• Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
    4,996 replies, posted
Here's how I'd do it: - The intro chapters through Depot are roughly the first third of the game. The player has the crowbar, which he then loses in the train crash along with most (or all) of his other weapons. - After the train crash, the player has no melee weapon, but does still have the manipulator. This is either because the player doesn't lose it (it's laying nearby on the ground, I guess?), or because Alyx gives Gordon another one. After the AirEx is destroyed and Gordon heads to the arctic, he gets the iceaxe (similiar to how in HL2: Ep1 you get the crowbar very late). - When the plane crashes on Vertigo, the player loses his weapons again. Now he gets to use the crowbar as the melee weapon again. I'm not quite sure how the stunstick would fit into this though. Perhaps the player should get it at the start, and get the crowbar in Vertigo. Every "act" of the game would have it's own melee weapon essentially. The crowbar may however be too iconic to be sidelined like this, so I don't really know.
Just an FYI for anyone interested. I [url=http://facepunch.com/showthread.php?t=1423012]just released[/url] a pack containing 950-ish of the leak's props ported to retail. Feel free to use them for whatever.
[QUOTE=juhana;45909570]Here's how I'd do it: - The intro chapters through Depot are roughly the first third of the game. The player has the crowbar, which he then loses in the train crash along with most (or all) of his other weapons. - After the train crash, the player has no melee weapon, but does still have the manipulator. This is either because the player doesn't lose it (it's laying nearby on the ground, I guess?), or because Alyx gives Gordon another one. After the AirEx is destroyed and Gordon heads to the arctic, he gets the iceaxe (similiar to how in HL2: Ep1 you get the crowbar very late). - When the plane crashes on Vertigo, the player loses his weapons again. Now he gets to use the crowbar as the melee weapon again. I'm not quite sure how the stunstick would fit into this though. Perhaps the player should get it at the start, and get the crowbar in Vertigo. Every "act" of the game would have it's own melee weapon essentially. The crowbar may however be too iconic to be sidelined like this, so I don't really know.[/QUOTE] This is great. I would do probably choose to do it this way too. If it's done this way, the player can choose between the smg's and ar's wherever they're available and the rest of the weapons can be for different parts of the game. I guess the next question is where to use all of the weapons. The gauss gun is supposed to be taken off of the jeep so the player would get it after that. Then there's the sniper, the guardgun, immolator, slam, rpg, hmg, etc. Sniper rifle might make sense in the street wars because that's when the combine snipers are supposed to be introduced I think. It would also make a cool section of the game for the SLAM. The combine could make sniper nests and booby trap them with SLAMs. What about the other stuff? I was also thinking that the guardgun and immolator could be sort of like weapons that you can only use once. Like once you pick them up, they aren't "in your inventory" or selectable. When you pick it up, you have to either use it all or throw it away before switching back to another weapon. This would fit the theme of powerful heavy weapons that can't be carried around the whole game for balancing reasons.
I hope that system that you guys are planning doesn't break impulse 101, I still want to mess around on the beta maps with all guns carried.
You can use a cvar to toggle it
[QUOTE=KillerKo4565;45918099]I hope that system that you guys are planning doesn't break impulse 101, I still want to mess around on the beta maps with all guns carried.[/QUOTE] Well it's just me, and I made it so that when you have sv_cheats on, the new weapon selection system turns off i.e. impulse 101 still gives you all the guns.
[video=youtube;V9AqxXV7CEE]http://www.youtube.com/watch?v=V9AqxXV7CEE[/video] Made this awhile ago. Very very rough, more of a test of the concept itself.
[QUOTE=crazeeweegeman4;45938415][IMG]http://i.imgur.com/Nc97t51.png?1?506[/IMG][/QUOTE] [IMG]http://i.imgur.com/sdD776o.png?1?7372[/IMG] ?
