• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
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[QUOTE=Nik1895;45657828]To find the submarine, actually, and use it to get to Kraken Base. Here's a quote from Odell's intro speech:"We'd better get to the sub and get the hell out of here."[/QUOTE] Still doesn't make much sense, Odell likely knows the way around the ship very well and wouldn't leave you to guess where the sub could be located.
[QUOTE=HGrunt;45658533]Still doesn't make much sense, Odell likely knows the way around the ship very well and wouldn't leave you to guess where the sub could be located.[/QUOTE] What if maybe if you were ambushed by the loose Stalkers that are on the ship and you're split up that way.
-snip, fokeen wrong thread yo-
[QUOTE=HGrunt;45657091]I think it's more the lack of a goal in the chapter. You basically make a circle around the ship and meet Odell again to quickly escape. What was the point in walking around?[/QUOTE] At least the way I see it, Odell was supposed to come with you until you arrived to the main control room of the stalker-overrun ship. The goal was to restart the engines of the ship, which would provide the power for the crane to lower the sub. In there, you activated the engines, which would free the ship from the ice and alert the Combine about your presence. Then you had to circle the ship again (now destroyed because of the engine restart), battling the Combine forces, so you could get to the submarine crane. At some point, you would come across the Assassin Tanks. They would burst out from their tanks and you had to defeat them. Kinda wrote this in a rush, so its not really well explained.
I think a lot of the issues with the borealis stem from the fact that it's standalone. You've just come from the massive air exchange, destroyed that, made your way to the docks, and are expecting a safe, moving ship. Instead you have this frozen, combine filled deathtrap. I always liked the sactick idea for the borealis, as it made the ship much more terrifying. But instead, in the versions we have, you just spawn on an iceberg and go from there, no immersion or broken hope that makes this chapter work.
So I finally decided to tweak the citizen 17 model I have, gave it some basic normals so the envmask no longer makes it looks like a stupid shiney plastic suit, and fixed the armband so it's facing the right way, also gloves: [img_thumb]http://oi59.tinypic.com/i5b038.jpg[/img_thumb] I also gave my uncloaked monkeyman's camo texture some normals, (even though I barely use the uncloaked version) because why the fuck not: [img_thumb]http://oi62.tinypic.com/effabr.jpg[/img_thumb] And lastly, an SNPC I've been fucking with the past few days: [img_thumb]http://oi62.tinypic.com/2q824cm.jpg[/img_thumb] [img_thumb]http://oi58.tinypic.com/211pgck.jpg[/img_thumb] Still trying to get the laser to work, he's way too OP without it.
[QUOTE=Kyle v2;45668243] I also gave my uncloaked monkeyman's camo texture some normals, (even though I barely use the uncloaked version) because why the fuck not: [img_thumb]http://oi62.tinypic.com/effabr.jpg[/img_thumb] [/QUOTE] You should fiddle with your phong values a bit more there and make a normal map that complements the material, looks like it needs a tighter exponent and a phongmask as well.
[QUOTE=Kyle v2;45668243] [img_thumb]http://oi62.tinypic.com/effabr.jpg[/img_thumb] [/QUOTE] He looks like a sort of Poo-Man... ... im sorry... really...
He is the Great Mighty Combine Poo, he puts bits of his genetically altered shit into his sniper bullets.
[QUOTE=Kyle v2;45668243] [img_thumb]http://oi62.tinypic.com/effabr.jpg[/img_thumb] [/QUOTE] The turd monster strikes!
Using the limited reference materials available I blocked out some shapes for the combine female assassin sniper rifle. [img]http://puu.sh/aR7Nx/48ef5ec811.jpg[/img] I'll expand on this, adding detail along the way. [img]http://www.cs-gui.com/guiimage/4696/combine+assassin+background+for+cs+16.jpg[/img]
[QUOTE=95Navigator;45670078]He looks like a sort of Poo-Man... ... im sorry... really...[/QUOTE] these guys would do great as guys who ambush you at the sewers during your trip in C17 they fit in so well too
[img]http://puu.sh/aSl7M/67e5207b0c.jpg[/img] Moar detail.
