Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=KillerKo4565;45609767]I wonder how it would look vertigo maps with no mercy rooftop 3d skybox, anyone tried that yet?[/QUOTE]
Essentially the same, because if I remember right, Vertigo's original 3D Skybox was what would later become the rooftop skybox for No Mercy. :v:
[URL="http://www.garrysmod.org/downloads/?a=view&id=65107"]hgrunt's d4_palace[/URL] map uses a 3d city skybox from l4d, I believe its no mercy's but I'm not sure. But regardless it looks really pretty.
Making a small prefab of American/Beta/Early C17 style.
Based on this: Altough its not an official concept art, but its clearly and shows up the style.
[t]http://media.moddb.com/images/groups/1/4/3304/9ez4.jpg[/t]
[t]http://i.imgur.com/iGCh7jB.png[/t] [t]http://i.imgur.com/skHYIsl.png[/t]
[t]http://i.imgur.com/E0NY839.png[/t] [t]http://i.imgur.com/bvWEoDb.png[/t]
[t]http://i.imgur.com/UwB0oqr.png[/t] [t]http://i.imgur.com/0kTPvXV.png[/t]
My first building build ever.
Those are actually pretty neat, but instead of using those duct textures try using metalwall045a
[QUOTE=KillerKo4565;45611358]Making a small prefab of American/Beta/Early C17 style.
Based on this: Altough its not an official concept art, but its clearly and shows up the style.
[t]http://media.moddb.com/images/groups/1/4/3304/9ez4.jpg[/t] [/QUOTE]
Ey hey, that's from our Conscript Mod.
[QUOTE=Snood_1990;45611990]Ey hey, that's from our Conscript Mod.[/QUOTE]
Oh its a conscript concept art? I just searched in google images "hl2 city 17 concept art", and this showed up. :v:
I've ported a few more older leak models to retail.
Here's some better pictures of citadelfarnode.mdl, since the post got buried.
I'd say it's something to get excited about.
[t]http://i.imgur.com/EMf4qY4.png[/t]
[t]http://i.imgur.com/hqT07Js.png[/t]
Also includes:
DropShip.mdl
combine1a_turret.mdl
lighthouseturreta.mdl
props_c17/post01.mdl
props_combine/combinecam.mdl
props_wasteland/combine_bed001a.mdl
props_wasteland/combine_lifesupport001a.mdl
and more!
DOWNLOAD:
[url=http://www.mediafire.com/download/bedrh2kz2moq41q/leakmodels2.rar]Mediafire[/url]
Also, if anyone wants other super old leak props ported, I'll gladly get them running in retail.
EDIT: More cool stuff!
I completely forgot about this video I uploaded awhile ago. I fixed the func_breakable_surf "tile" setting for retail. All you needed to do was port over some leak textures into hl2.
[video=youtube;ctzOX5TT5A0]http://www.youtube.com/watch?v=ctzOX5TT5A0[/video]
DOWNLOAD:
[url=http://www.mediafire.com/download/at506ralpwgm16m/tilepack.zip]Mediafire[/url]
[QUOTE=crazeeweegeman4;45614711]
More cool stuff!
I completely forgot about this video I uploaded awhile ago. I fixed the func_breakable_surf "tile" setting for retail. All you needed to do was port over some leak textures into hl2.
[video=youtube;ctzOX5TT5A0]http://www.youtube.com/watch?v=ctzOX5TT5A0[/video]
DOWNLOAD:
[URL="http://www.mediafire.com/download/at506ralpwgm16m/tilepack.zip"]Mediafire[/URL][/QUOTE]
So you could take any tile texture, rename it to tilebreak001a and 001b respectively, and it could work fine, in any map?
[QUOTE=Jackathan;45615054]So you could take any tile texture, rename it to tilebreak001a and 001b respectively, and it could work fine, in any map?[/QUOTE]
I don't believe it needs to be the same name, but you will need to do some tinkering with stuff to get it working. It's all a few .vmt params and a few missing textures. I tried making some other ones work, but had little luck.
[QUOTE=Sergeant Stacker;45609801]
Should I brighten the environmental lighting a little then?[/QUOTE]
Well, I would say so, yeah. I usually use light_environment with pretty dim direct lighting, and medium bright ambient lighting. Also a little trick I'm using, try placing env_fog_controller with fog start distance at a negative value, around -1500... -3000, and rather far end distance (12000... 20000) it would coat everything with thin fog layer, it makes picture more visible and kinda dulls colors, essentially you can sometimes use it instead of color correction (would use less resources). I used it on my Industrial in those pics on ModDB. Oh, and it's more convinient to test it in-game, with the console, inputs are setstartdist and setenddist.
