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;45581808]Has anyone ever ported E3 2002 maps to retail? Aside from Missing Information with their e3_terminal and broken e3_depot.[/QUOTE]
There won't be much point [I]because[/I] MI already did this.
[QUOTE=Snood_1990;45581624][url]http://www.gamefront.com/files/24392858/Lost+Concepts+2013.rar[/url]
Lost Concepts 2013. Didn't change much except for deleting a few TGAs left behind in the texture folders, maps that were the wrong version and wouldn't run and fixed a few shader errors on a couple of models. Needs Source SDK 2013 to run.
Enjoy :v:.[/QUOTE]
Might as well quote this for the new page seeing as it was the last post of the previous page.
[QUOTE=Cvoxalury;45581873]There won't be much point [I]because[/I] MI already did this.[/QUOTE]
Firstly, MI only ported two maps out of seven. Secondly, their ports are incomplete. Their e3_terminal lacks Combine Guards, they just replaced them with Combine Elite. And MI's e3_depot has broken scripts in the beginning.
What about e3_town? I never understood the smooth transition between the dock part of the map and the town part. Oh, and the fact that the barricade breaks when the map starts.
The transition that Valve used on the dock to the town was a basic trigger teleport with a landmark, allowing the player to seamlessly go to the other part of the map.
[QUOTE=Nik1895;45582486]Firstly, MI only ported two maps out of seven. Secondly, their ports are incomplete. Their e3_terminal lacks Combine Guards, they just replaced them with Combine Elite. And MI's e3_depot has broken scripts in the beginning.[/QUOTE]
Right. I got confused and in my statement I was referring to e3 2003 maps. But I think the e3_ship was included in MI at some point?
[QUOTE=Cvoxalury;45592021]Right. I got confused and in my statement I was referring to e3 2003 maps. But I think the e3_ship was included in MI at some point?[/QUOTE]
Yes, it was. But it was incomplete as well. For starters, player didn't get any items at map start; there could be something else I didn't noticed.
Speaking of E3 2003 maps, some of MI ports are not faithful to originals, e.g. they changed lighting in e3_techdemo_1, it looks rather weird. In e3_c17_02, second strider's path's been changed at the end, and in e3_end, MI 1.6 replaced G-Man with Odell for whatever reason. Also, MI did not port all models used by e3 maps and none of their maps give you suit energy. There's quite a few of minor things like those that bother me about their ports.
There is that mod on ModDB that's going to add e3 2002 maps for MI but I'm not sure if it's going to get anywhere.
I never was too interested in e3 stuff (which is why I'm not doing anything in that direction) hence my lack of knowledge of all the details, and the confusion.
The only Hl2 E3 thing i was ever interested in was e3_industrial.
[IMG]http://s29.postimg.org/8x2b8pmsn/Untitled.png[/IMG]
I managed to get the missile defense model to aim correctly on the retail engine.
[QUOTE=Sally;45593509][IMG]http://s29.postimg.org/8x2b8pmsn/Untitled.png[/IMG]
I managed to get the missile defense model to aim correctly on the retail engine.[/QUOTE]
If you mean you fixed their code to continue firing rockets, then congratulations.
[QUOTE=Maestro Fenix;45598996]If you mean you fixed their code to continue firing rockets, then congratulations.[/QUOTE]
Doesn't the missile defense shoot down rockets?
[QUOTE=Sergeant Stacker;45600291]Doesn't the missile defense shoot down rockets?[/QUOTE]
Right now, if you use it in HL2 (and use either the leak model, or a custom one with the same skeleton and features), it will shot [b]once[/b] a rocket, and then stopping to work.
These are two separate entities. The missile launcher fires rockets and doesn't really need a model. The missile defense shoots rockets down, with bullets, (like a gunship) and it was cut from the game, or at least the model was, and the leak model doesn't move. That's what Sally did, fixed the model to aim (like humanoid NPCs aim with weapons, however that's not the same, just would look similar). It has nothing to do with the code, especially since Sally said he fixed the[I] model[/I], not the NPC. (also, the missile launcher placed in the retail w/o the model can still shoot somewhat).
