's layout) should be defined somewhere in scripts/HudLayout.res. You should be able to either comment the entry out, or make its width/height equal zero, for example.
[QUOTE=Cvoxalury;44462887]The panel's layout (basically any HUD panel's layout) should be defined somewhere in scripts/HudLayout.res. You should be able to either comment the entry out, or make its width/height equal zero, for example.[/QUOTE] Yeah that fixed it! Thanks man.
Was it really that annoying?
I just did a big port of a bunch of the leak map props. Not any of the characters, but it has 184 props. It has the old junk can props, breenbust, citadel, some cars, and a bunch of other goodies. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=251862124[/url] MIRROR 1: [url]http://www.mediafire.com/download/5s7523lxm53v7vg/leakmodels.rar[/url] Edit: Sorry for the bump. Didn't realize it's been a few weeks now :( Edit Edit: I completely overlooked the borealis prop folder. I'll try to port those soon-ish. Edit Edit Edit: Borealis props are added now. I'll get a mirror up soon. Feel free to use the props in any map, mod, anything. Redistribute them if you desire, I just ported them :/
Do all the props have collisions, and stuff (surface properties, prop settings, etc.)?
[QUOTE=Cvoxalury;44612282]Do all the props have collisions, and stuff (surface properties, prop settings, etc.)?[/QUOTE] [del]Yep. Only a few models don't have collisions.[/del] All models should have collisions, aside from one lab prop (that thing that holds beakers).
(I've asked this several times before but I don't remember any of the answers I've gotten) Is lighting rendered differently in the leak? There's something that seems to be different about it when compared to the retail HL2's.
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