• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
[QUOTE=Seaal;45327949]One thing I'm still kinda upset about though is that... Ugh, I've mentioned it so many times in the past that I don't want to mention it AGAIN. It's EP2 cut content anyways, not HL2 cut content, so I could see why people wouldn't care about it.[/QUOTE] Actually, people are pretty interested in that stuff here. I think most people are just happy to see what's going on with the leak or ANY cut content from half-life games (including the episodes). There was some cool stuff cut from ep2, so feel free to share.
[QUOTE=Seaal;45327949]That level looks nice Killer! I don't actually know where it's from in the beta, but anything beta here is cool to me. And that level pleases me a lot for some reason. I don't know why. And MAN! It's been a long time since I've visited this thread! I had at least 8 pages to look through (that may not sound like a lot, but it really is)! Everything I've seen is pretty interesting, and since I don't ever want to do a huge review like that again, I'm going to do my best to just stay on track. One thing I'm still kinda upset about though is that... Ugh, I've mentioned it so many times in the past that I don't want to mention it AGAIN. It's EP2 cut content anyways, not HL2 cut content, so I could see why people wouldn't care about it.[/QUOTE] Thanks! That level is made from scratch, since there isn't an inbound level from Half-Life 2 2003 leak (beyond that messy brush train on d1_trainstation). I am trying to make the levels with Raising the Bar information. Anyway, as said above. I need the vmf of Beta razor train engine and carriage, because my hammer keeps crashing when I load WC's vmf files.
[QUOTE=KillerKo4565;45328558]Thanks! That level is made from scratch, since there isn't an inbound level from Half-Life 2 2003 leak (beyond that messy brush train on d1_trainstation). I am trying to make the levels with Raising the Bar information. Anyway, as said above. I need the vmf of Beta razor train engine and carriage, because my hammer keeps crashing when I load WC's vmf files.[/QUOTE] [URL="http://www.4shared.com/file/GUnE6LAvce/razortrainleak.html"]Here you go.[/URL]
This is just the first map of inbound, now the train is more slower. In the video not. (700 > 350) [video=youtube;zhWs4q4Kc0A]http://www.youtube.com/watch?v=zhWs4q4Kc0A&feature=youtu.be[/video] Still working on it, any thoughts?
I think the Razor Train needs to be faster and have more things ram through. Although I noticed all the debris goes flying after the train went through, perhaps there's a way to sync those better.
[QUOTE=KillerKo4565;45330530]This is just the first map of inbound, now the train is more slower. In the video not. Still working on it, any thoughts?[/QUOTE] If you need a better breakable version of that godawful brush car I fixed up, I could try to throw one together. You may also want to consider that these rails are used frequently. Cars wouldn't find themselves randomly parked on them. But splattering NPC's over the rails should do the train enough justice. Otherwise, this map is coming along very nicely, good job!
[QUOTE=KillerKo4565;45330530]This is just the first map of inbound, now the train is more slower. In the video not. (700 > 350) [video=youtube;zhWs4q4Kc0A]http://www.youtube.com/watch?v=zhWs4q4Kc0A&feature=youtu.be[/video] Still working on it, any thoughts?[/QUOTE] So you've chosen to move the train instead of the map. Interesting. The amount of space Source gives is quite limited for a train ride, so you'd have to have at least once loading screen if you're going to make the train sequence much longer. Something that could fix this easily is world portals, but we don't get access to that with any of the Half-Life 2 based SDKs so fuck us.
[QUOTE=ProZak;45338394]So you've chosen to move the train instead of the map. Interesting. The amount of space Source gives is quite limited for a train ride, so you'd have to have at least once loading screen if you're going to make the train sequence much longer. Something that could fix this easily is world portals, but we don't get access to that with any of the Half-Life 2 based SDKs so fuck us.[/QUOTE] What do you mean by 'world portals'? Like, a seamless no-load map transition, is that it? Also, why wouldn't teleporting the player between sections of a map work? So you have one big terrain and then another underneath or above it (they're isolated from each other in terms of visibility, of course), and then you have some indoors areas and as such. Fill the available 16384^3 units, not just 16384^2. At least that's how I tried to do it. I know it's old, but still, it can get you somewhere. Well, actually I would've chosen the entirely separate solution. Make a train ride in Source Filmmaker, convert it to bik or avi, and place it on a window which is actually a monitor. After all this worked more or less fine in Portal 2. Biks on brushes are available now, aren't they? Or will it be just plain ugly and too obvious?