I think Portal 2 had something like that tile breaking in it, Could be remembering wrong though.
Now that we are talking about fixing entities by porting stuff that they had in the leak, could somebody check the missing stuff that has func_tankpulselaser? (related with a missing bounce sound, and a texture, I think it was).
[QUOTE=crazeeweegeman4;45615151]I don't believe it needs to be the same name, but you will need to do some tinkering with stuff to get it working. It's all a few .vmt params and a few missing textures. I tried making some other ones work, but had little luck.[/QUOTE]
I took some other tile textures, and set them to tilebreak002 and tilebreak003, (with the b versions and all the vmt parameters) and this is what happened
[img_thumb]http://cloud-4.steampowered.com/ugc/568896871441139138/E617BDFBC8EABA993278F09A0EADAA26FA41C20F/[/img_thumb]
How do I fix this?
[QUOTE=Cvoxalury;45617712]Well, I would say so, yeah. I usually use light_environment with pretty dim direct lighting, and medium bright ambient lighting. Also a little trick I'm using, try placing env_fog_controller with fog start distance at a negative value, around -1500... -3000, and rather far end distance (12000... 20000) it would coat everything with thin fog layer, it makes picture more visible and kinda dulls colors, essentially you can sometimes use it instead of color correction (would use less resources). I used it on my Industrial in those pics on ModDB. Oh, and it's more convinient to test it in-game, with the console, inputs are setstartdist and setenddist.[/QUOTE]
[IMG_thumb]http://media.moddb.com/images/members/1/860/859977/concept_c17_adj0003.jpg[/IMG_thumb]
Does this look alright?
[editline]\[/editline]
Apparently not.
[QUOTE=crazeeweegeman4;45614711]Here's some better pictures of citadelfarnode.mdl, since the post got buried.[/QUOTE]Any idea what citadelfarnode.mdl is supposed to be? Is it attached to the citadel? I'd open up some of the maps the model is found in, but I can't get hammer working.
[QUOTE=Sergeant Stacker;45620616][IMG_thumb]http://media.moddb.com/images/members/1/860/859977/concept_c17_adj0003.jpg[/IMG_thumb]
Does this look alright?[/QUOTE]
That's only my opinion, again, but I'd say the color should be duller. Use more grey-ish color for lighting, but not the grey color. Right now it's simply unnaturally green, as if the sun itself was green. That's not how sunlight (nor moonlight) and light scattering works.
Essentially, yes, it looks better, but maybe it should be something in between the first one and the second one. Make env. lighting dimmer, again, not as dark as the first time, and add more artificial light sources instead, some dim street lights, couple of lamps (maybe caged lights) above entrances, something like that.
Another possible hint: look at the concept. See how there are stripes of yellowish light coming from between the buildings? Use yellowish primary light color for light_environment, don't make it too bright, set the angles on light_environment appropriately to the picture (and with low pitch, like -30), and use secondary light color to lit everything else. So you'll end up with light_environment values set to something like:
Brightness: 170 160 20 75 (around that)
Ambient: 100 128 110 50
Pitch: -30
Sun Spread Angle: 2-3
And a fog controller
Primary fog color: 90 115 100
Secondary: 15 15 17
Start dist: -1000, maybe -1500
End dist: 12000
Fog max density: .75
I'd start with that. Of course you'll need to alter 3d sky fog values accordingly.
[QUOTE=DONOTWANT;45620867]Any idea what citadelfarnode.mdl is supposed to be? Is it attached to the citadel? I'd open up some of the maps the model is found in, but I can't get hammer working.[/QUOTE]
You can see it in an old version of Terminal, in this [url=http://www.youtube.com/watch?v=L38vVnqOFf0]early trailer[/url] at around 0:20. It seems to be attached to one of the combine factories preceding the map, and connects it with the citadel by a huge cable.
[QUOTE=crazeeweegeman4;45614711]I've ported a few more older leak models to retail.
Here's some better pictures of citadelfarnode.mdl, since the post got buried.
I'd say it's something to get excited about.
