Half-life 2 Cut Content - Is it me or dose the cut content look better than what we got?
4,996 replies, posted
Particles! Particles!
[QUOTE=95Navigator;46268140]Ok, serious question here.
How to effectively, simply and directly put snow in my map?
Theres tons of methods, ones that work, ones that dont. So what is the "universal" way to put a snow effect on my Hyper maps?[/QUOTE]
[QUOTE=HGrunt;46268361]func_precipitation with "Snowfall" setting?[/QUOTE]
This is the only easy way without code modifications. You could use custom particle systems but its not really viable, and configuring the fade and disabling would be a lot of work.
[QUOTE=HGrunt;46268361]func_precipitation with "Snowfall" setting?[/QUOTE]
I always found that the 'ash' setting looked better than the 'snow' for an actual snow effect.
[QUOTE=Snood_1990;46269006]I always found that the 'ash' setting looked better than the 'snow' for an actual snow effect.[/QUOTE]
I let my family play-test my industrial maps a while back, and every one of them asked "If it's snowing, why is there not snow on the ground?"
To which case I had to re-evaluate my play-testing decisions.
[QUOTE=Thevaultkid;46269324]I let my family play-test my industrial maps a while back, and every one of them asked "If it's snowing, why is there not snow on the ground?"
To which case I had to re-evaluate my play-testing decisions.[/QUOTE]
I'd assume the Industrial would be too hot to have snow stay on the ground anyway. Lot of steam, hot air being exhausted, a network of steam and water pipes under the street...
And the func_precipitation effect doesn't really look like snow, at all.
On another note. I've been studying Samuel for the past minute. Come to say many of the leaks textures are based on one certain model (most likely citizen_17 as the base.) Cohrt is the most complete citizen_17 mesh in the leak files. Hell even shrinking the right arm of cohrts model even resembles Citizen_17 arm. #Valvecanbelazyatsometimesbutwhatthehell
i may be late on this one but hey, its a step closer to getting what everyone wants
Yep.
That's why Kleiner have some citizen textures in his materials folder
[QUOTE=PikaCommando;46266347]Wait, there is? What's it called? CombineOverwiki said there's no in-trainstation map until the 2003/just before leak phase.[/QUOTE]
Well, that's what I meant. Technically, it is a part of the train ride, but it's nearly identical to the retail intro one unless you count the map's WIP state and the brush train.
d1_trainstation_01 is what it's called I believe, there's plenty of playthroughs online and on the wiki as well I believe.
And yes, it's the 2003 map. I guess I didn't get the "early" bit of what you said previously. :P
I just noticed that the level under the coast bridge still has the beta turnoff. But it turns back when going across the bridge.
[editline]19th October 2014[/editline]
[thumb]http://cloud-4.steampowered.com/ugc/548637014425438689/B3C131282722C4A373280C2D1A0B06432D97B151/1024x576.resizedimage[/thumb]
[QUOTE=Megadave;46274477]I just noticed that the level under the coast bridge still has the beta turnoff. But it turns back when going across the bridge.
[editline]19th October 2014[/editline]
[thumb]http://cloud-4.steampowered.com/ugc/548637014425438689/B3C131282722C4A373280C2D1A0B06432D97B151/1024x576.resizedimage[/thumb][/QUOTE]
Valve's legendary consistency, ladies and gentlemen.
[QUOTE=Snood_1990;46275905]Valve's legendary consistency, ladies and gentlemen.[/QUOTE]
I get the consistency joke, but I don't get the bridge and turnoff. Someone care to explain please?
[QUOTE=PikaCommando;46276180]I get the consistency joke, but I don't get the bridge and turnoff. Someone care to explain please?[/QUOTE]
In the leaked 2003 build, the bridge in d2_coast_07 is a regular road and it ends with a turnoff you see above. In the final game, this was changed to a straight railroad bridge that ends with a tunnel. However, this old turnoff was kept in d2_coast_08 (map under the bridge shown on the screenshot above).
I'm new programming at Source, but I made it:
[video=youtube;7q3WDCx8p4M]http://www.youtube.com/watch?v=7q3WDCx8p4M[/video]
Npc_missiledefense fixed and improved.
Of course, the model is more of an indication about what is needed to work rather than a perfect model (I completely suck at making textures, and that isn't my finest model), but is something.
This is for everyone: [url]https://github.com/MaestroFenix/MissileDefense[/url]
[QUOTE=Nik1895;46276421]In the leaked 2003 build, the bridge in d2_coast_07 is a regular road and it ends with a turnoff you see above. In the final game, this was changed to a straight railroad bridge that ends with a tunnel. However, this old turnoff was kept in d2_coast_08 (map under the bridge shown on the screenshot above).[/QUOTE]
Not just the leak, also on the map:
[img]http://img1.wikia.nocookie.net/__cb20120621162313/half-life/en/images/8/8a/Coastmap_sheet.png[/img]
They made it into a railway bridge just to have that cool train moment and constant shaking, didn't they.
[QUOTE=Cvoxalury;46268533]Particles! Particles![/QUOTE]
This is the only route you can go if you want it to look believable.
