Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=ProZak;45465236]Two people asked me independently so I posted that to stop any further confusion from spreading. I just got home from a week in Sweden so I had no idea what had happened online meanwhile.[/QUOTE]
but insolence never claimed that missing information and them selves had merged.
Send me a private message if you want to discuss this further. I've posted my reply and that's it.
-del-.
[QUOTE=Sergeant Stacker;45464196][IMG]http://i.imgur.com/IYxzUde.png[/IMG]
It's a mystery as to why you think the entire dev team is claiming this, we're not. Only one (former) member of the team has been going around saying this (as far as I know, at least. There might be more) and it was a joke that got taken seriously, could you please clarify this?[/QUOTE]
Uhh, yeah, it was me, someone else on the team told me and refused the idea that it was a joke. There's a point where "Humor" turns into a disaster, and I think we've hit that point.
[QUOTE=Cvoxalury;45464293]I have.
edit
Well, that is the actual answer to his question...
Anyhow, this
[url]https://www.dropbox.com/s/mj4rxe351xd0r6l/Physgun_loadable.7z[/url]
Loads alright in kHed (I know it itsn't suitable for weapon modeling or any animated model making, but my 3dsmax refuses to run for some reason, and I don't have any other editor installed atm), compiles pretty much fine as well.
I don't think all of its anims are the same as the original ones, I tweaked some and made others for myself, but it's the mesh that matters most, isn't it? And the anims are easy to make, anyway.[/QUOTE]
But why would the model it self not load all of its pieces to begin with?
Hey bastards, I made a prefab of a working Conscript Merkava a while back and if you want it here's the link. Don't worry about crediting me since it's Valve's to begin with. If you ain't a mapper you probably won't find any use out of this.
[url]http://www.mediafire.com/view/eq0uq4aj8h9sdga/UrbAntTank.vmf[/url]
Don't know if I posted this here already, but I ported a whole bunch of beta maps and put them on the workshop.
[URL]http://facepunch.com/showthread.php?t=1400738[/URL]
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=268971644[/URL]
[img_thumb]http://cloud-3.steampowered.com/ugc/3280058230336435408/2C22E8441CF0A61E046113758D1A53BD9C319099/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/3263170909258726710/FB6062C628C3065E71FC982EF7B77F109C42130A//[/img_thumb]
[img_thumb]http://cloud-3.steampowered.com/ugc/3263170909258726833/EF310EF81EF694ED2CCE391783CEB66F5833F2ED/[/img_thumb]
zombie_town02 is the greatest map ever made.
[QUOTE=Jackathan;45467791]Don't know if I posted this here already, but I ported a whole bunch of beta maps and put them on the workshop.
[URL]http://facepunch.com/showthread.php?t=1400738[/URL]
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=268971644[/URL]
[img_thumb]http://cloud-3.steampowered.com/ugc/3280058230336435408/2C22E8441CF0A61E046113758D1A53BD9C319099/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/3263170909258726710/FB6062C628C3065E71FC982EF7B77F109C42130A//[/img_thumb]
[img_thumb]http://cloud-3.steampowered.com/ugc/3263170909258726833/EF310EF81EF694ED2CCE391783CEB66F5833F2ED/[/img_thumb][/QUOTE]
Hey friendo! Wanna go fire god with me?
[QUOTE=Jackathan;45467791]Don't know if I posted this here already, but I ported a whole bunch of beta maps and put them on the workshop.
[URL]http://facepunch.com/showthread.php?t=1400738[/URL]
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=268971644[/URL]
[img_thumb]http://cloud-3.steampowered.com/ugc/3280058230336435408/2C22E8441CF0A61E046113758D1A53BD9C319099/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/3263170909258726710/FB6062C628C3065E71FC982EF7B77F109C42130A//[/img_thumb]
[img_thumb]http://cloud-3.steampowered.com/ugc/3263170909258726833/EF310EF81EF694ED2CCE391783CEB66F5833F2ED/[/img_thumb][/QUOTE]
Is this some sort of joke? They need a lot of work dear friend.
[QUOTE=ProZak;45469947]Is this some sort of joke? They need a lot of work dear friend.[/QUOTE]
I admire your incapability of realizing everyone has to start from somewhere. My maps looked like this when I began.
