Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
[QUOTE=Milkyway M16;45991285]Things like flexes and movement don't decompile correctly though.[/QUOTE]
I didn't think any model decompiler managed to preserve those, retail or leak. But then again I've never seen ScarT's mystical decompiler. I don't think most of us have at least.
[QUOTE=Katatonic717;45991377]Did he not release it, or was it just lost to the ether?[/QUOTE]
i dont think scart has ever released any files ever.
unless it was leaked
or there was a blue moon
or it was missing information
Ah yes, I forgot. He never releases anything because he's too paranoid somebody will "steal" it.
[QUOTE=Katatonic717;45991427]Ah yes, I forgot. He never releases anything because he's too paranoid somebody will "steal" it.[/QUOTE]
That's not really fair, he's not obligated to release it
[QUOTE=Milkyway M16;45992228]That's not really fair, he's not obligated to release it[/QUOTE]
Yes this is true, but might I remind you that because of that, we lost the greatest beta patch that was ever being worked on because he never released it at any stage, and then him and his team just gave up and decided to not release all the work they had done.
Might I remind you that that attitude is what killed the beta community. Because both sides in the beta community who did anything worth two shits (AGNMI and Team GabeN) had that shitty attitude. The community slowly eroded away and content was destroyed. It turned the community into this elitist shit fest that only people who knew someone could get a hold of any content at all.
Because of that people lost interest, content as lost, the beta community became one of the most elitist and shittiest gaming communities I have ever seen.
He's allowed to not want to release content, it's his and his team's to do with what they wish, but I can't help but point out how much a terrible attitude that is. Who cares if someone stole shit? They're the MI team, they have the most popular and highest quality beta mod. If someone steals content from it there is no way that person can say it belongs to them.
[QUOTE=Milkyway M16;45991285]Things like flexes and movement don't decompile correctly though.[/QUOTE]
My decompiler preserves movement and flexes just fine. I think the only thing that's not working is the QC part of LOD files.
[QUOTE=uaredead2020;45991402]i dont think scart has ever released any files ever.
unless it was leaked
or there was a blue moon
or it was missing information[/QUOTE]
Shows what you know I guess.
[QUOTE=Katatonic717;45992358]Yes this is true, but might I remind you that because of that, we lost the greatest beta patch that was ever being worked on because he never released it at any stage, and then him and his team just gave up and decided to not release all the work they had done.
Might I remind you that that attitude is what killed the beta community. Because both sides in the beta community who did anything worth two shits (AGNMI and Team GabeN) had that shitty attitude. The community slowly eroded away and content was destroyed. It turned the community into this elitist shit fest that only people who knew someone could get a hold of any content at all.
Because of that people lost interest, content as lost, the beta community became one of the most elitist and shittiest gaming communities I have ever seen.
He's allowed to not want to release content, it's his and his team's to do with what they wish, but I can't help but point out how much a terrible attitude that is. Who cares if someone stole shit? They're the MI team, they have the most popular and highest quality beta mod. If someone steals content from it there is no way that person can say it belongs to them.[/QUOTE]
Lost? I am fairly certain we still have everything. We looked at various development maps together (slkandy, Junk and I) at Junk's place back in 2012. Sure we might have lost a map or two over the years but who haven't?
We've seen multiple attempts at stealing content from us, including mods on Greenlight. We had to file DMCA's against that and worry someone was going to steal content (and eventually our rights to the files).
We have our reasons for not releasing our things. Everything from GabeN's Half-Life 2 was funneled into Missing Information so nothing is lost. And I've got everything backed up in various locations.
I think right now, I'm not releasing anything because I have no idea what is what, and what's usable and what isn't.
It's odd that people don't realize or notice that I've gladly given out SMD files for various leak models if people asked. I've got a pack of all the leak models decompiled but I'm not releasing it because they're in various stages of terrible and I'd have to take a look at everything sometime. The MDL format for v37 models got some placebo information stored in them which confuses the decompiler and forces it to generate VTA files for everything (even static props).
[QUOTE=ProZak;45992907]We've seen multiple attempts at stealing content from us, including mods on Greenlight. We had to file DMCA's against that and worry someone was going to steal content (and eventually our rights to the files).[/QUOTE]...he says while using content from a stolen, hacked game prototype.
[QUOTE=The Kins;45992998]...he says while using content from a stolen, hacked game prototype.[/QUOTE]
We're protecting our artists content. I don't give a fuck if Valve doesn't.
Alright maybe not true, I'm glad they're allowing us to use it but that doesn't mean I'll let people steal content we made from scratch.
[QUOTE=ProZak;45992907]Shows what you know I guess.[/QUOTE]
twas sarcastic
[QUOTE=crazeeweegeman4;45989877]Any chance you have those decompilers to share? I don't mind a mess of sifting through smd's if it means I might be able to get some specific anims salvaged.
I used Fire64's decompiler for the v29-36 models. It's fantastic for the older ones, but it often goofs up some v37's
[b]EDIT:[/b] I've had this decompiler for long enough and released nearly everything there is to release. Enjoy a download. Please share any fixups you manage to create (if you could).