[QUOTE=Sally;45593509][IMG]http://s29.postimg.org/8x2b8pmsn/Untitled.png[/IMG]
I managed to get the missile defense model to aim correctly on the retail engine.[/QUOTE]
Can you share how exactly have you achieved this? Poseparameters? I can never get them to work and I would be very glad and grateful to know how to do them, exactly. Would mean a lot to me to have proper aiming for cremators and guards, for instance.
[QUOTE=Cvoxalury;45600865]These are two separate entities. The missile launcher fires rockets and doesn't really need a model. The missile defense shoots rockets down, with bullets, (like a gunship) and it was cut from the game, or at least the model was, and the leak model doesn't move. That's what Sally did, fixed the model to aim (like humanoid NPCs aim with weapons, however that's not the same, just would look similar). It has nothing to do with the code, especially since Sally said he fixed the[I] model[/I], not the NPC. (also, the missile launcher placed in the retail w/o the model can still shoot somewhat).[/QUOTE]
That's npc_launcher. I'm talking about npc_missiledefense. The leak model uses poseparameters to rotate both the base and the arms, and only has the idle animation (although the code mentions that it should be a fire animation).
Doesn't matter the model, is the code.
[QUOTE=Maestro Fenix;45601783]That's npc_launcher. I'm talking about npc_missiledefense. The leak model uses poseparameters to rotate both the base and the arms, and only has the idle animation (although the code mentions that it should be a fire animation).
Doesn't matter the model, is the code.[/QUOTE]
Um, yeah, I thought at first that you were talking about the npc_launcher.
You would still need to do poseparameters/bone controllers again on a ported model, for the retail, because decompilers don't transfer them correctly.
Bone controllers are bullshit, anyway. Never work when needed. Of course we, the great Valve will be implementing new and more convinient stuff to fantasy and cartoon-styled market simulators and not games.
[QUOTE=Cvoxalury;45600865]These are two separate entities. The missile launcher fires rockets and doesn't really need a model. The missile defense shoots rockets down, with bullets, (like a gunship) and it was cut from the game, or at least the model was, and the leak model doesn't move. That's what Sally did, fixed the model to aim (like humanoid NPCs aim with weapons, however that's not the same, just would look similar). It has nothing to do with the code, especially since Sally said he fixed the[I] model[/I], not the NPC. (also, the missile launcher placed in the retail w/o the model can still shoot somewhat).
Can you share how exactly have you achieved this? Poseparameters? I can never get them to work and I would be very glad and grateful to know how to do them, exactly. Would mean a lot to me to have proper aiming for cremators and guards, for instance.[/QUOTE]
At first I rerigged the model with my own bone setup so It would make it easier for me to set up the pose paremeters. After making dozen of attempts at getting the animations right I figured out that I was doing it wrong. Well kind-of, I went into using [URL="https://developer.valvesoftware.com/wiki/$controller"]$controller[/URL]'s after I got frustraited with them, ( to anyone who isn't familiar with them, they were used on all of the npc's in half-life and got ported with hl1. I believe they are also used on the missile defense in the leak code )
[code]
$controller 1 "Guns_Base" XR -45 45
$controller 2 "Main_Base" ZR 0 360
[/code]
The bones are not named as the leak ones are as I rerigged it so make sure to change those when you add them in.
Btw those Angles are not exact
And to Maestro Fenix I gave it a firing animation of my own. Though It wont be firing 500 rounds at a missile. But that's besides the point.
When I get ahold of the latest build of the mod im working on I can test it so it correctly aims ingame.
[IMG_thumb]http://media.moddb.com/images/mods/1/21/20031/Concept_c170000.jpg[/IMG_thumb]
Not too much has changed here and there is still a lot of work to be done on this before I'm done with it. Narrowed the road a bit, changed the fugly dark blue lights on that one building to fugly grey lights, changed the texture on that building in the distance.
[QUOTE=Sally;45602514][...] I went into using [URL="https://developer.valvesoftware.com/wiki/$controller"]$controller[/URL]'s [...]