[QUOTE=crazeeweegeman4;45938415][video=youtube;V9AqxXV7CEE]http://www.youtube.com/watch?v=V9AqxXV7CEE[/video] Made this awhile ago. Very very rough, more of a test of the concept itself.[/QUOTE] I expected some kind of annoying sound at the end, like the "Blaggh" from Rochelle as example, but HL related
I made some stuff: [thumb]http://cloud-4.steampowered.com/ugc/30719887651273726/AE1440B15A064C6AAB8695BA0EE820E3C5DF3083/[/thumb] [thumb]https://imagizer.imageshack.us/v2/768x547q90/901/hqw6yA.jpg[/thumb] Re-textured item crate to match leak-style wooden crates [thumb]http://cloud-4.steampowered.com/ugc/30719887651450310/6B75AE2792BCD53BEA571D379778B9EA1CA5CAB6/[/thumb] [thumb]https://imagizer.imageshack.us/v2/453x433q90/905/yMNBeO.jpg[/thumb] Model has been around forever but I altered the texture slightly and added phongwarp to the the eye texture to make it look more how I believe they(Valve) originally wanted it. [thumb]http://cloud-4.steampowered.com/ugc/30719887651449762/D6CF2C30DAAAED6EC8157AD58616CAC2E7851693/[/thumb] [thumb]https://imagizer.imageshack.us/v2/439x539q90/537/2dmpfb.jpg[/thumb] Leak soldier texture with phong and stuffs, not actually any real work on my part besides copy and paste tbh. [thumb]http://cloud-4.steampowered.com/ugc/30719887651449187/BBAFEA481B8E6A603D440208211925F74490792F/[/thumb] [thumb]https://imagizer.imageshack.us/v2/530x581q90/674/KxXxja.jpg[/thumb] My interpretation of a combine variation seen in a few pre-release screenshots. I think it was originally supposed to be the default generic combine soldier texture but I'll probably re-purpose it to the combine prisonguard.
[QUOTE=Milkyway M16;45958699]I made some stuff: [thumb]http://cloud-4.steampowered.com/ugc/30719887651450310/6B75AE2792BCD53BEA571D379778B9EA1CA5CAB6/[/thumb] [thumb]https://imagizer.imageshack.us/v2/453x433q90/905/yMNBeO.jpg[/thumb] Model has been around forever but I altered the texture slightly and added phongwarp to the the eye texture to make it look more how I believe they(Valve) originally wanted it. [/QUOTE] Oh, I tried on the past making those lines being in blue and glowing in the dark too, but I never got it right.
[QUOTE=Milkyway M16;45958699]I made some stuff: [Image gallery of item crates, leak soldier appearances and a Houndeye] Re-textured item crate to match leak-style wooden crates [..]Model has been around forever but I altered the texture slightly and added phongwarp to the the eye texture to make it look more how I believe they(Valve) originally wanted it. [...]Leak soldier texture with phong and stuffs, not actually any real work on my part besides copy and paste tbh. [..]My interpretation of a combine variation seen in a few pre-release screenshots. I think it was originally supposed to be the default generic combine soldier texture but I'll probably re-purpose it to the combine prisonguard.[/QUOTE] The Missing Information mod came with HD-labeled versions based on the final appearance of the Soldiers, which were replaced with the concept art-based ones in 1.6
[QUOTE=BenjaminTennison;45960887]The Missing Information mod came with HD-labeled versions based on the final appearance of the Soldiers, which were replaced with the concept art-based ones in 1.6[/QUOTE] Honestly not trying to be rude at all, but I think I'm missing your point :v:
[QUOTE=Milkyway M16;45961076]Honestly not trying to be rude at all, but I think I'm missing your point :v:[/QUOTE] You can see it in any [URL="http://www.love-tub.net/?page_id=158"]pre-1.6 versions of the mod[/URL] whilst in-game, but I think it also exists as legacy content in post-1.6. Easy as pie; look in [B]"materials/models/Combine_Soldier"[/B]
[QUOTE=BenjaminTennison;45961370]You can see it in any [URL="http://www.love-tub.net/?page_id=158"]pre-1.6 versions of the mod[/URL] whilst in-game, but I think it also exists as legacy content in post-1.6. Easy as pie; look in [B]"materials/models/Combine_Soldier"[/B][/QUOTE] I think he's wondering why you're mentioning those when he's done his own version.
