Post subject: Re: The HL2 leak version's map pack documentation. Posted: Sat Mar 12, 2011 2:47 am
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Gmod: Hey, if you can give me a list of what models to convert to what, I could actually just do a batch conversion
I have already converted ALL the maps to have some changes like static_prop => prop_static. It's not really that hard since the VMF itself is just plaintext. I can upload the converted VMFs if you want them. It took me like 30-40 minutes to run the conversion for all 3-5 instances. Currently it just batch converts the entities from X to Y, nothing else. But it seems to work 95% of the time at least.
Linuxlove: That will stay just as an text file, there are more capable people working on those maps themselves. Naturally after going trough the ~1300 maps or so, I wanted to attempt stitching the story itself together. Of course this is impossible to do as there are major key events missing in the older maps, plus they usually have little to no elements to drive the story. There are about 2 separate major worlds that exist in those maps, the one that follows the RTB (Raising The Bar book)'s old concepts/story and the more familiar one that exists now. While they share a lot of the stuff together they still had some major differences (But I won't go in to more details here). What makes a solid world harder to stitch together is the fact that many of the scrapped areas actually got recycled elsewhere, or got major changes to the theme etc.. For example, the old quarry town got a major change and now it's Ravenholm, but if you dig deep you can find a lot about it's "mining" roots. Same goes for Coast maps, Some of the old wastelands resemble coast maps a lot, except without water But yeah, I tried to take a lot of the available maps into account, I can't use all of the stuff though as that would basically duplicate a lot of the geometry/level design unless completely new & original areas were made. The story text is a result of all the exploration, rtb stuff and personal speculation + fanfiction.
A bit long response on such a question, but I hope you understood what I meant
Post subject: Re: The HL2 leak version's map pack documentation. Posted: Sat Mar 12, 2011 5:31 am
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oasiz wrote:
Gmod: Hey, if you can give me a list of what models to convert to what, I could actually just do a batch conversion
I have already converted ALL the maps to have some changes like static_prop => prop_static. It's not really that hard since the VMF itself is just plaintext. I can upload the converted VMFs if you want them. It took me like 30-40 minutes to run the conversion for all 3-5 instances. Currently it just batch converts the entities from X to Y, nothing else. But it seems to work 95% of the time at least.
Linuxlove: That will stay just as an text file, there are more capable people working on those maps themselves. Naturally after going trough the ~1300 maps or so, I wanted to attempt stitching the story itself together. Of course this is impossible to do as there are major key events missing in the older maps, plus they usually have little to no elements to drive the story. There are about 2 separate major worlds that exist in those maps, the one that follows the RTB (Raising The Bar book)'s old concepts/story and the more familiar one that exists now. While they share a lot of the stuff together they still had some major differences (But I won't go in to more details here). What makes a solid world harder to stitch together is the fact that many of the scrapped areas actually got recycled elsewhere, or got major changes to the theme etc.. For example, the old quarry town got a major change and now it's Ravenholm, but if you dig deep you can find a lot about it's "mining" roots. Same goes for Coast maps, Some of the old wastelands resemble coast maps a lot, except without water But yeah, I tried to take a lot of the available maps into account, I can't use all of the stuff though as that would basically duplicate a lot of the geometry/level design unless completely new & original areas were made. The story text is a result of all the exploration, rtb stuff and personal speculation + fanfiction.
A bit long response on such a question, but I hope you understood what I meant
Its hard to get a list going, but I can go through the files and figure out what models and entites have changed (Find there equivalent in the final) It would be no problem.
Does anyone have the "Air Exchange" mod handy? I have the og files but I really want to play through the mod again, it was great fun.
_________________ Barney uses "Beer Offer" Its super effective!
Post subject: Re: The HL2 leak version's map pack documentation. Posted: Sat Mar 12, 2011 8:42 pm
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End (Psyche) Nothing remained in retail. Can be watched as normal by precaching the "Well, well" sound, replacing env_fov entity with env_zoom and updating HL2 logo models to v37.
Post subject: Re: The HL2 leak version's map pack documentation. Posted: Sun Mar 13, 2011 9:50 pm
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Yeah, the Gman ending was just a specific scene done for E3, not really intended as an ending at all.
I think the development of E3 demonstrations was when they started to rework the story a lot. The whole world was fleshed up a lot as well during this time. For example, they intended to show old wastelands prison entrance as an e3 demonstration (e3_depot), but that got scrapped and some of that got worked in to 'e3_seafloor', you can still see the depot's train track remnants in that map
Dropped e3 roster shows stuff like the borealis, radically different strider level, first town map (likely an extended docks level), Industrial, Terminal and depot (I might have missed something here). Pretty much everything except the town map and terminal didn't really fit in with the reworked world. The dropped e3 levels are usually referred as "E3 2002 demonstration" Can't really say it's an accurate term since some of the maps were worked on 2003 as well.
Most of the e3 usually combined existing maps/concepts to make a unique small segment that really had nothing planned before or after it. While most of the e3 stuff looks cool, most of that was just done for e3 as it seems that they didn't really have a solid "new world" planned out yet. Again, those who are interested can have a look at the first post in this thread.
Post subject: Re: The HL2 leak version's map pack documentation. Posted: Mon Mar 14, 2011 2:29 pm
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@Gmod1001, you mean the Beta Map Pack that you convert to the retail half-life 2 engine? So you could load them into the source engine? If that is the case nice. If that is not the case, then ignore this post.
Post subject: Re: The HL2 leak version's map pack documentation. Posted: Wed Mar 16, 2011 5:11 pm
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Terminal, Borealis, Industrial, Strider, Sniper, Depot, Gurluas are intended to be shown at E3 2002, but the game was not shown on it. Some parts of Terminal and Strider are seen in E3 2003 trailer.
Post subject: Re: The HL2 leak version's map pack documentation. Posted: Wed Mar 16, 2011 5:54 pm
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Except that gurluas was not made by valve, it was a quick experimental map that was glued and distributed with the leak. The none of the VMF files point to gurluas ever being made by valve either. E3 2002, well. It's hard to say how it was intended to be. You are right that many of the older map's date timestamps point them being worked on for E3 2002.
Post subject: Re: The HL2 leak version's map pack documentation. Posted: Thu Mar 17, 2011 12:44 pm
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Alyx_caves03 seems not fully downloaded, because it cuts at incomplete displacement brush. I removed this brush, ended the map and fixed textures (rockwall09a->rockwall009a, rockwall14a->rockwall014a), and here is a screenshot: ***EDIT*** To replace x_prop's with prop_x's, go to Map -> Entity Report in Hammer, enable classname filter and set it to _prop. Then select props to replace, press Properties and select prop_X from dropdown menu.
Post subject: Re: The HL2 leak version's map pack documentation. Posted: Thu Mar 17, 2011 6:08 pm
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Yeah, there are a few maps that contain invalid data. From what I remember, there is nothing of importance really. Alyx_caves <=> antlion caves There are multiple versions of this, but they all are almost identical (aside from a few changes).
I'll soon restart the screengrabbing as I wanted to take a week or two away from hl2.
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