[QUOTE=Maestro Fenix;46277118]I'm new programming at Source[/QUOTE]
A little off-topic, but how is programming at Source like?
Also, would the maps that takes place between AirEx and Borealis be in Day 2 or Day 3? The AirEx seems to be in the middle of the Wastelands, so I think it would have ended by setting off a detonation sequence and you must ride a train out but the explosion catches up with you like in Episode One and knocks you unconscious. When Day 3 started, you're in morning and it's a short walk to the beach where Odell offers you a ride.
HL2 was praised for the characters around you, but Alyx wasn't very active around you in both beta and final, huh? In fact, it's thanks to Episode One that made me think of her as more of a person than an NPC because she's around you and fights with you more than just telling you where to go next. Her final attire makes her feel like a more friendly and down-to-Earth character but I really dig the beta bodysuit. What are you guys' opinion on the development of Alyx from concept to final?
[QUOTE=Sally;46279148]This is the only route you can go if you want it to look believable.[/QUOTE]
Which is a damn shame.
I'm hoping if we head to the Borealis in HL3 they'll put up a blizzard. Legit imagine how nice blizzard/storm weather settings would be.
[QUOTE=gk99;46279671]Which is a damn shame.
I'm hoping if we head to the Borealis in HL3 they'll put up a blizzard. Legit imagine how nice blizzard/storm weather settings would be.[/QUOTE]
It would be cool if the iceberg broke loose and you sail on some heavy seas, with water blasting over the side with massive rocking. Like the killing floor level.
[QUOTE=Megadave;46279773]It would be cool if the iceberg broke loose and you sail on some heavy seas, with water blasting over the side with massive rocking. Like the killing floor level.[/QUOTE]
Well, the first pass at the Hyper script hints that at some point in the journey, the ship would free itself from the ice. Probabily when you restarted the engines.
This is what Im planning for my chapter as well. No idea how it will be done, buy anyways.
[QUOTE=Megadave;46279773]It would be cool if the iceberg broke loose and you sail on some heavy seas, with water blasting over the side with massive rocking. Like the killing floor level.[/QUOTE]
I just want some cold, wet environments. As a mapper, I almost faint thinking about all those assets.
[editline]19th October 2014[/editline]
[QUOTE=95Navigator;46279859]No idea how it will be done, buy anyways.[/QUOTE]
Probably very tediously.
I wonder how easy it will be to use the WCMappack maps on Source 2 SDK, I imagine it would make a lot more of the scripts easier and look better.
[QUOTE=Megadave;46280002]I wonder how easy it will be to use the WCMappack maps on Source 2 SDK, I imagine it would make a lot more of the scripts easier and look better.[/QUOTE]
True. But imagine the compatibility with entities even older than original source its self.
[QUOTE=Sergeant Stacker;46090158]
There was a guy in this thread who was working on restoring the Citizen 17 model but he appears to have vanished off the face of the Earth.[/QUOTE]
[QUOTE=Zero Hour;40885225]Speaking of Cut Content here is something really early! the original Citizen 17, headless though needs work recovering the model.
[IMG]http://i39.tinypic.com/2vbvo9e.jpg[/IMG][/QUOTE]
Rest in Peaces
[QUOTE=Nik1895;46276421]In the leaked 2003 build, the bridge in d2_coast_07 is a regular road and it ends with a turnoff you see above. In the final game, this was changed to a straight railroad bridge that ends with a tunnel. However, this old turnoff was kept in d2_coast_08 (map under the bridge shown on the screenshot above).[/QUOTE]
Oh, I think I get it. The one you see at 17:41?
[video=youtube;6hOVPxuNQVg]http://www.youtube.com/watch?v=6hOVPxuNQVg[/video]
[QUOTE=PikaCommando;46279614]A little off-topic, but how is programming at Source like?[/QUOTE]
You are going to face a nearly total lack of information about Source. Even nowdays, the VDC still "empty" related to programming, and there's not lots of places around internet that talks about GoldSrc/Source.
The only way to get that info is looking at the source code to see how is done/if you can recycle it for your needs, and trial and error.
Is a shame, we have "well covered" mapping, and much less, modeling in Source, but there are few tutorials about programming.
[QUOTE=halfer;46283790]Oh, I think I get it. The one you see at 17:41?
[video=youtube;6hOVPxuNQVg]http://www.youtube.com/watch?v=6hOVPxuNQVg[/video][/QUOTE]
There's that beta turnoff:
[T]http://i.imgur.com/ZyIR08r.jpg[/T]
Compare this to the picture above.
[QUOTE=Nik1895;46284476][T]http://i.imgur.com/ZyIR08r.jpg[/T]
[/QUOTE]
My only question is how the fuck is the nodraw texture visible ingame?
[QUOTE=IntenseBarney;46285360]My only question is how the fuck is the nodraw texture visible ingame?[/QUOTE]
Nodraw textures are visible on displacements.
[QUOTE=Nik1895;46284476]There's that beta turnoff:
[T]http://i.imgur.com/ZyIR08r.jpg[/T]
Compare this to the picture above.[/QUOTE]
Oh, I get it now, thanks
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