[url=http://www.mediafire.com/download/dgyjfgy2k3n6njk/37_Decompiler.zip]DOWNLOAD HERE (Mediafire)[/url]
This decompiler uses a batch file to execute. Make sure the model files you plan to decompile are in the same directory as the executable. Happy porting![/QUOTE]
Holy shit, where did you find it?! Generated QC files say that it's a 2013 version and it generates a bit better QC files than 2011 version.
[editline]16th September 2014[/editline]
The program puts decompiled files into the current working directory. Someone should make a batch file that would generate a list of mdl files in the current in the current folder, copy each mdl, phy, vtx combination into their own folder and then run decompilation by going into each models directory and running decompiler.
[QUOTE=Sims_doc;39892854][IMG]http://i.imgur.com/lqdM58W.png[/IMG][/QUOTE]
That quite reminds me of a dream I had a time ago.
[QUOTE=Nik1895;45993754]
The program puts decompiled files into the current working directory. Someone should make a batch file that would generate a list of mdl files in the current in the current folder, copy each mdl, phy, vtx combination into their own folder and then run decompilation by going into each models directory and running decompiler.[/QUOTE]
A little help with the batch file? For whatever reason variable inside for loop does not get updated properly no matter what I try:
[CODE]setlocal enabledelayedexpansion
for /L %%G IN (1,1,%vidx%) do (
set vidy=1
echo vidy is !vidy!
SET /A vidy=!vidy! + 1
)
endlocal[/CODE]
vidy always remains at 1.
EDIT: Solved that by putting set vidy=1 outside of the loop.
[editline]16th September 2014[/editline]
Made the batch file that gets the list of models in the current folder and subfolder, decompiles them and puts each set of .qc and .smd files into it's own folder. Currently it names folders model1, model2, model3, etc. until I can figure out how to make "for /F" get last token from a line.
Here: [url]http://pastebin.com/DN5vBSjQ[/url]
UPD: Version 2, now it puts the files in the folders named by models' name: [url]http://pastebin.com/AycVp3yb[/url]
[QUOTE=crazeeweegeman4;45989877]Any chance you have those decompilers to share? I don't mind a mess of sifting through smd's if it means I might be able to get some specific anims salvaged.
I used Fire64's decompiler for the v29-36 models. It's fantastic for the older ones, but it often goofs up some v37's
[b]EDIT:[/b] I've had this decompiler for long enough and released nearly everything there is to release. Enjoy a download. Please share any fixups you manage to create (if you could).
[url=http://www.mediafire.com/download/dgyjfgy2k3n6njk/37_Decompiler.zip]DOWNLOAD HERE (Mediafire)[/url]
This decompiler uses a batch file to execute. Make sure the model files you plan to decompile are in the same directory as the executable. Happy porting![/QUOTE]
D'oh. This decompiler breaks animations, even on v37 models. Unlike this version:
[QUOTE=Nik1895;45759308]Here's newer version: [url]http://www.alek.action-radar.com/tools/jan17_2011.rar[/url]
Make sure you read readme.[/QUOTE]
[editline]16th September 2014[/editline]
Found different version dated 2011, Fire64 wrote it from scratch, just like 2013 one posted earlier. It still breaks animations, but at least it makes better QC files and it breaks animations less than 2013 one.
[url]http://www.2shared.com/file/OZ8Z3AMT/ModelDecomp.html[/url]
[url]http://yadi.sk/d/KmXTEAkd5WQAb[/url]
Jeez, how didn't I find it earlier, it was right there on the second page of hl2-beta.ru forum thread.
EDIT: Updated batch file: [url]http://pastebin.com/7Z8L2EHv[/url]
[QUOTE=Nik1895;45995599]D'oh. This decompiler breaks animations, even on v37 models. Unlike this version:
[editline]16th September 2014[/editline]
Found different version dated 2011, Fire64 wrote it from scratch, just like 2013 one posted earlier. It still breaks animations, but at least it makes better QC files and it breaks animations less than 2013 one.
[url]http://www.2shared.com/file/OZ8Z3AMT/ModelDecomp.html[/url]
[url]http://yadi.sk/d/KmXTEAkd5WQAb[/url]
Jeez, how didn't I find it earlier, it was right there on the second page of hl2-beta.ru forum thread.
EDIT: Updated batch file: [url]http://pastebin.com/7Z8L2EHv[/url][/QUOTE]
I've never had any issues with the v29-v36 model animations with mine, but thanks for the link! It's always nice to have an alternative.
[QUOTE=ProZak;45992907]
We've seen multiple attempts at stealing content from us, including mods on Greenlight. We had to file DMCA's against that and worry someone was going to steal content (and eventually our rights to the files).[/QUOTE]
Which mods were they? I mean I expected most of them who put 100$ into getting it onto greenlight to use their own content.
[QUOTE=Sally;45997923]Which mods were they? I mean I expected most of them who put 100$ into getting it onto greenlight to use their own content.[/QUOTE]
ive seen quite a lot of mods on greenlight that stole models from various places
Are there any decent model decompilers out there that manage to keep model movement preserved? I'm looking for either retail or leak ones.
