Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=Nik1895;45365433]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.[/QUOTE]
Luckily, there were people before you in history who already made lots of packs. Starting from pretty old Hitmanheart's (spelling?) pack (I don't remember if it had props, but it was the first pack I came across years ago) and going down to recent packs, posted a few pages back here.
[QUOTE=nask;45367710]KillerKo4565 inspired me to open hammer after long break with that wasteland map and I made this:
(images)
[/quote]
That looks fantastic! There is a visible line in the skybox border of the last picture though.
Other than that, keep it up! Looks fantastic.
So yeah, I was reading on the wiki that the Wasteland Scanners were supposed to form a trio with other units.
[IMG]http://img1.wikia.nocookie.net/__cb20091217121727/half-life/en/images/5/5e/Wasteland_scanner_front.jpg[/IMG]
Here's the video of it, and the little animation for it occurs at 5:05:
[video=youtube;EyVGi7qchPA]http://www.youtube.com/watch?v=EyVGi7qchPA&list=FLwFVSFFFJ1JY_6K2g_vKB8w&index=2[/video]
Also reminded me way too much of this:
[IMG]http://cdn.bulbagarden.net/upload/7/72/082Magneton.png[/IMG]
I wonder what the purpose of the scanners being in threes would be. (inb4 half life 3 confirmed joke.)
They are just scanners, I wouldn't see the point of them being in three would be unless they had an aggressive attack that could actually harm you.
[QUOTE=robogrunt;45369580]I wonder what the purpose of the scanners being in threes would be. (inb4 half life 3 confirmed joke.)
They are just scanners, I wouldn't see the point of them being in three would be unless they had an aggressive attack that could actually harm you.[/QUOTE]
If I recall correctly, they could [URL="http://combineoverwiki.net/wiki/Wasteland_Scanner"]actually fire missles[/URL] of some description, there are sound files in the beta for these scanners, at the directory sound/npc/waste_scanner.
The lighting in the sewers on kleiner/kleiner2.vmf is fucking horrible.
That's because every person who compiled it refuses to solve the leak in the map.
[QUOTE=Jackathan;45370557]If I recall correctly, they could [URL="http://combineoverwiki.net/wiki/Wasteland_Scanner"]actually fire missles[/URL] of some description, there are sound files in the beta for these scanners, at the directory sound/npc/waste_scanner.[/QUOTE]
Those were grenades.
They also apparently had the ability to fire 3 lasers, from the nodes on the right side of their body.
[QUOTE=robogrunt;45369580]I wonder what the purpose of the scanners being in threes would be. (inb4 half life 3 confirmed joke.)
They are just scanners, I wouldn't see the point of them being in three would be unless they had an aggressive attack that could actually harm you.[/QUOTE]Yeah, it would be a much better feature for the Manhacks.
[QUOTE=nask;45367710]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][/QUOTE]
Looks a bit too sepia right there. :v:
Anybody knows why doesn't beta play reload sounds for most weapons and how to fix this?
[QUOTE=Snood_1990;45375788]Looks a bit too sepia right there. :v:[/QUOTE]
Sepia is dull, what he made is vibrant.
[editline]13th July 2014[/editline]
[QUOTE=Nik1895;45376794]Anybody knows why doesn't beta play reload sounds for most weapons and how to fix this?[/QUOTE]
If I had to guess, it's because Valve hadn't put in sound triggers in the QC.
I don't have a beta copy right now to decompile the models with, so I can't check.
[QUOTE=gk99;45376878]Sepia is dull, what he made is vibrant.[/QUOTE]
Ok, it looks a bit too yellow then!
[QUOTE=Snood_1990;45376890]Ok, it looks a bit too yellow then![/QUOTE]
Looks a little like Mars.
[QUOTE=Snood_1990;45376890]Ok, it looks a bit too yellow then![/QUOTE]
I agree. I have been debating what kind of overall color I want to have, at the moment it looks like this:
[IMG_THUMB]http://cloud-4.steampowered.com/ugc/40847606157126557/79651C6A9BC2DA821D3AF0378473D6307C50C3C0/[/IMG_THUMB][IMG_THUMB]http://cloud-4.steampowered.com/ugc/40847606157129245/A99428A6637EB141242C8A985F2434F3AE426757/[/IMG_THUMB]
Use some smoothing groups on the pipes?
