• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=Sergeant Stacker;44641122](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.[/QUOTE] Well in Half-life 1 the flashlight acted like a dynamic decal and never faded no matter the distance it was cast. Since the leak is still technically run off the Goldsrc engine, it does the same thing. And also light entity's weren't used very often in Half-life 1 due to the fact that they ate up memory. So maybe the reason it looks different is because they were still tweaking the parameters of the light entity's, but I don't really know.
Y'all probably won't like this but take a look at this. [img_thumb]http://media.moddb.com/cache/images/members/1/573/572035/thumb_620x2000/C17_tram_sm.jpg[/img_thumb] [img]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/download.jpg[/img] I started over on my shitty C17 concept map in an attempt to make it look less shitty. Keep in mind that this isn't the final product and feel free to tell me why the map is shit and what I can do to make it better. This is actually my first attempt in a long time at mapping from scratch. And yes, I'm planning on doing something about the texture repetition. Hell, I might even replace that building if it's a better decision. [sp]Gotta breathe life back into the thread somehow.[/sp]
[QUOTE=Sergeant Stacker;44670914]Y'all probably won't like this but take a look at this. [img_thumb]http://media.moddb.com/cache/images/members/1/573/572035/thumb_620x2000/C17_tram_sm.jpg[/img_thumb] [img]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/download.jpg[/img] I started over on my shitty C17 concept map in an attempt to make it look less shitty. Keep in mind that this isn't the final product and feel free to tell me why the map is shit and what I can do to make it better. This is actually my first attempt in a long time at mapping from scratch. And yes, I'm planning on doing something about the texture repetition. Hell, I might even replace that building if it's a better decision. [sp]Gotta breathe life back into the thread somehow.[/sp][/QUOTE] Know it's still WIP but you might want to add some detail, some fog, ashes if you think they'd look good, couple of cars, a tram. But I like the way it feels, very sinister.
Does anybody have a working v36 and earlier .mdl decompiler? I'm still working to port more models into gmod, but I've already gotten most of them. Most of the ones that remain are all the older formats.
[QUOTE=Sergeant Stacker;44670914] [img]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/download.jpg[/img] [sp]Gotta breathe life back into the thread somehow.[/sp][/QUOTE] I like it thus far, one thing that's bothering me is how the blue lights on the middle building stand out too much, I'd have personally made them in-line more with the other lights in the scene(unless you want the player drawn to that particular building, idk) keep it blue possibly, just mute it a bit more. Also yes please, more posts in this thread would be the best, if anyone has made/is making leak related shit don't be afraid to show it off here.
[IMG]http://i.imgur.com/KNF7yMi.jpg[/IMG] It's going to get better, but still, I'm proud of this. Brought to you by the Insolence Dev Team, more specifically me.
[QUOTE=crazeeweegeman4;44673255]Does anybody have a working v36 and earlier .mdl decompiler? I'm still working to port more models into gmod, but I've already gotten most of them. Most of the ones that remain are all the older formats.[/QUOTE] [url]https://dl.dropboxusercontent.com/u/19645364/HLBeta/29.rar[/url] [url]https://dl.dropboxusercontent.com/u/19645364/HLBeta/jan17_2011.rar[/url] These two are decompilators for Beta models, taken from hl2-beta.spb.ru. I don't remember which one is for which versions, just try both.
[QUOTE=Thevaultkid;44675561][IMG]http://i.imgur.com/KNF7yMi.jpg[/IMG] It's going to get better, but still, I'm proud of this. Brought to you by the Insolence Dev Team, more specifically me.[/QUOTE] Are some of these props taken from STALKER?