[QUOTE=ProZak;45469947]Is this some sort of joke? They need a lot of work dear friend.[/QUOTE]
that's rude
[sp]they do need work though[/sp]
[QUOTE=ProZak;45469947]Is this some sort of joke? They need a lot of work dear friend.[/QUOTE]
From Jackathan's post I assumed that the maps were only made to work with the newer engine, not improved upon.
[QUOTE=ProZak;45469947]Is this some sort of joke? They need a lot of work dear friend.[/QUOTE]
You think this is bad, I found the full WC Mappack compiled with absolutely zero work done to the maps, not even fucking light sources.
He just opened the .vmfs and clicked compile.
:suicide:
[QUOTE=Sergeant Stacker;45467664]Hey bastards, I made a prefab of a working super duper brush tank a while back and if you want it here's the link. Don't worry about crediting me since it's Valve's to begin with. If you ain't a mapper you probably won't find any use out of this.
[url]http://www.mediafire.com/view/eq0uq4aj8h9sdga/UrbAntTank.vmf[/url][/QUOTE]
I think you're in the wrong thread...
[QUOTE=SirLemon;45472091]I think you're in the wrong thread...[/QUOTE]
How am I in the wrong thread? I uploaded a prefab of the brush Merkava for anybody who wants it.
Has anyone typed up a detailed guide on how to convert the depreciated entities to their working equivalents in the leak/retail?
If not I was thinking of typing a simple one up. Would anyone be interested in that?
[QUOTE=Sergeant Stacker;45472131]How am I in the wrong thread? I uploaded a prefab of the brush Merkava for anybody who wants it.[/QUOTE]
Well if that's the case then yeah, that's related. But maybe you should actually say what it is and not just say brush tank.
[QUOTE=95Navigator;45470517]I admire your incapability of realizing everyone has to start from somewhere. My maps looked like this when I began.[/QUOTE]
I admire the fact that you're incapable of understanding how much work that's been done on these maps. The fact that they've been released is so fucking pointless as well seeing these maps have like 10 seconds of "gameplay".
Please get back to me with your opinion on this because it is incredibly important to me!
[QUOTE=crazeeweegeman4;45472166]Has anyone typed up a detailed guide on how to convert the depreciated entities to their working equivalents in the leak/retail?
If not I was thinking of typing a simple one up. Would anyone be interested in that?[/QUOTE]
I think I've seen a couple of posts detailing a few steps you need to get WC-mappack-maps to compile. I guess a detailed guide could be useless but at the same time I don't think you should dabble in the mappack with intent of releasing anything if you're not capable of remaking the functionality of old entities without a step-by-step tutorial.
[QUOTE=ProZak;45472837]I admire the fact that you're incapable of understanding how much work that's been done on these maps. The fact that they've been released is so fucking pointless as well seeing these maps have like 10 seconds of "gameplay".
Please get back to me with your opinion on this because it is incredibly important to me![/QUOTE]
Just give it a rest, man. We can't be starting arguments in a community that's so small.
[QUOTE=Sally;45467146]But why would the model it self not load all of its pieces to begin with?[/QUOTE]
Well, the mystery lies here. But did you have success loading this version? I only had kHed at the moment so I tried there and it loaded. Which may lead to a suggestion that since kHed doesn't load bones, it might be a rigging problem with the reference file, maybe it got rigging bad and other parts are on some insane distance from the origin. And since we only get to see the model ingame or in-viewer with its other anims, they might be fixing the 'missing' parts.
[editline]23rd July 2014[/editline]
[QUOTE=95Navigator;45470517]I admire your incapability of realizing everyone has to start from somewhere. My maps looked like this when I began.[/QUOTE]
Other people (you know, the ones who have their opinions) don't have to apprectiate or even contemplate other's starting level when it's like that. When I was on this level I didn't have Internet, and if I had I wouldn't upload it, out of shame. And I'm glad I didn't lol.
[QUOTE=crazeeweegeman4;45362598]
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.
[/QUOTE]
Yeah, about that. I've recompiled some models and they are turned 90 degrees, so they don't match original collision model. How do I rotate them?