[QUOTE=BenjaminTennison;45961370]You can see it in any [URL="http://www.love-tub.net/?page_id=158"]pre-1.6 versions of the mod[/URL] whilst in-game, but I think it also exists as legacy content in post-1.6. Easy as pie; look in [B]"materials/models/Combine_Soldier"[/B][/QUOTE] I just checked both 1.6 and 1.4, neither of them have a skin similar to the one I made for the prisonguard.
Hmm, after being absent for 2 years, I can see the beta community has improved somewhat. Any news on citizen_17? There's one thing I find with the previous pics in the thread is that citizen_17's body model is slightly different in the ones shown in e3_strider and GYFTV than the "paste it on same uv Cohrt" technique listed before, as in the red 17 armband was wrapped tightly around the arm of the model, giving it an hourglass shape for the arm part of the model while the technique you guys uses still has it loose. Compare: GYFTV: [IMG]https://i.imgur.com/SYxFDtP.png[/IMG] e3_strider: [IMG]https://i.imgur.com/Hcw5NJ1.png[/IMG] Cohrt paste: [IMG]https://i.imgur.com/3U1mG9H.png[/IMG] I think you guys already know this, but Samuel seems to be the closest model related to citizen_17 precisely because of this: [IMG]https://i.imgur.com/eK6gDlg.png[/IMG] Why is the head model missing anyway? Feels like an ass move for Valve to take em out before they were even done with the game. Also, once again, you guys might already know this but the head models of citizen_17 is different in GYFTV and e3_strider (not sure about texture though, they look different to me although it may be because of the shrinkage. Seems like there was supposed to be models and textures for a separate respirator part?). GYFTV's head is more squarish and boxy like a hood over the gas mask while e3_strider's head is more round and form-fitting as if the hood is tucked into the mask. Observe: GYFTV: [IMG]https://i.imgur.com/e7CUTTr.png[/IMG] e3_strider: [IMG]https://i.imgur.com/oeQoESe.png[/IMG] Looks like those seeking to recreate the head need to watch out for which style they're going for. Would be great if both head models are somehow recovered. I also noticed that the leg part of the GYFTV citizen/Samuel model doesn't have the "fit end parts of the pants into the shoes" that the e3_strider/Cohrt model has. GYFTV: [IMG]https://i.imgur.com/LW5k4hX.png[/IMG] e3_strider: [IMG]https://i.imgur.com/bZLURI2.png[/IMG] It's probably just the quality of the image or my bad eyesight though, but maybe it's worth checking out because this might mean that just like the head, the body went through some design/model/texture changes between 2001 and 2003. Quite possible that Samuel's model was for the 2001/GYFTV citizen_17 while Cohrt's model was for the 2002/e3_strider citizen 17. The best way to check this out is to take a picture of both cohrt citizen and samuel citizen in the exact same pose and angle as GYFTV and seek out the differences that way. So um, yeah. What's the future of the beta community as of now?
[QUOTE=Milkyway M16;45961764] neither of them have a skin similar to the one I made for the prisonguard.[/QUOTE] Don't get started over that guy. Some people tend to overreact when they smell MI-content in works of other authors
[QUOTE=BenjaminTennison;45961370]You can see it in any [URL="http://www.love-tub.net/?page_id=158"]pre-1.6 versions of the mod[/URL] whilst in-game, but I think it also exists as legacy content in post-1.6. Easy as pie; look in [B]"materials/models/Combine_Soldier"[/B][/QUOTE] Ohhh I think I get what you mean now, the hidef and lodef standard combine soldier skins in MI. What about them? Those are MI's, my standard combine soldier skin was copied directly from the leak and uses retail shaders. No MI content was used.
[QUOTE=Milkyway M16;45962281]Ohhh I think I get what you mean now, the hidef and lodef standard combine soldier skins in MI. What about them? Those are MI's, my standard combine soldier skin was copied directly from the leak and uses retail shaders. No MI content was used.[/QUOTE] The lo-def one is surely the original, right? The hi-def one is mostly the retail reskinned to look like in the Beta and/or E3 showcase.