[QUOTE=Sergeant Stacker;44670914]Y'all probably won't like this but take a look at this. [img_thumb]http://media.moddb.com/cache/images/members/1/573/572035/thumb_620x2000/C17_tram_sm.jpg[/img_thumb] [img]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/download.jpg[/img] I started over on my shitty C17 concept map in an attempt to make it look less shitty. Keep in mind that this isn't the final product and feel free to tell me why the map is shit and what I can do to make it better. This is actually my first attempt in a long time at mapping from scratch. And yes, I'm planning on doing something about the texture repetition. Hell, I might even replace that building if it's a better decision. [sp]Gotta breathe life back into the thread somehow.[/sp][/QUOTE] Some more warmer natural light, perhaps, as in the original concept art - just enough to make some the decay and age overt; and enough, as well, to overtly hint at the precise stage of development Eastern Europe was at before the Combine barged in. But I understand that *that* implies a source, and the not-quite-night sky might simply not be enough: asking for more industrial-scale intervention by the Combine is also to ask for more substantial development for a purpose without any established solution in the form of a bigger narrative - too much existing too specific to wrangle with there. It looks fairly busy enough to prompt life forced to peer through the windows and cloistered off from the night, though, and *that's* the crux of the City-17-at-night concepts we're familiar with, no? Actual days blunt the immediate impression somewhat.
[QUOTE=Sergeant Stacker;44670914]Y'all probably won't like this but take a look at this. [img_thumb]http://media.moddb.com/cache/images/members/1/573/572035/thumb_620x2000/C17_tram_sm.jpg[/img_thumb] [img]http://media.moddb.com/cache/images/members/1/860/859977/thumb_620x2000/download.jpg[/img] I started over on my shitty C17 concept map in an attempt to make it look less shitty. Keep in mind that this isn't the final product and feel free to tell me why the map is shit and what I can do to make it better. This is actually my first attempt in a long time at mapping from scratch. And yes, I'm planning on doing something about the texture repetition. Hell, I might even replace that building if it's a better decision. [sp]Gotta breathe life back into the thread somehow.[/sp][/QUOTE] That road is a little wide, IMO. I always imagined them to be fairly cramped.
[QUOTE=Thevaultkid;44675561][IMG]http://i.imgur.com/KNF7yMi.jpg[/IMG] It's going to get better, but still, I'm proud of this. Brought to you by the Insolence Dev Team, more specifically me.[/QUOTE] Allow me to rephrase that, I'm not the entire Insolence Dev Team, I'm one guy, there's many of us. What I was trying to say was "I'm part of the Insolence Dev Team, and I made this" So I'm sorry if I offended anyone / pissed anyone off / turned anyone away from the mod.
[QUOTE=DrAkcel;44675834][url]https://dl.dropboxusercontent.com/u/19645364/HLBeta/29.rar[/url] [url]https://dl.dropboxusercontent.com/u/19645364/HLBeta/jan17_2011.rar[/url] These two are decompilators for Beta models, taken from hl2-beta.spb.ru. I don't remember which one is for which versions, just try both.[/QUOTE] Thank you! Now I can get some more ports done. Too bad they don't preserve animations though, :( Anybody know of a decompiler for the older models that keeps the .qc and animation files intact? I was hoping to get some of the early characters into the modern engine. EDIT: After doing a few tests, it seems that one of them decompiles the older models, but also seems to completely destroy the .SMD's. D: Oh well, thanks for the links though.
[QUOTE=ProZak;44676415]Are some of these props taken from STALKER?[/QUOTE] Yes
GSC Gameworld said its ok to use their assets however you see fit, provided its non-profit. So there is no problem using Stalker stuff in your mods.