[QUOTE=gk99;45376878]Sepia is dull, what he made is vibrant.
[editline]13th July 2014[/editline]
If I had to guess, it's because Valve hadn't put in sound triggers in the QC.
I don't have a beta copy right now to decompile the models with, so I can't check.[/QUOTE]
I doubt about it, The Axel Project does have reload sounds playing alright, and it doesn't replace any of the view models except for those which are in old format.
Could be something about the code, and I would not like it to be true.
[QUOTE=nask;45377492]I agree. I have been debating what kind of overall color I want to have, at the moment it looks like this:
[IMG_THUMB]http://cloud-4.steampowered.com/ugc/40847606157126557/79651C6A9BC2DA821D3AF0378473D6307C50C3C0/[/IMG_THUMB][IMG_THUMB]http://cloud-4.steampowered.com/ugc/40847606157129245/A99428A6637EB141242C8A985F2434F3AE426757/[/IMG_THUMB][/QUOTE]
I don't think you should be relying too much on colour correction. What you have right now is very muted and dark and really flushes the landscape of all the detail you've put into it.
[img]http://img2.wikia.nocookie.net/__cb20091007091514/half-life/en/images/1/13/Wasteland_Airex_skybox.jpg[/img]
I know you're maybe trying to mimic this, but see how the orange light cast out from the setting sun only really tints stuff as orange, it doesn't bake the light into it.
If your going to try to achieve that your ambient light is going to have to be brighter than usual or else most of your map wont be visible due to the angle of the sun
[IMG]http://puu.sh/a9XIU/d94ed5d943.png[/IMG]
That model really is deplorable, even with my texture alterations. Re-baked a UV for it in 1024x1024 and textured the thing from scratch with the exception of the original emitter sections cause I suck at details like that. Also has a normal map/phongmask/selfillum.
[QUOTE=Nik1895;45378132]I doubt about it, The Axel Project does have reload sounds playing alright, and it doesn't replace any of the view models except for those which are in old format.
Could be something about the code, and I would not like it to be true.[/QUOTE]
Go to game_sounds_weapons.txt, and make sure every entry points to their right folders, and create new entries for the missing ones (just copy the format from another weapon, they all use pretty much the same sound configurations).
[QUOTE=Kyle v2;45379770]Go to game_sounds_weapons.txt, and make sure every entry points to their right folders, and create new entries for the missing ones (just copy the format from another weapon, they all use pretty much the same sound configurations).[/QUOTE]
I've already checked it, it already lists all required sounds.
Check the weapon scripts too and see if the entries match with game_sounds_weapons just incase.
[QUOTE=Kyle v2;45379923]Check the weapon scripts too and see if the entries match with game_sounds_weapons just incase.[/QUOTE]
I've checked all of that multiple times and they're fine.
[QUOTE=Snood_1990;45379717][IMG]http://puu.sh/a9XIU/d94ed5d943.png[/IMG]
That model really is deplorable, even with my texture alterations. Re-baked a UV for it in 1024x1024 and textured the thing from scratch with the exception of the original emitter sections cause I suck at details like that. Also has a normal map/phongmask/selfillum.[/QUOTE]
With such a high resolution for such a small object you should go try adding chips in the paint.
[QUOTE=Sally;45387442]With such a high resolution for such a small object you should go try adding chips in the paint.[/QUOTE]
Yup, that's the idea it's way too clean at the moment. If you throw a ball like that around it's bound to get chips in it. Also the texture resolution is more for the benefit of the view model, though the world model should use the same texture.
You could always downscale the worldmodels texture so its not really that big of a issue.
For those optic parts to it, have you tried using a camera lens reference as a base?
[QUOTE=Sally;45388743]You could always downscale the worldmodels texture so its not really that big of a issue.
For those optic parts to it, have you tried using a camera lens reference as a base?[/QUOTE]
Camera lense might be a good idea, thanks. I'll slap the portal 2 cube lense shader on a section of it as well, that'll make it look a bit more authentic.
Any way to make water reflect props in beta? It only reflects brushes.
[QUOTE=Nik1895;45389230]Any way to make water reflect props in beta? It only reflects brushes.[/QUOTE]
Does putting $reflectentities 1 and $forceexpensive 1 in the water VMT work?
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