Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
hey, fun fact, the HEV on the AR1 (non-patched) is an earlier version of the retail HEV.
Also, I imagine what ProZak is getting at is that in this current game development climate, converting leak VMFs with all the blocky shite intact and poor resolution textures/shaders from 2002-04 isn't really enough to call a 'quality' release.
In terms of just starting out, and learning the craft, converting leak maps is quite a nice way to start out. By 'fixing' them you learn the ins and outs and functions of Hammer in an interesting way. At a point though, developing your skills for modern Source game development means you need to be thinking about more relevant engine branch techniques and converting the blocky shite into something that's attractive and up-to-date.
A lot of mappers don't have the skills to convert low poly brushes into decent detailed mesh, but that doesn't mean you can't learn or get someone else to help you out.
[QUOTE=ProZak;45476785]Post what you've got.[/QUOTE]
I've only begun work on the guide recently, so here's a preview of the multi_manager section. More details would be explained with accompanying text.
[t]http://i.imgur.com/jU3A3mJ.png[/t]
Multi_managers are the responsible of me not mapping for GoldSrc. I "know" how they work, but not at 100% how to use it.
I will be pleased when the detailed tutorial comes.
[QUOTE=crazeeweegeman4;45328427]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]
Ahh, it's just the Jalopy. I don't think people are really interested in it except me.
And man this is going to be rated late a lot. I am not good with checking back every once in a while.
[QUOTE=Seaal;45488357]Ahh, it's just the Jalopy. I don't think people are really interested in it except me.
And man this is going to be rated late a lot. I am not good with checking back every once in a while.[/QUOTE]
I am [b]very[/b] interested in the jalopy.
[QUOTE=crazeeweegeman4;45489206]I am [b]very[/b] interested in the jalopy.[/QUOTE]
But alas, all we have is the texture sheet. (Although we know what it looks like)
If you check earlier pages of this thread, you will see that there was a modeler who nearly got a remade model, but then it was banned, and trashed the model.
I thought he saved the model but never got around to working on it again.
[QUOTE=Sally;45496809]I thought he saved the model but never got around to working on it again.[/QUOTE]
thats what happened, he said it in this thread somewhere
multi_managers --> logic_relay
There. I saved new mappers 90% of the time wasted porting maps.
The rest works in the retail in one way or the other.
[QUOTE=Cvoxalury;45473895]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]
I think if you want to get involved in this, you need to show that youre interested, and that youre starting out, because eventually, beginners turn into experts. The correct answer to his post would be a bit of feedback to begin, but apparently, its too much logic for some people to handle.
And thats why were stuck with being mostly a community of 10 people.
[QUOTE=95Navigator;45506729]multi_managers --> logic_relay
There. I saved new mappers 90% of the time wasted porting maps.
The rest works in the retail in one way or the other.[/QUOTE]
It's not as simple as just changing the entity. The goldSRC and HL2 I/O systems are completely different from one another. Most people know that they become relays, but not as many know [i]how[/i] to change them over properly.
[QUOTE=crazeeweegeman4;45508853]It's not as simple as just changing the entity. The goldSRC and HL2 I/O systems are completely different from one another. Most people know that they become relays, but not as many know [i]how[/i] to change them over properly.[/QUOTE]
Yea i know, i was oversimplifying as a joke :P
Converting multi_managers is easy though. Once you know the process, youll only have to fight through the hundreds of them in every map.
And static_props (and the rest?) just work like that (except now showing on the map, I mean that they get compiled fine). So does func_train (which is normally replaced by func_tracktrain for convinience) I believe.
[editline]27th July 2014[/editline]
[QUOTE=95Navigator;45506729]
I think if you want to get involved in this, you need to show that youre interested, and that youre starting out, because eventually, beginners turn into experts. The correct answer to his post would be a bit of feedback to begin, but apparently, its too much logic for some people to handle.
And thats why were stuck with being mostly a community of 10 people.[/QUOTE]
I am personally used to doing a bit more work in my, eh, work, before demonstrating it to the public. I can never get it when someone starts showing stuff at the very very beginning, what's the point? And if the point of that pack is to provide with maps as they are, then... I'm afraid I'm gonna disappoint someone but there are already packs like that and those are already for kinda lazy... I mean those who don't wanna spend time compiling the maps which is a simple process really.
model_studio seems to compile just fine and appears on maps without any code modifications
So does func_extinguisherjet, if anyone is working on the Hyper ship.