I've made a fixed shaderapidx9.dll that corrects bugs with incorrect RAM amount detection (which locks texture quality to minimum) and incorrect non-POW2 textures support detection (which makes Refract shader appear black): [url]https://mega.co.nz/#!TIgjVLoZ!tFvcL8v1qFwcE2tu1vvd9KKn_YbaYRsJAAANRzBWybo[/url] Here's what I changed in the code: In materialsystem\shaderdx8\shaderapidx8.cpp go to line 1972 and replace this: [CODE]m_Caps.m_TextureMemorySize = ComputeTextureMemorySize( m_DeviceGUID, m_DeviceType );[/CODE] with this: [CODE]if (ComputeTextureMemorySize( m_DeviceGUID, m_DeviceType ) < 0 ) m_Caps.m_TextureMemorySize = 2147483647; else m_Caps.m_TextureMemorySize = ComputeTextureMemorySize( m_DeviceGUID, m_DeviceType );[/CODE] 32-bits number higher than 2147483647 are interpreted as negative values so if the result of ComputeTextureMemorySize( m_DeviceGUID, m_DeviceType ) is negative the code sets m_Caps.m_TextureMemorySize to 2147483647. For non-POW2 textures go to line 2680 and replace this: [CODE]m_Caps.m_SupportsNonPow2Textures = ( caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL ) ? true : false;[/CODE] with this: [CODE]if(!( caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL )) m_Caps.m_SupportsNonPow2Textures = true; else m_Caps.m_SupportsNonPow2Textures = false;[/CODE]
[QUOTE=Nik1895;45695730]I've made a fixed shaderapidx9.dll that corrects bugs with incorrect RAM amount detection (which locks texture quality to minimum) and incorrect non-POW2 textures support detection (which makes Refract shader appear black): [url]https://mega.co.nz/#!TIgjVLoZ!tFvcL8v1qFwcE2tu1vvd9KKn_YbaYRsJAAANRzBWybo[/url] Here's what I changed in the code: In materialsystem\shaderdx8\shaderapidx8.cpp go to line 1972 and replace this: [CODE]m_Caps.m_TextureMemorySize = ComputeTextureMemorySize( m_DeviceGUID, m_DeviceType );[/CODE] with this: [CODE]if (ComputeTextureMemorySize( m_DeviceGUID, m_DeviceType ) < 0 ) m_Caps.m_TextureMemorySize = 2147483647; else m_Caps.m_TextureMemorySize = ComputeTextureMemorySize( m_DeviceGUID, m_DeviceType );[/CODE] 32-bits number higher than 2147483647 are interpreted as negative values so if the result of ComputeTextureMemorySize( m_DeviceGUID, m_DeviceType ) is negative the code sets m_Caps.m_TextureMemorySize to 2147483647. For non-POW2 textures go to line 2680 and replace this: [CODE]m_Caps.m_SupportsNonPow2Textures = ( caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL ) ? true : false;[/CODE] with this: [CODE]if(!( caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL )) m_Caps.m_SupportsNonPow2Textures = true; else m_Caps.m_SupportsNonPow2Textures = false;[/CODE][/QUOTE] You're welcome. However your "fix" for the memory detection is a hack rather than a fix. Locking the available memory is bad practice. Your shaderapidx9.dll isn't compatible with the leak binaries since they're very different from the source code that leaked.
[QUOTE=ProZak;45695762]You're welcome. However your "fix" for the memory detection is a hack rather than a fix. Locking the available memory is bad practice. Your shaderapidx9.dll isn't compatible with the leak binaries since they're very different from the source code that leaked.[/QUOTE] Actually, they do work, I've just tried that. And I'm not locking texture memory, I'm basically capping it at 2 GB. And yeah, thanks for the hint.
[QUOTE=Nik1895;45695783]Actually, they do work, I've just tried that. And I'm not locking texture memory, I'm basically capping it at 2 GB. And yeah, thanks for the hint.[/QUOTE] Really? That's unexpected, I haven't mixed leak binaries with my own build in 7-8 years so I didn't remember. My bad. Lock/capping, still extremely bad practice instead of accommodating the actual memory especially considering how little work it is.
[QUOTE=ProZak;45695801]Really? That's unexpected, I haven't mixed leak binaries with my own build in 7-8 years so I didn't remember. My bad. Lock/capping, still extremely bad practice instead of accommodating the actual memory especially considering how little work it is.[/QUOTE] Well, suggest something different then! [I]ComputeTextureMemorySize( m_DeviceGUID, m_DeviceType )[/I] gives negative number if you have more than 2 GB of RAM.