I prefer making the train ride like HL1 Style, plain and ugly, also I don't like the SFM effects and I don't know how to use it. anyway another progress video, I done two maps now, but the tunnel lighting is really messed up. (No leaks, I checked the compile log) [video=youtube;LS4kox7N-uY]http://www.youtube.com/watch?v=LS4kox7N-uY[/video]
[QUOTE=Cvoxalury;45338879]What do you mean by 'world portals'? Like, a seamless no-load map transition, is that it? Also, why wouldn't teleporting the player between sections of a map work? So you have one big terrain and then another underneath or above it (they're isolated from each other in terms of visibility, of course), and then you have some indoors areas and as such. Fill the available 16384^3 units, not just 16384^2. At least that's how I tried to do it. I know it's old, but still, it can get you somewhere.[/QUOTE] World portals were introduced with Portal 2, and is used once in the story line. These two videos should explain it. [video=youtube;xKU28WErq2U]http://www.youtube.com/watch?v=xKU28WErq2U[/video] [video=youtube;dL0kXMz-sHg]http://www.youtube.com/watch?v=dL0kXMz-sHg[/video] Teleporting is definitely an option. However with teleporting and world portals you run into the eventual problem that Source only supports 4096 entities in one map (might have upped that limit, I haven't checked in ages). Technically texinfos could be a problem as well unless you aligned your textures fairly similarly alot of places. [QUOTE=Cvoxalury;45338879]Well, actually I would've chosen the entirely separate solution. Make a train ride in Source Filmmaker, convert it to bik or avi, and place it on a window which is actually a monitor. After all this worked more or less fine in Portal 2. Biks on brushes are available now, aren't they? Or will it be just plain ugly and too obvious?[/QUOTE] It's a solution but you as you said it'll be a bit ugly. Rendertargets for supporting this is heavy in terms of video memory and the resolution isn't going to be very high. Also you'd end up with a pretty big bink file. Lastly modders aren't licensed to use bink files but I doubt that's really going to stop anyone. I was going to upload a video showing off how we've done it once in MI but Fraps decided to remove my video when I was done recording, so that'll be later.
[QUOTE=Cvoxalury;45338879]What do you mean by 'world portals'? Like, a seamless no-load map transition, is that it? Also, why wouldn't teleporting the player between sections of a map work? So you have one big terrain and then another underneath or above it (they're isolated from each other in terms of visibility, of course), and then you have some indoors areas and as such. Fill the available 16384^3 units, not just 16384^2. At least that's how I tried to do it. I know it's old, but still, it can get you somewhere. Well, actually I would've chosen the entirely separate solution. Make a train ride in Source Filmmaker, convert it to bik or avi, and place it on a window which is actually a monitor. After all this worked more or less fine in Portal 2. Biks on brushes are available now, aren't they? Or will it be just plain ugly and too obvious?[/QUOTE] Depending on the quality of the video, it could be really obvious. Think of world portals like the ones in portal. You go in one, come out another seamlessly. The stanley parable uses them frequently to make some impossible hallways possible in-game. One solution would be to have the train go through tunnels and teleport the player during the dark space, but that would probably be a bit obvious as well. :/ There is good reason why that sequence was never made back in 2001-2002. :(
[QUOTE=KillerKo4565;45339134]I prefer making the train ride like HL1 Style, plain and ugly, also I don't like the SFM effects and I don't know how to use it. anyway another progress video, I done two maps now, but the tunnel lighting is really messed up. (No leaks, I checked the compile log) [video=youtube;LS4kox7N-uY]http://www.youtube.com/watch?v=LS4kox7N-uY[/video][/QUOTE] not to be rude, your efforts are great but I don't think you are ready for this level of work just yet mapping is a work of time and detail, creating believable outdoor areas is a massive prospect.
Teleporting might be the best solution in this case without moving the world. If you copy and paste the first transition to the next in lets say a dark tunnel. You can use a teleport with a landmark and the player will be teleported seamlessly to the part of the map.