[QUOTE=Milkyway M16;45958699]I made some stuff: [thumb]http://cloud-4.steampowered.com/ugc/30719887651273726/AE1440B15A064C6AAB8695BA0EE820E3C5DF3083/[/thumb] [thumb]https://imagizer.imageshack.us/v2/768x547q90/901/hqw6yA.jpg[/thumb] Re-textured item crate to match leak-style wooden crates [/QUOTE] Sheeeyit, gonna release that?
[QUOTE=PikaCommando;45962099] ...Looks like those seeking to recreate the head need to watch out for which style they're going for. Would be great if both head models [B]are somehow recovered[/B]... [/QUOTE] There's no way in hell the head model will ever be recovered unless a highly trained professional breaks into Valve's HQ.
[QUOTE=Sergeant Stacker;45963574]There's no way in hell the head model will ever be recovered unless a highly trained professional breaks into Valve's HQ.[/QUOTE] (Then runs out with his pants around his ankles carrying a PC tower from 2001 labeled "Crunk shit" with a mob of beta-guru's chasing behind him led by ScarT with a stiffy)
I've been working on restoring the VAB APC, here are some screenshots: (interior created totally from scratch) [img_thumb]http://i.imgur.com/1Fv9sUC.jpg[/img_thumb] [img_thumb]http://i.imgur.com/kFsQQDZ.jpg[/img_thumb] [img_thumb]http://i.imgur.com/Z2TVVg1.jpg[/img_thumb] [img_thumb]http://i.imgur.com/D2LVlTF.jpg[/img_thumb] I'll release it when I'm done getting it restored (as a vmf)
[QUOTE=Jackathan;45966493]I've been working on restoring the VAB APC, here are some screenshots: (interior created totally from scratch) [img_thumb]http://i.imgur.com/1Fv9sUC.jpg[/img_thumb] [img_thumb]http://i.imgur.com/kFsQQDZ.jpg[/img_thumb] [img_thumb]http://i.imgur.com/Z2TVVg1.jpg[/img_thumb] [img_thumb]http://i.imgur.com/D2LVlTF.jpg[/img_thumb] I'll release it when I'm done getting it restored (as a vmf)[/QUOTE] [img]http://img2.wikia.nocookie.net/__cb20100413104654/half-life/en/images/3/30/Old_APC_streetwars.jpg[/img] I would nab the wheels off of this to replace the blocky brush ones, you can get them as separate props if I recall.
[QUOTE=Snood_1990;45968971][img]http://img2.wikia.nocookie.net/__cb20100413104654/half-life/en/images/3/30/Old_APC_streetwars.jpg[/img] I would nab the wheels off of this to replace the blocky brush ones, you can get them as separate props if I recall.[/QUOTE] I looked into that, but the props were too big
[QUOTE=Jackathan;45968976]I looked into that, but the props were too big[/QUOTE] If you're restricted by not having a modeling programme/not knowing how to model you can decompile it, adjust the scale in the QC with the $scale command and then recompile.
[QUOTE=Snood_1990;45968983]If you're restricted by not having a modeling programme/not knowing how to model you can decompile it, adjust the scale in the QC with the $scale command and then recompile.[/QUOTE] What do you think the scaling for this is? [img_thumb]http://i.imgur.com/ewLCi6B.png[/img_thumb]
[QUOTE=Jackathan;45968998]What do you think the scaling for this is? [img_thumb]http://i.imgur.com/ewLCi6B.png[/img_thumb][/QUOTE] Me no know, just have a play around with the values. Take it to 0.75 and then see if it needs boosting or lowering.
[QUOTE=Snood_1990;45969022]Me no know, just have a play around with the values. Take it to 0.75 and then see if it needs boosting or lowering.[/QUOTE] Recompiled model (with a different filepath) at .8 scale and this is what happened: [img_thumb]http://i.imgur.com/A5sDzY9.jpg[/img_thumb] I think it looks pretty good
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