[code]
$controller 1 "Guns_Base" XR -45 45
$controller 2 "Main_Base" ZR 0 360
[/code]
The bones are not named as the leak ones are as I rerigged it so make sure to change those when you add them in.
Btw those Angles are not exact
[/QUOTE]
Might not be the best place to ask it, but any time I try controllers, they don't work or, in best cases, only work half way or something like that. Most of the time they do nothing and when viewed in HLMV, may only move a bone (an NPC's head for example) for some tiny distance. And this is also the case for Valve models like combine soldiers, they seem to use bone controller manipulation to move their heads but it doesn't move them in the viewer. Same for any controllers I try to make. Freaking frustrating.
[QUOTE=Sergeant Stacker;45603380][IMG_thumb]http://media.moddb.com/images/mods/1/21/20031/Concept_c170000.jpg[/IMG_thumb]
Not too much has changed here and there is still a lot of work to be done on this before I'm done with it. Narrowed the road a bit, changed the fugly dark blue lights on that one building to fugly grey lights, changed the texture on that building in the distance.[/QUOTE]
Honestly, this is the kind of shit I would've loved in HL2.
You can never have too much dystopia in a dystopian world.
[QUOTE=Sergeant Stacker;45603380][IMG_thumb]http://media.moddb.com/images/mods/1/21/20031/Concept_c170000.jpg[/IMG_thumb]
Not too much has changed here and there is still a lot of work to be done on this before I'm done with it. Narrowed the road a bit, changed the fugly dark blue lights on that one building to fugly grey lights, changed the texture on that building in the distance.[/QUOTE]
I must now create another 1 room city street tech demo to fix the balance.
[QUOTE=Cvoxalury;45603975]Might not be the best place to ask it, but any time I try controllers, they don't work or, in best cases, only work half way or something like that. Most of the time they do nothing and when viewed in HLMV, may only move a bone (an NPC's head for example) for some tiny distance. And this is also the case for Valve models like combine soldiers, they seem to use bone controller manipulation to move their heads but it doesn't move them in the viewer. Same for any controllers I try to make. Freaking frustrating.[/QUOTE]
Yeah I know your pain, however I believe that's a problem in the HLMV itself, as that same model will randomly not move accordingly to the controllers until I reload the model.
Also make sure you gave different numeric for the controllers themselves.
[QUOTE=Sergeant Stacker;45603380][IMG_thumb]http://media.moddb.com/images/mods/1/21/20031/Concept_c170000.jpg[/IMG_thumb]
Not too much has changed here and there is still a lot of work to be done on this before I'm done with it. Narrowed the road a bit, changed the fugly dark blue lights on that one building to fugly grey lights, changed the texture on that building in the distance.[/QUOTE]
Not my place to command other people how to do their work, but I think I should voice an old observational opinion of mine.
Leak modders seem to be somewhat obsessed with the theme of darkness, and while taking it literally. Too literally. Dystopia doesn't necessarily imply darkness and all that stuff; ya I know the Combine is likely draining power from wherever they can, leaving little power to the city, but, serously. When you make a level that dark, it stops being about atmosphere, it becomes discomfort to players. I cannot see anything there. In my experience - and it applies beyond HL2, too - modders sometimes seem to fail to differ between atmospheric darkness, playable darkness, and, well, absolute pitch black darkness. Do not make levels literally dark, please. Otherwise... otherwise all the details don't matter in the end if the player can't make them out in this blackness.
but that picture is from concept art? it is dark to begin with
[QUOTE=Giraffen93;45607293]but that picture is from concept art? it is dark to begin with[/QUOTE]
It isn't. It is probably a night time scene but it is nowhere dark-to-be-impossible-to-see-shit dark. It has ambient lighting in it, apart from direct light sources.
Get out on a street during cloudy night. You see the city light being reflected by clouds, litting ground and buildings. Even in a small town like mine it's enough to see stuff, also human eye's adaptability plays a role here. While making a level for the game, we should even be boosting this a little, further adding ambient lighting to make a scene recognisable on a screen. Sadly many mods miss this moment and/or try to add 'realism' by making their picture total black.