[QUOTE=ProZak;45472837]
I think I've seen a couple of posts detailing a few steps you need to get WC-mappack-maps to compile. I guess a detailed guide could be useless but at the same time I don't think you should dabble in the mappack with intent of releasing anything if you're not capable of remaking the functionality of old entities without a step-by-step tutorial.[/QUOTE]
I'd have a detailed tutorial on what entities can be easily renamed to their modern versions, which old prop paths correspond with the retail/leak ones, and how to fix the horror known as a multi_manager.
If a guide already exists, I've been looking for one to send to people for awhile.
[QUOTE=SirLemon;45472310]Well if that's the case then yeah, that's related. But maybe you should actually say what it is and not just say brush tank.[/QUOTE]
Its actually a 3d parallax corrected tank with a physics based movement and a Asian inside controlling it.
[QUOTE=Cvoxalury;45473895]Well, the mystery lies here. But did you have success loading this version? I only had kHed at the moment so I tried there and it loaded. Which may lead to a suggestion that since kHed doesn't load bones, it might be a rigging problem with the reference file, maybe it got rigging bad and other parts are on some insane distance from the origin. And since we only get to see the model ingame or in-viewer with its other anims, they might be fixing the 'missing' parts.
[/QUOTE]
I found that I needed to compile that model then decompile it again, fortunately I'm not needing the animations, but yes the model was in once piece for me to work on. Thanks I appreciated the help.
[QUOTE=Nik1895;45474917]Yeah, about that. I've recompiled some models and they are turned 90 degrees, so they don't match original collision model. How do I rotate them?[/QUOTE]
In a 3d package like Maya or 3ds Max.
[QUOTE=crazeeweegeman4;45475080]I'd have a detailed tutorial on what entities can be easily renamed to their modern versions, which old prop paths correspond with the retail/leak ones, and how to fix the horror known as a multi_manager.
If a guide already exists, I've been looking for one to send to people for awhile.[/QUOTE]
Post what you've got.
[QUOTE=ProZak;45476785]In a 3d package like Maya or 3ds Max.
Post what you've got.[/QUOTE]
No other way? D:
[editline]23rd July 2014[/editline]
Weird, model compiled normally when I removed $staticprop command. But I need this model as prop_static.
[editline]23rd July 2014[/editline]
Found this
[QUOTE]TIP: Recompiled models with $staticprop are always rotated -270 degrees around the Z axis. To fix this add the property '$origin 0 0 0 270' within the QC.[/QUOTE]
Source: [url]http://forums.tf2maps.net/archive/index.php/t-8971.html[/url]
Kinda odd, one of the models that I recompiled before that was fine. But three other models were rotated.
[QUOTE=ProZak;45472837]I admire the fact that you're incapable of understanding how much work that's been done on these maps. The fact that they've been released is so fucking pointless as well seeing these maps have like 10 seconds of "gameplay".
Please get back to me with your opinion on this because it is incredibly important to me![/QUOTE]
Apparently it is incredibly important to you, considering you're trying to change it (poorly doing it though).
To be honest, I'm just glad I can see the original geometry of the levels inside a more stable engine.
(...Assuming no editing has been done, right?)
[QUOTE=Nik1895;45476839]No other way? D:
[editline]23rd July 2014[/editline]
Weird, model compiled normally when I removed $staticprop command. But I need this model as prop_static.
[editline]23rd July 2014[/editline]
Found this
Source: [URL]http://forums.tf2maps.net/archive/index.php/t-8971.html[/URL]
Kinda odd, one of the models that I recompiled before that was fine. But three other models were rotated.[/QUOTE]
If you don't have a 3d modeling programme to rotate them in you can adjust their origins in the QC with
[quote] $origin [I]x y z[/I] <--- these are numbers[/quote]
and/or
[quote] $upaxis [I]X Y[/I] or [I]Z[/I] [/quote]
[QUOTE=Hideyoshi;45477636]To be honest, I'm just glad I can see the original geometry of the levels inside a more stable engine.
(...Assuming no editing has been done, right?)[/QUOTE]
Little to no editing, right. Just fixing things.
I do add stuff, like soundscapes and whatever
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