You guys should pool your talents and make a converting guide. Would be better than just posting individual tips that will be easily lost in time. :v:
Well, after receiving the files needed for the physgun I went about fixing it up and making my own animations for it. Even though I finished the weapon animations themselves, I cant post a video yet.
But I will make sure to get one posted soon.
[t]http://s13.postimg.org/f3t7tepg7/frame0061.png[/t]
and yes this is my first weapon that I have worked on in 3dsmax. [sp]fuck milkshape[/sp]
[QUOTE=Snood_1990;45517180]You guys should pool your talents and make a converting guide. Would be better than just posting individual tips that will be easily lost in time. :v:[/QUOTE]
What would be really amazing was if someone coded a mod in a way that WC maps virtually became Plug n Play. No conversion necessary, just compile the map and BAM. Instant playable map, no bugs.
But yea its impossible because eventually there would be conflicts.
EDIT: Work on the Hyperborea so far:
[img_thumb]http://cloud-2.steampowered.com/ugc/41974602711338620/460144C319B2BFFD5167093526508FC7B447DB1E/[/img_thumb]
Most of the work has been basically compressing the 7 maps into 3 or 4, joining areas together and finding ways to make everything fit together.
What makes the SDK run faster? RAM or CPU? Or rather which one has the biggest impact.
[QUOTE=95Navigator;45518907]What would be really amazing was if someone coded a mod in a way that WC maps virtually became Plug n Play. No conversion necessary, just compile the map and BAM. Instant playable map, no bugs.
But yea its impossible because eventually there would be conflicts.[/QUOTE]
Other then the obvious conflicts, some WC maps are just flat-out badly designed, with leaks, or overlapping crap, so EVEN IF we could get all the entities successfully ported on the fly, it will wouldn't be perfect.
[QUOTE=Jackathan;45519056]Other then the obvious conflicts, some WC maps are just flat-out badly designed, with leaks, or overlapping crap, so EVEN IF we could get all the entities successfully ported on the fly, it will wouldn't be perfect.[/QUOTE]
Yea sure, but if the whole entity conversion process could be skipped, that time could be directed for fixing those problems.
[QUOTE=95Navigator;45519099]Yea sure, but if the whole entity conversion process could be skipped, that time could be directed for fixing those problems.[/QUOTE]
Prepare to be turned to stone.
has anybody done the Alien Assassin yet? and the zombie variant?
[QUOTE=Galen;45528304]has anybody done the Alien Assassin yet? and the zombie variant?[/QUOTE]
there are a few fixups for the alien assassin, but no complete remakes (at least, ones that have been released)
I've seen a really awful re-rigged version of the zombie assassin, but it was just slapped over fast zombie anims.
[QUOTE=uaredead2020;45496878]thats what happened, he said it in this thread somewhere[/QUOTE]
Ya, that's Proj3ct_ZeRo. It looked like it was done, but he said it wasn't. He was the closest thus far to recreate the Jalopy.
[QUOTE=Sally;45518224]Well, after receiving the files needed for the physgun I went about fixing it up and making my own animations for it. Even though I finished the weapon animations themselves, I cant post a video yet.
But I will make sure to get one posted soon.
[t]http://s13.postimg.org/f3t7tepg7/frame0061.png[/t]
and yes this is my first weapon that I have worked on in 3dsmax. [sp]fuck milkshape[/sp][/QUOTE]
The only thing I can't get: why everyone use retail arms?
Beta ones are more badass.
[QUOTE=DrAkcel;45533827]The only thing I can't get: why everyone use retail arms?
Beta ones are more badass.[/QUOTE]
If I was looking to put this into the beta then Id leave the older hands on. I guess it would be a pretty fun thing to do though.
[QUOTE=crazeeweegeman4;45530510]I've seen a really awful re-rigged version of the zombie assassin, but it was just slapped over fast zombie anims.[/QUOTE]
Lol I think that was me in my Lost Concept days. Terribad.
[QUOTE=Galen;45528304]has anybody done the Alien Assassin yet? and the zombie variant?[/QUOTE]
For the former, sure. Here ya go. Uploaded with permission from Cvoxalury.
[url]http://www.mediafire.com/download/7qq0i31la54m7je/Ass.rar[/url]
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