Has anyone made anything interesting lately, but hasn't shared it on this forum?
[IMG_thumb]http://i.imgur.com/RXlbumd.jpg[/IMG_thumb]
Well, I recently made a rough gameplay/atmosphere draft for the Kraken Base chapter but I'm probably making a huge mistake by posting it here.
I just updated my beta model pack, here are some images of the newly added models:
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=309312780"]WORKSHOP LINK[/URL]
[img_thumb]http://cloud-4.steampowered.com/ugc/538501379514466650/79D0AC019B92FE74E4FA37019BDEFCD0DA8509BD/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/538501379514466533/33332542658649ACE0C261112DF793F39931791D/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/538501379514466781/288161ECA37DE426A1F066D15DC3A40508BCC197/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/538501379514466592/8C25742E96AAAF4DB7EFC1684AC33F5DC3045D7A/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/538501379514466713/669AF6485E14CED8B7FA3F2273C291E1BB24123F/[/img_thumb]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=309312780"]WORKSHOP LINK[/URL]
[IMG_thumb]http://cloud-4.steampowered.com/ugc/532871879980754476/E99E63D6595296A077EBA4823472C3647ED2E8F1/1024x640.resizedimage[/IMG_thumb]
Tried re-rigging the leak's Samuel model to the Valve biped again, I like to think I did a better job than last time. Rigging the fingers is still a pain. If anybody actually wants this for whatever reason then I'd be more than happy to upload it.
[QUOTE=crazeeweegeman4;45997768]I've never had any issues with the v29-v36 model animations with mine, but thanks for the link! It's always nice to have an alternative.[/QUOTE]
I've recompiled gmanhl1.mdl (v35) with it and animations are broken. Same goes for v35 weapon models. What animated models have you tried?
[QUOTE=Gamerjman19;45999308]Has anyone made anything interesting lately, but hasn't shared it on this forum?[/QUOTE]
I once had my mojo going for a sorta Soviety map with a canal seperating you and a Courthouse. I didn't back it up and I think it got deleted. Here are some of the pics:
[url]http://www.moddb.com/members/jesse1994/images[/url]
[thumb]http://media.moddb.com/images/members/1/261/260661/proletariat_good0003.jpg[/thumb]
[thumb]http://media.moddb.com/images/members/1/261/260661/proletariat_good0005.jpg[/thumb]
[QUOTE=Sergeant Stacker;46001265][IMG_thumb]http://cloud-4.steampowered.com/ugc/532871879980754476/E99E63D6595296A077EBA4823472C3647ED2E8F1/1024x640.resizedimage[/IMG_thumb]
Tried re-rigging the leak's Samuel model to the Valve biped again, I like to think I did a better job than last time. Rigging the fingers is still a pain. If anybody actually wants this for whatever reason then I'd be more than happy to upload it.[/QUOTE]
Seems like it'd be an interesting SNPC for GMod.
(I could code it, if you like)
[QUOTE=Jackathan;46006416]Seems like it'd be an interesting SNPC for GMod.
(I could code it, if you like)[/QUOTE]
- Guy who tried to fire Nullen from insolence after a day of being on the team -
*Cuts to footage of me being beaten to death by all of E3 Studios*
[QUOTE=Sergeant Stacker;46001265][IMG_thumb]http://cloud-4.steampowered.com/ugc/532871879980754476/E99E63D6595296A077EBA4823472C3647ED2E8F1/1024x640.resizedimage[/IMG_thumb]
Tried re-rigging the leak's Samuel model to the Valve biped again, I like to think I did a better job than last time. Rigging the fingers is still a pain. If anybody actually wants this for whatever reason then I'd be more than happy to upload it.[/QUOTE]
I'll rig the fingers if you want.
[QUOTE=Snood_1990;46013653]I'll rig the fingers if you want.[/QUOTE]
Really? I appreciate that. I'd PM you the source files but I think it would be better if everybody had access to this. In spite of the paralyzed fingers, somebody out there might have a use for this.
[url] http://filesmelt.com/dl/Samuel_LeakModel.rar[/url]
Also, I'm not sure whether or not you can fix this but for some reason when I place the model in hammer the box that surrounds it (I don't know what the proper term for it is) is almost a quarter of the editor's grid size.
Hey guys, what do you think about having two dropships in the game?
I love this old concept and I want to modify the dropship container while using a re-skinned retail synth dropship to look like the one in this concept:
[IMG]http://combineoverwiki.net/images/thumb/6/6f/Dropship_yellow.jpg/720px-Dropship_yellow.jpg[/IMG]
But I also love the older alien dropship:
[IMG]http://combineoverwiki.net/images/thumb/b/b1/Dropship_concept0.jpg/677px-Dropship_concept0.jpg[/IMG]
I could probably use both of them if one was used for troop transport and the other was used for cargo transport or transport of some other kind.
What do you think?
Seems like a good idea, a while back I had the idea of giving the Civil Protection the red dropship.
Sorry, you need to Log In to post a reply to this thread.