[QUOTE=Thevaultkid;44675561][IMG]http://i.imgur.com/KNF7yMi.jpg[/IMG] It's going to get better, but still, I'm proud of this. Brought to you by the Insolence Dev Team, more specifically me.[/QUOTE] Just one thing: how did that van get into there? Visually it looks great, but when you start thinking, it's things like this that kinda mess with everything. Was it there for a decade, with walls being built around it?.. edit: Oh wait, I see the garage door. Nevermind, then. Well, do mind, always, just not this time, since everything is ok. [QUOTE=marmalade;44674241] Also yes please, more posts in this thread would be the best, if anyone has made/is making leak related shit don't be afraid to show it off here.[/QUOTE] Well, here's my attempt to make the evil alien hopping parasiting vagina from RtB: [url]http://yadi.sk/d/cRfvShr6M9Upc[/url] Fully rigged and has jigglebones for the fleshy part. lol. [QUOTE=Water-Marine;44676964]That road is a little wide, IMO. I always imagined them to be fairly cramped.[/QUOTE] Was going to say it. A bit too wide, yes. [editline]1st May 2014[/editline] [url]https://www.dropbox.com/s/qo0f08b357drf0j/funneh.jpg[/url] I suppose it really is funny when you have a working decompiler for every version, that you won't release, ever, while ordinary people have only a partially working decompiler and can't get models converted properly? That is funny! =)
Speaking of leak content. Hogsy linked me this just now (probably posted a billion other places on this forum but I don't give a shit). [url]http://www.chuckejones.com/valve.html[/url]
I've completed an [i]ENHANCED[/i]* version of ickypop for retail Half-Life 2. Put the ickypop folder into steamapps/common/Half-Life 2/hl2/custom. [url]http://www.mediafire.com/download/ykoq48ce83nh524/ickypop.rar[/url] *[sp]By enhanced, I mean just plain silly and dumb[/sp]
[QUOTE=ProZak;44676415][I]Are some of these props taken from STALKER?[/I][/QUOTE] Speaking of which, I coincidentally found this mod the other day: [url]http://www.moddb.com/mods/lost-alpha/images/stalker-lost-alpha4#imagebox[/url] Man, one day I really hope to see a release like this for Half-Life 2. That would be truly beautiful. Second thing... Good God, people. This is just amazing to me. I just finished reading through the whole thread [I](took days since I was busy)[/I] and I am incredibly damn impressed by everything I've seen. Honestly, I don't think you guys give yourselves or each other enough credit. You're undertaking some pretty tough work, going on references over a decade old, and some conceptual art that's much older. Not to mention the plague of outdated code that you've all had to wade through; the fact that you've come this far is a big accomplishment to my eyes. Please keep up what you're doing and remember that there are people like me still lurking around, downloading every image you upload and eagerly awaiting new updates. It's really, genuinely awesome production you're doing, guys. [QUOTE=Thevaultkid;44675561][IMG]http://i.imgur.com/KNF7yMi.jpg[/IMG] It's going to get better, but still, I'm proud of this. Brought to you by the Insolence Dev Team, more specifically me.[/QUOTE] Wow man, that is Fucking AMAZING! That is one of the best recreated Beta scenes I've ever looked at. I know I'm getting overexcited about this, it's just the mood and atmosphere strikes me immediately. One of my favorite details is actually the scattered papers everywhere, I feel like some streets aren't dirty enough with that type of decal. I'm not saying the whole city should be like that, but corners like this definitely add to the dread and decay. The colouring is spot on and I love the rusted props. Having just looked through your Insolence mod page and seen the amount of content you've uploaded, it's mind blowing that I never heard of you guys before. The scale of your project could make me cry and the fact that you're still this active is very hopeful. I didn't think we would ever really get this close to a remake of Half-Life 2. [QUOTE=HubmaN;44676653]Some more warmer natural light, perhaps, as in the original concept art - just enough to make some the decay and age overt; and enough, as well, to overtly hint at the precise stage of development Eastern Europe was at before the Combine barged in. But I understand that *that* implies a source, and the not-quite-night sky might simply not be enough: asking for more industrial-scale intervention by the Combine is also to ask for more substantial development for a purpose without any established solution in the form of a bigger narrative - too much existing too specific to wrangle with there. It looks fairly busy enough to prompt life forced to peer through the windows and cloistered off from the night, though, and *that's* the crux of the City-17-at-night concepts we're familiar with, no? Actual days blunt the immediate impression somewhat.[/QUOTE] Dude, I love reading your posts. You have a great insight into the world and tone of the original game, please don't hesitate to comment more often! [QUOTE=ProZak;44694981][I]Speaking of leak content. Hogsy linked me this just now (probably posted a billion other places on this forum but I don't give a shit). [url]http://www.chuckejones.com/valve.html[/url][/I][/QUOTE] Woah, that is cool. You may be rated late, but I never knew about Chuck's site and I'm a huge art collector of Valve's stuff. Thank you immensely, Prozak, even if it's a re-post. Hey, is this your blog by the way? [url]http://scart.slkandy.com/?page_id=2[/url] Are there any new developments for Missing Information?