[QUOTE=ProZak;45339194]World portals were introduced with Portal 2, and is used once in the story line. These two videos should explain it.[/QUOTE] I know I'm dumb, but what does that have to do with trains? You still can't have more than about a cubic kilometer of space on your map. And well likely less due to compilers limits (like vrad running out of memory and as such). Or is it just about seamless transition? Well, that's pretty much just a visual, you're supposed to have a series of tonnels and like that in the script, which will hide the transition well enough. [QUOTE=ProZak;45339194]Source only supports 4096 entities in one map[/QUOTE] Is this really not enough? I'd say this is definetely more than enough here. Getting the scenery fine in terms of visuals, the landscape, is much harder of a task than building a map within limits provided, so to speak. Imo. Also there are just a lot of other things you'll eventually bump into other than tech stuff. Getting the picture look decent and modern, not to get a player too bored from the beginning, avoid movement-related glitching (lagging NPCs, shadows, decals, all that)... there is a ton of things which are likely to force one to shorten the ride in general. I'm not entirely sure, to be honest, that this ride in its original form is ever possible to make. And having a well-done shorter ride is much preferable to a long ride that's interesting only to the ones who have read the script and been dreaming about seeing it. [QUOTE=Sally;45339335]You can use a teleport with a landmark and the player will be teleported seamlessly to the part of the map.[/QUOTE] You also have to teleport the train, and likely Samuel. This can be dealt with though, I've done it with using a locked invisible vehicle (think of a prisoner pod in the Citadel in HL2) in the train, being parented to it, and just moving the train with 'teleport train' flag set on some path_tracks. P.S. New combo solution! Record your train ride in Portal 2, then just display it as an avi in your train! P.P.S. If only func_monitors wouldn't be soaking with aliasing. We could've gotten somewhere with moving and projecting cameras instead of trains.
I was more of having two copies of the train and anything in it.
The cutted content were amazing. Cutted all for a reason : The first is for the maps. I will say one,"Manhack arcade",wells,if you don't know it's where the citizen is CONTROLLING a manhack,thinking it's a videogame and then killing the real rebels ect,but,valve cutted it because "Too complex to make" The second is for the monsters,i will say one,"The hydra",the hydra was a poor gameplay content because effectively it's just a script,it mean that it will just kills an scripted combine overwatch made for this and returns back to the hole,forgetting the players. The assassins & Synth & Super soldier & Combine super human (A human - alien/worms looking thing) was abandoned,and their script,for the overwatch transhuman (Wow,he have a long history!). The assassins code & Alien assassin code was used too for make the fast zombie (eh.). Dr.Breen was originally made for (at the end) be a alien/human things on the beta,deleted because of the fact that it would be much complex to make. The child workers,i don't know if it's for that,but i think they got cutted because they represents the child exploitation and that is forbidden. Well,i didnt said all but i could so. Nice discussion but what we want,is the complete HL2 beta.
[QUOTE=ApertureXS200;45342318]Nice discussion but what we want,is the complete HL2 beta.[/QUOTE] Silly you, the beta was never complete.
[QUOTE=Sally;45339976]I was more of having two copies of the train and anything in it.[/QUOTE] This is one of the ways for approaching the entity limit. :p [QUOTE=Gentleman Cat;45342846]Silly you, the beta was never complete.[/QUOTE] Nor can they be complete by the definition of a 'beta'. Nor it is to say that beta/Leak itself is baically the retail with placeholder textures, cut content which is not in actual use on its maps, and lower quality. But that's more of a nitpicking.
If anyone wants to edit or do whatever you want on my maps, feel free to do it, just credit me if you release it. vmf link: [url]https://www.mediafire.com/?m5nxdxxuka5jxa1[/url] Credits and steps to make the map work on hammer are on the readme file. If I forgotten to add someone into the credits list, tell me. Good luck.
