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Development:Half-Life: Source/Half-Life Animation Files

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This is a sub-page of Development:Half-Life: Source.

How about a nice leek in this trying time?
This page or section details content from a leak.
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Cactus 2.0!
This article has just been started and needs the article basics added.
Help us out and add them.
Hmmm...
To do:
  • List all the animations that have some sort of level geometry in them.
  • The textures that the Material and Track Editors draw from seem to have preserved Valve's original file directories. Might be worth compiling what folders all of the textures are from?
  • When the devs made 3D renders of some of the zombie animation files, they named them "turkeytest.avi." What animation files are named this, and what other names did the devs give their 3D renders?
  • Make the page a bit prettier.

Sub-Page

Placeholder.png
Cinematics
All the different ways a person can die in Black Mesa.

Barney

Models

Hmmm...
To do:
What's significant about the seven other Barney files included in the leak?

75correctscale.max

A model of the "wide-eyes" security guard with an incorrect rig.

HLSDev barney 75correctscale render01.png

BARNEY-X_Import1.max

A high quality sculpt from an early version of the Black Mesa Security Guard. The model has some details that resemble the infamous "Ted" version of the guard. The model has some features not seen in any other Barney models, including a different helmet shape and individually modeled belt and shirt collar as well as a whole different vest mesh. The head is likely a modified version of the Slick scientist's.

HLSDev Barney-X Import1 render01.png

Scientist

Models

SCI2

Hmmm...
To do:
That's a nice argument senator, why don't you back it up with a source?

Hidden within some of the scientist's animation files is a model for the direct successor of the 0.52 scientist model, bestowed the internal names of SCI2 and SCIX. Rather than using its predecessor's generic white coat, the developers gave the model a Howie style coat design, implied by the chest geometry and mandarin collar. While concept art for this iteration of the scientist and screenshots of its zombified version have been released, there is no known publicly available prerelease material that shows this model in action. It is however likely that the hands would be gloved unlike in this render.

HLSDev Concept Scientist render01.png

SCI3_Template_Biped1.max

Aside from having an early version of the Slick head and some slight texture alignment differences, the model appears identical to the final version's.

SCI3_Template_Biped1 Retail Slick Head
HLSDev SCI3 Template Biped1 ortho.png HL1 scientist slick compare ortho.png

Scientist_Correct_Scale.max

A model of the Slick scientist with slim shoulders.

HLSDev Scientist Correct Scale.png

Scientist Heads

All of the scientist heads are built directly off of the "gloves" scientist, as seen in prerelease material. The original textures for the gloves scientist were either not included or had since been modified, but the model remains intact. Curiously, the Glasses head's the only one out of the four models to use SCI2 textures for his body, while the Einstein head's the only model to have the SCI2 prefix instead of SCI3.

A display render of the gloves scientist, scanned from Half-Life 2: Raising The Bar
Early Final
HLSDev NerdHead Gloves Scientist.png HL1 nerdhead final compare ortho.png
Early Final
HLSDev GlovesSci Einstein ortho.png HL1 einstein final compare ortho.png
Early Final
HLSDev GlovesSci Luther ortho.png HL1 GlovesSci Luther final compare ortho.png
Early Final
HLSDev GlovesSci Slick ortho.png HL1 scientist slick compare ortho.png

Animations

c1a0_fallcatwalk.max

The animation itself is the same as the final version's. However, the environment around the scientist seems to be an earlier version of the falling catwalk from Unforeseen Consequences.

Map geometry for an early c1a0 catwalk.

c2a3b_slip_n_fall

A scientist meets an unfortunate demise by slipping and falling off a high platform.

c2a5e_windive

A scientist is defenestrated out of a window.

sci_c3a2_gluon_gun

As it would turn out, the scientist would've originally crawled out of the firing range during the Gluon Gun introduction sequence, instead of simply waiting for the player behind a corner.

climbladder.max

A scientist climbing up a ladder. Interestingly, two materials called for in the scene, C:\scientist with clipboard\clipfront.bmp and C:\scientist with clipboard\clipback.bmp, indicate that some of the scientists may have carried clipboards at one point.

climbdownladder.max

A scientist climbing up a ladder, this time looking downward.

coffee_break

Hmmm...
To do:
Since the scientist doesn't make a whole lot of movement aside from breathing, would this need its own video? Or would a screenshot suffice?