[QUOTE=ProZak;44694981]Speaking of leak content. Hogsy linked me this just now (probably posted a billion other places on this forum but I don't give a shit). [url]http://www.chuckejones.com/valve.html[/url][/QUOTE] So [i]that[/i] explains their skip-and-jump away from photorealism - knitting in HL2's aesthetic in the GabeN reconstruction had a charming swagger on its own (I'd argue Antarctica was considerably more at home there than in the original storyline itself), but I suppose Valve's motivation had to be somewhere further than spitting distance.
[QUOTE=OttoGrainer;44701096]Woah, that is cool. You may be rated late, but I never knew about Chuck's site and I'm a huge art collector of Valve's stuff. Thank you immensely, Prozak, even if it's a re-post. Hey, is this your blog by the way? [url]http://scart.slkandy.com/?page_id=2[/url] Are there any new developments for Missing Information?[/QUOTE] Yes, that's my blog. Right now there's nothing we're ready to talk about but we've got plans for the future. [QUOTE=HubmaN;44704476]So [i]that[/i] explains their skip-and-jump away from photorealism - knitting in HL2's aesthetic in the GabeN reconstruction had a charming swagger on its own (I'd argue Antarctica was considerably more at home there than in the original storyline itself), but I suppose Valve's motivation had to be somewhere further than spitting distance.[/QUOTE] Seeing the images I can't help but feel that some of the things were too complicated for the team at Valve, at that time. Especially considering a lot of the game mechanics would be difficult to implement in Source.
Can a get a (looong) list of ported beta maps with downloads?
I feel like the hydra could've worked if they made a mechanic where you pull out the nucleus with the gravity gun. similar to the morpha fight in Ocarina of Time.
[QUOTE=MightyLOLZOR;44728420]I feel like the hydra could've worked if they made a mechanic where you pull out the nucleus with the gravity gun. similar to the morpha fight in Ocarina of Time.[/QUOTE] I always thought it'd be cool to cut 'em in half with a sawblade or something.
Tricking them into impaling explosive barrels instead of people could work too.
Maybe that's the problem: they were too easy and not entertaining to kill. Every enemy in HL is cool and unique. Hydra might be really dull contrary to e3 videos.
[QUOTE=ProZak;44711436] Seeing the images I can't help but feel that some of the things were too complicated for the team at Valve, at that time. Especially considering a lot of the game mechanics would be difficult to implement in Source.[/QUOTE] I'd agree - they'd seemed to have bitten off more than they could chew, considering how little any of the distinguishing detail from the concept art from *any* of the games worked on within the HL-HL2 interregnum's quoted in the retail game (insofar as Raising the Bar and this cache's enough to give an impression of all the art, at the very least.) That Valve could've progressed from their vast underground architecturing to Portal 2's reality without a hitch or a humbling board-erasing struck me flat: it'd be their ambition made good *and* on time - RtB's a museum of prehistory, while their contemporary work screams Join The Game Industry Today And You Won't Find Yourself Too Compromised! Things Have Never Been Better!
[QUOTE=DrAkcel;44738129]Maybe that's the problem: they were too easy and not entertaining to kill. Every enemy in HL is cool and unique. Hydra might be really dull contrary to e3 videos.[/QUOTE] i fail to see the difference between the hl1 tentacle and the hydra. seems like a poor excuse a strider is invincible to non-explosives and sends infinite barrages of aimbot headshots. Yet that got in.
[QUOTE=Hell-met;44757511]i fail to see the difference between the hl1 tentacle and the hydra. seems like a poor excuse a strider is invincible to non-explosives and sends infinite barrages of aimbot headshots. Yet that got in.[/QUOTE] The Half-Life 1 tentacle never moves and constantly makes noise, the player is always aware of its location. The Strider constantly makes noise as well. It also can't instakill without making it clear where its going to shoot. And in every Strider fight there are NPC's that can be used as distractions. The Hydra was cut not because the idea was rubbish but because they didn't have enough time to perfect it.
It's a shame because the hydra was actually really cool on a technical level. Did they ever use the idea of all the movement being handled by code on anything else?
[QUOTE=IntenseBarney;44762732]It's a shame because the hydra was actually really cool on a technical level. Did they ever use the idea of all the movement being handled by code on anything else?[/QUOTE] Pretty sure it was dropped completely. Check out some leak custom videos of the hydra, it's pretty choppy and only works on a bare minimum level. It'd be nice if they added a little homage to it in later games though, like what they did for the Crab synths
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