[QUOTE=Gentleman Cat;45342846]Silly you, the beta was never complete.[/QUOTE] I mean,for the developer : joins every map pack and make the last for the complete beta :P
[QUOTE=ApertureXS200;45342318]The cutted content were amazing. Cutted all for a reason : The first is for the maps. I will say one,"Manhack arcade",wells,if you don't know it's where the citizen is CONTROLLING a manhack,thinking it's a videogame and then killing the real rebels ect,but,valve cutted it because "Too complex to make" The second is for the monsters,i will say one,"The hydra",the hydra was a poor gameplay content because effectively it's just a script,it mean that it will just kills an scripted combine overwatch made for this and returns back to the hole,forgetting the players. The assassins & Synth & Super soldier & Combine super human (A human - alien/worms looking thing) was abandoned,and their script,for the overwatch transhuman (Wow,he have a long history!). The assassins code & Alien assassin code was used too for make the fast zombie (eh.). Dr.Breen was originally made for (at the end) be a alien/human things on the beta,deleted because of the fact that it would be much complex to make. The child workers,i don't know if it's for that,but i think they got cutted because they represents the child exploitation and that is forbidden. Well,i didnt said all but i could so. Nice discussion but what we want,is the complete HL2 beta.[/QUOTE] While most of that information is all correct, you made it really hard to read.
[QUOTE=gk99;45351247]While most of that information is all correct, you made it really hard to read.[/QUOTE] Well..language fence :-(
Is there any way to convert beta models to retail format without decompiling and recompiling each of them one by one? I don't even need characters, I just want to convert prop models.
[QUOTE=Nik1895;45359115]Is there any way to convert beta models to retail format without decompiling and recompiling each of them one by one? I don't even need characters, I just want to convert prop models.[/QUOTE] The very idea of 'converting' lies in changing the format of the data of a file. I suppose it should be possible to make an all-in-one package with compiler and decompiler being launched by a batch script, requiring only a single launch by user. Though Fire64's decompiler has some errors in its outputs, e.g. the use of $cgtextures instead of $cgmaterials, not being able to form a $lod sequence even while providing lod meshes, lacking physmesh decompilation (you could use just the main mesh of a prop in most cases, which would require known additions to the qc) and some other. I think this could all be overcome with a batch file if you really know what to do. Or just take props from someone else's pack and list them (the makers I mean... not the props. Not necessarily) in your credits. Too bad the sources for the decompiler weren't released. There are definetely some improvements possible to make.
There's a pack of 7 parts on the workshops named "Raisings the bar" it's a pack for get all (or not) NPC/Models/Props from the old HL2 beta +More from the books,i don't know if it's interesting for you.. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=258741264[/url] (you'd probably already saw that or got it,just sharing it)
[QUOTE=Nik1895;45359115]Is there any way to convert beta models to retail format without decompiling and recompiling each of them one by one? I don't even need characters, I just want to convert prop models.[/QUOTE] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=251862124]I have ported a majority of the useful world props for use in garry's mod.[/url] I would upload them somewhere else, but my internet is absolute crap. Porting them is very tedious, but if you have time to burn, it becomes very sequential. If you are just porting them for gmod, it's really quick and easy. If you plan to use them as props in a map, it'll take a bit longer to correct the qc's What you'll need to "port" models - A decompiler (happy hunting! hlmv_fixseq works for me) - A text editor (for the QC's) - A copy of the leak - Knowledge of studiomdl or a program that allows you to compile SMD's into mdl's Firstly, you'll want to decompile the model into a .smd. Next, go into the QC file and fix it up a bit. You can look up the requirements for static props / physics props on the valve developer wiki After that, compile your model. If you want to have proper collisions, you can be lazy and reuse the leak .phy file. It works fine in retail, but depending on how you decompiled the model, you may need to offset its rotation to match the physics. EDIT: You can reuse materials from the leak. Dragging them over works, but you may need to tinker with the model QC and materials if you have any sorts of overlaps with retail content. Hope this helps.