A scientist sits at a table and holds a cup of coffee in their hand. The animation, table, and coffee cup are all the same, but the thermos and chair are not.

dead_grate.max

Hmmm...
To do:
Same as above.

An animation for a scientist's corpse caught in a sewer grate.

headhole.max

A very simple animation of a scientist sliding across the floor and bumping his head.

headcrabstruggle.max

The unused ""sstruggle" animation for the scientist was actually depicting a headcrab victim.

jump_shockwater.max

An animation of a scientist in the electrified office in Office Complex. The scientist tries to jump over to a counter, but falls into the electrified water and dies.

Map geometry for c1a2 Office Complex's electrified room.

pepsi_balance.max

A scientist on a vending machine is being tormented by an alien slave. The alien slave tries to climb up the vending machine, and the scientist tries to kick him off before the vending machine falls over, sending both of them to the floor. Though not physically present in the .max file found in the leak, files in the Half-Life SDK reveal that a security guard was the one who pushed the vending machine over.

zombie

Models

FScience_Import1.max

Curiously, an unrigged and non-texture mapped model of the female scientist was left in the zombies' model folders. The female scientist has a bow on the back of her hair that is not included in her display render in Half-Life 2: Raising the Bar, her sleeves are modelled, and some of the faces on her hands have inverted normals. Despite the model itself not being set up for textures, the .max file has several materials set up in the scene. Though they do not appear on the model, the Material List calls upon the textures for the Glasses scientist found in the 0.52 prototype. This model was the sculpt that was later decimated to make the ingame version seen on the Display render.

HLSDev femsci render01.png

Zombie1_Import1

A very high quality sculpt of the headcrab zombie. The model boasts exaggerated ripped clothing, a large headcrab with long, detailed limbs, and tentacles protruding out of the zombie's back. The sculpt is reminiscent of the 0.52 prototype scientist model. The Headcrab's mesh is earlier and more primitive than the Headcrab seen in 0.52, and this is likely the very first zombie ever made.

HLSDev Zombie1 Import render01.png

Zom2_Biped1.max

Zom2_Biped1.max looks visually similar to the retail zombie, but is actually the earlier "blue zombie" iteration of the model seen in some prerelease screenshots, which in of itself is a zombified version of the SCI2 scientist. The model's filename and materials are all prefixed with "Zom2," while the final version's textures use the "SciZom3" prefix. Additionally, all of the textures that the final model uses that are prefixed with "Zom2" are recycled from the earlier blue zombie.

HLSDev Zom2 Biped1 render01.png
An early screenshot depicting the "blue zombies" with their textures.

Zom2_Import1.max

An untextured high quality sculpt of the headcrab zombie. The model is covered in spikes that were not retained in any other known instances of the zombie.

HLSDev Zom2 Import1 render01.png

Zom2_Import2.max

Another high quality sculpt of the Zom2 version of the zombie, being a modified variation of Zom2_Import1 with the spikes removed.

Animations

c1a4h_zombie_runover.max

A zombie minding its own business gets ran over and pressed against a wall by an unknown force. Its filename indicates that it would've been used for the map c1a4h, which does not exist in the final game, but would likely have taken place during the chapter Blast Pit.

c1a4h_zombie_runover2.max

Same as the previous animation, but the ending is unfinished, so the zombie's pose freezes while he slides down the wall.

c2a3_zombie_snack2

The same as the unused animation "c2a3_snack_getup" found within the zombie's model in the final game. Level geometry for an early c2a3 was used for the background of the animation. Though its rigging is fine, the zombie's attached model is incredibly distorted.

Early Final
HLSDEV zom c2a3 zombie snack2 render01.png HL c2a3 zombie final screenshot01.png

zombie_ventcrush

Hmmm...
To do:
There's more than one animation for this sequence.

A ventilation shaft falls onto and immobilizes an unsuspecting zombie. After a short time of helplessly flailing its arms around, it dies.