[t]http://i.imgur.com/EMf4qY4.png[/t]
[t]http://i.imgur.com/hqT07Js.png[/t]
Also includes:
DropShip.mdl
combine1a_turret.mdl
lighthouseturreta.mdl
props_c17/post01.mdl
props_combine/combinecam.mdl
props_wasteland/combine_bed001a.mdl
props_wasteland/combine_lifesupport001a.mdl
and more!
DOWNLOAD:
[URL="http://www.mediafire.com/download/bedrh2kz2moq41q/leakmodels2.rar"]Mediafire[/URL]
Also, if anyone wants other super old leak props ported, I'll gladly get them running in retail. [/QUOTE]
Did you fix the crappy UV on the inards of the Dropship?
[QUOTE=Snood_1990;45621051]Did you fix the crappy UV on the inards of the Dropship?[/QUOTE]
Not yet. Right now is quick ports, second step is fixing them up.
Is the russian website of HL2 Leak down? It gives this page
([url]http://hl2-beta.ru/news.php[/url])
[img]http://i.imgur.com/GYYyhfX.png[/img]
[QUOTE=Sergeant Stacker;45620616][IMG_thumb]http://media.moddb.com/images/members/1/860/859977/concept_c17_adj0003.jpg[/IMG_thumb]
Does this look alright?
[editline]\[/editline]
Apparently not.[/QUOTE]
I think the sky itself needs a darker tone, aswell as perhaps the ambient
that road needs specular and a little displacements, sewage covers and bigger tramway rails. maybe it just needs to be less wide?
[QUOTE=KillerKo4565;45621203]Is the russian website of HL2 Leak down? It gives this page
([url]http://hl2-beta.ru/news.php[/url])
[img]http://i.imgur.com/GYYyhfX.png[/img][/QUOTE]
it will be back sometime, the site always goes down
[QUOTE=Hell-met;45621219]I think the sky itself needs a darker tone, aswell as perhaps the ambient
that road needs specular and a little displacements, sewage covers and bigger tramway rails. maybe it just needs to be less wide?[/QUOTE]
I think it needs less green.
[img]http://puu.sh/aIKDS/9e0abcc3e7.png[/img]
Modelling a new cremator machine using the brushwork as a guide.
[QUOTE=KillerKo4565;45621203]Is the russian website of HL2 Leak down? It gives this page
([url]http://hl2-beta.ru/news.php[/url])
[img]http://i.imgur.com/GYYyhfX.png[/img][/QUOTE]
Theres a new beta client on there with a lot more maps that the regular beta.
[QUOTE=Sergeant Stacker;45620616][IMG_thumb]http://media.moddb.com/images/members/1/860/859977/concept_c17_adj0003.jpg[/IMG_thumb]
Does this look alright?
[editline]\[/editline]
Apparently not.[/QUOTE]
What is this Fallout 3
Try toning the green and overall lighting color way down unless it's being given off by a separate lightsource like a street lamp or something. Like, have the ambient lighting something like
[thumb]http://puu.sh/aJeLK/d9916e34d8.jpg[/thumb]
and change other lights to add color
Either way it'll end up having more color than that pic because all I did was turn down the saturation by 75%, but at least the world wont be made of watermelon
[QUOTE=HGrunt;45621041]You can see it in an old version of Terminal, in this [url=http://www.youtube.com/watch?v=L38vVnqOFf0]early trailer[/url] at around 0:20. It seems to be attached to one of the combine factories preceding the map, and connects it with the citadel by a huge cable.[/QUOTE]That's what I was hoping it was. I always wondered what those giant cables were supposed to connect to.
[IMG_thumb]http://media.moddb.com/images/members/1/860/859977/Concept_c170002.1.jpg[/IMG_thumb]
Alright, I reverted the map's look back to the original since people seemed to prefer that over Mountain Dew World. Any suggestions regarding the street lights?
[QUOTE=Sergeant Stacker;45634436][IMG_thumb]http://media.moddb.com/images/members/1/860/859977/Concept_c170002.1.jpg[/IMG_thumb]
Alright, I reverted the map's look back to the original since people seemed to prefer that over Mountain Dew World. Any suggestions regarding the street lights?[/QUOTE]
See how orange-tinted light from them looks.
[IMG_thumb]http://media.moddb.com/images/members/1/860/859977/Concept_c170003.1.jpg[/IMG_thumb]
Alright, I gave them a very light shade of orange and I'm not sure whether or not this is what you meant by orange-tinted light.
Change the skin on the streetlamps for the ones that are on.
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