[QUOTE=crazeeweegeman4;45362598][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=251862124"]I have ported a majority of the useful world props for use in garry's mod.[/URL] I would upload them somewhere else, but my internet is absolute crap. Porting them is very tedious, but if you have time to burn, it becomes very sequential. If you are just porting them for gmod, it's really quick and easy. If you plan to use them as props in a map, it'll take a bit longer to correct the qc's What you'll need to "port" models - A decompiler (happy hunting! hlmv_fixseq works for me) - A text editor (for the QC's) - A copy of the leak - Knowledge of studiomdl or a program that allows you to compile SMD's into mdl's Firstly, you'll want to decompile the model into a .smd. Next, go into the QC file and fix it up a bit. You can look up the requirements for static props / physics props on the valve developer wiki After that, compile your model. If you want to have proper collisions, you can be lazy and reuse the leak .phy file. It works fine in retail, but depending on how you decompiled the model, you may need to offset its rotation to match the physics. EDIT: You can reuse materials from the leak. Dragging them over works, but you may need to tinker with the model QC and materials if you have any sorts of overlaps with retail content. Hope this helps.[/QUOTE] I've made a .vmf full of brush-based things from the beta that I want to be models. Do with these prefabs what you like, and any missing textures can be found in the beta. All of these were taken from around the WC mappack. Some maps I can remember are: sniper_029.vmf borealis_full_01.vmf e3_industrial.vmf and variations combine_test.vmf (or something) wasteland_depot.vmf vance_hq.vmf e3_town.vmf (and variations) c17_05_06.vmf airex_03040506.vmf airex_start.vmf proto_eliden.vmf And a whole bunch of other ones I'm probably forgetting. (Sorry for some of the changed texture directories, I took a few from my ported beta maps) [URL="https://www.dropbox.com/s/4clvdowfrmz2qqa/beta_brush_props.zip?m="]Download.[/URL] The Razor Train should probably be split up into separate cars. (I actually have a request, the Combine APC, model version. (VAB APC)
[QUOTE=Jackathan;45362741]I've made a .vmf full of brush-based things from the beta that I want to be models. Do with these prefabs what you like, and any missing textures can be found in the beta. All of these were taken from around the WC mappack. Some maps I can remember are: sniper_029.vmf borealis_full_01.vmf e3_industrial.vmf and variations combine_test.vmf (or something) wasteland_depot.vmf vance_hq.vmf e3_town.vmf (and variations) c17_05_06.vmf airex_03040506.vmf airex_start.vmf proto_eliden.vmf And a whole bunch of other ones I'm probably forgetting. (Sorry for some of the changed texture directories, I took a few from my ported beta maps) [URL="https://www.dropbox.com/s/4clvdowfrmz2qqa/beta_brush_props.zip?m="]Download.[/URL] The Razor Train should probably be split up into separate cars. (I actually have a request, the Combine APC, model version. (VAB APC)[/QUOTE] You could port these with propper. I have a requests forum on the workshop page for any models I missed. As an unrelated note, I've fixed the func_breakable_surf "tile" setting in hl2 retail. I will upload a video and the content needed to fix it soonish.
[QUOTE=crazeeweegeman4;45362598][url=http://steamcommunity.com/sharedfiles/filedetails/?id=251862124]I have ported a majority of the useful world props for use in garry's mod.[/url] I would upload them somewhere else, but my internet is absolute crap. Porting them is very tedious, but if you have time to burn, it becomes very sequential. If you are just porting them for gmod, it's really quick and easy. If you plan to use them as props in a map, it'll take a bit longer to correct the qc's What you'll need to "port" models - A decompiler (happy hunting! hlmv_fixseq works for me) - A text editor (for the QC's) - A copy of the leak - Knowledge of studiomdl or a program that allows you to compile SMD's into mdl's Firstly, you'll want to decompile the model into a .smd. Next, go into the QC file and fix it up a bit. You can look up the requirements for static props / physics props on the valve developer wiki After that, compile your model. If you want to have proper collisions, you can be lazy and reuse the leak .phy file. It works fine in retail, but depending on how you decompiled the model, you may need to offset its rotation to match the physics. EDIT: You can reuse materials from the leak. Dragging them over works, but you may need to tinker with the model QC and materials if you have any sorts of overlaps with retail content. Hope this helps.[/QUOTE] Well, shit, this is exactly what I'm talking about, I really have no desire to do this process for each of HUNDREDS models from beta.
KillerKo4565 inspired me to open hammer after long break with that wasteland map and I made this: [img_thumb]http://cloud-4.steampowered.com/ugc/40847606120499241/DB42801436F0464D7B31811E6F0FEF5CF4D1B1B5/[/img_thumb] [img_thumb]http://cloud-4.steampowered.com/ugc/40847606120497258/E484DF0AFB8EDA852B90F7A0A6DD729F94A87881/[/img_thumb] [img_thumb]http://cloud-4.steampowered.com/ugc/40847606120494104/A20AB2BA483CFF6E040A3B3F6FC78EBC69A9AA8E/[/img_thumb]
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