[QUOTE=Nik1895;45695830]Well, suggest something different then! [I]ComputeTextureMemorySize( m_DeviceGUID, m_DeviceType )[/I] gives negative number if you have more than 2 GB of RAM.[/QUOTE] This article should give you an idea. [url]http://en.wikipedia.org/wiki/2147483647#In_computing[/url]
[QUOTE=ProZak;45695841]This article should give you an idea. [url]http://en.wikipedia.org/wiki/2147483647#In_computing[/url][/QUOTE] Eh, what this article says was kinda obvious to me. If it means anything, retail HL2 also gets negative number (yet the textures are somehow fine), while modern Source Engine appears to be capped at 1 GB.
I'm sure this has already been brought up before, but isn't it odd how the leak AR2 world model has higher resolution textures than the retail version? Especially how the retail still has the old irifle flame on the clip while the leak one did not. (Leak is on the left, retail right) [t]http://i.imgur.com/EZYgy6z.png[/t] [t]http://i.imgur.com/dnmCKgz.png[/t] [t]http://i.imgur.com/wF79qIV.png[/t] [t]http://i.imgur.com/2SEEcEj.png[/t] There are also some subtle differences in proportions and shapes of the model. It's almost like they flip-flopped the two.
[QUOTE=crazeeweegeman4;45704254]I'm sure this has already been brought up before, but isn't it odd how the leak AR2 world model has higher resolution textures than the retail version? Especially how the retail still has the old irifle flame on the clip while the leak one did not. (Leak is on the left, retail right) -stuff- There are also some subtle differences in proportions and shapes of the model. It's almost like they flip-flopped the two.[/QUOTE] Wasn't it to optimize the performance and relatively lower down the poly count by a bit so PC's at that time could run the game? Another example I can tell is the train wagon model.
[QUOTE=Nik1895;45695868]Eh, what this article says was kinda obvious to me. If it means anything, retail HL2 also gets negative number (yet the textures are somehow fine), while modern Source Engine appears to be capped at 1 GB.[/QUOTE] I don't have access to my old GabeN code base these days but basically the box you're putting your data in is not big enough so that's your problem. Valve doesn't detect it properly either as far as I remember that's caused by the old DirectX SDK version they're using.
[QUOTE=crazeeweegeman4;45704254]I'm sure this has already been brought up before, but isn't it odd how the leak AR2 world model has higher resolution textures than the retail version? Especially how the retail still has the old irifle flame on the clip while the leak one did not. (Leak is on the left, retail right) [GALLERY HERE] There are also some subtle differences in proportions and shapes of the model. It's almost like they flip-flopped the two.[/QUOTE] I can say that the UV mapping is definitely not the same, either, it can be seen by comparing the original I-Rifle and the present OISPR textures (AR2 by rebels at White Forest base).
[IMG]http://i.imgur.com/IfbX1F2.png[/IMG] I figured a few of you might get a brief chuckle out of this. I was messing around in Milkshape and I found that the citizen_17 model's torso texture fits on the leak's Father Grigori model.
[QUOTE=Sergeant Stacker;45712011][IMG]http://i.imgur.com/IfbX1F2.png[/IMG] I figured a few of you might get a brief chuckle out of this. I was messing around in Milkshape and I found that the citizen_17 model's torso texture fits on the leak's Father Grigori model.[/QUOTE] I've noticed Valve reuse a lot of their meshes, they probably just edited the existing citizen model to make this. You might notice that Valve reuse the same shoe model/UV time and time again. Not to mention, Kleiner, Gman and Breen all use the same suit mesh and UV. Albeit with some alterations.
[QUOTE=uaredead2020;45639659]actually the link with it is still up, pretty sure its on the same page or page 16 why am i even replying i dont think this user reads this thread anymore[/QUOTE] Thanks, I didn't see the link when I was reading through the thread the first time. Yeah, I still read this thread. I just tend to lurk and not post.
[QUOTE=Snood_1990;45712269]I've noticed Valve reuse a lot of their meshes, they probably just edited the existing citizen model to make this. You might notice that Valve reuse the same shoe model/UV time and time again. Not to mention, Kleiner, Gman and Breen all use the same suit mesh and UV. Albeit with some alterations.[/QUOTE] So does that mean there's a little bit of GYFTVs in most of the character models of HL2?
[QUOTE=Thevaultkid;45716777]So does that mean there's a little bit of GYFTVs in most of the character models of HL2?[/QUOTE] I'm dumb could you elaborate on what that acronym is?
l[QUOTE=gk99;45716959]I'm dumb could you elaborate on what that acronym is?[/QUOTE] "Get your free TV's!" That really early screencap of a gas mask citizen running off with a TV. I think the map was Aaron/city_test.
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