I'm also reviewing my old pics and I'm facepalming at 'em, on that very subject.
[QUOTE=Butthurter;45607607]the only thing in complete darkness is the 3d skybox?
gives it a nice contrast really when your main focus is on the sickly green streets w minimal window lights as opposed to the lit up skyline in near pitch black[/QUOTE]
It would work for things like posters, etc. where you don't need details. Artwork. Not on a playable level. As a background level, in the menu... probably, that depends. I wouldn't do it this way.
Or, it could work for the city part in the train ride; focus on the Citadel in the background, smokestacks, occasional lit apartment windows, hide the rest of the scenery.
[QUOTE=Sally;45602514]At first I rerigged the model with my own bone setup so It would make it easier for me to set up the pose paremeters. After making dozen of attempts at getting the animations right I figured out that I was doing it wrong. Well kind-of, I went into using [URL="https://developer.valvesoftware.com/wiki/$controller"]$controller[/URL]'s after I got frustraited with them, ( to anyone who isn't familiar with them, they were used on all of the npc's in half-life and got ported with hl1. I believe they are also used on the missile defense in the leak code )
[code]
$controller 1 "Guns_Base" XR -45 45
$controller 2 "Main_Base" ZR 0 360
[/code]
The bones are not named as the leak ones are as I rerigged it so make sure to change those when you add them in.
Btw those Angles are not exact[/QUOTE]
Yeah, the original controllers were the following (with their original skeleton, obviously):
[code]$controller 0 "R_Gun" XR -90.000000 45.000000
$controller 0 "L_gun" XR -90.000000 45.000000
$controller 1 "Main_Base" ZR -360.000000 360.000000[/code]
*I wish I could contribute more to this, but right now with my current level of C++, when looking at the code, I'm unable to see what's wrong/missing. I just did a new model to replace the leak one, nothing more :C *
I wonder how it would look vertigo maps with no mercy rooftop 3d skybox, anyone tried that yet?
[QUOTE=Sergeant Stacker;45603380][IMG_thumb]http://media.moddb.com/images/mods/1/21/20031/Concept_c170000.jpg[/IMG_thumb]
-snip-[/QUOTE]
Is that map based on this right?
[t]http://media.desura.com/images/members/1/476/475393/Early_city_17.jpg[/t]
[QUOTE=KillerKo4565;45609767]I wonder how it would look vertigo maps with no mercy rooftop 3d skybox, anyone tried that yet?
Is that map based on this right?
[t]http://media.desura.com/images/members/1/476/475393/Early_city_17.jpg[/t][/QUOTE]
Yes, pretty loosely as well.
[QUOTE=Cvoxalury;45607245]Not my place to command other people how to do their work, but I think I should voice an old observational opinion of mine.
Leak modders seem to be somewhat obsessed with the theme of darkness, and while taking it literally. Too literally. Dystopia doesn't necessarily imply darkness and all that stuff; ya I know the Combine is likely draining power from wherever they can, leaving little power to the city, but, serously. When you make a level that dark, it stops being about atmosphere, it becomes discomfort to players. I cannot see anything there. In my experience - and it applies beyond HL2, too - modders sometimes seem to fail to differ between atmospheric darkness, playable darkness, and, well, absolute pitch black darkness. Do not make levels literally dark, please. Otherwise... otherwise all the details don't matter in the end if the player can't make them out in this blackness.[/QUOTE]
Should I brighten the environmental lighting a little then?
[QUOTE=Maestro Fenix;45609402]Yeah, the original controllers were the following (with their original skeleton, obviously):
[code]$controller 0 "R_Gun" XR -90.000000 45.000000
$controller 0 "L_gun" XR -90.000000 45.000000
$controller 1 "Main_Base" ZR -360.000000 360.000000[/code]
*I wish I could contribute more to this, but right now with my current level of C++, when looking at the code, I'm unable to see what's wrong/missing. I just did a new model to replace the leak one, nothing more :C *[/QUOTE]
I just realized that the controller numerals I gave them were not correct, thanks.
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