If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

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

From The Cutting Room Floor
Jump to navigation Jump to search

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

Hmmm...
To do:
  • Finish adding videos and images to the animations without them.
  • Check and see if these animations are used in any Half-Life builds, because it seems like quite a few of them are. Half-Life: Day One in particular uses a lot of these.

cine

Agrunt_stomp

An alien grunt throws a scientist to the ground with his third arm and stomps on his head. The animation for the scientist getting stomped is found in Half-Life: Day One, but the Agrunt's model was absent from the build.

ambush

In addition to the version of the cut Apprehension ambush sequence included in the Half-Life SDK, the ambush folder also has several additional files of the animation as it was getting worked on. The .max files have a backdrop that the animators used to act as a reference for how the characters move, and each iteration of the file becomes more complex in how the characters are animated. The scene calls for the textures of the German model variants for the Hgrunt and Hassault in addition to the Hgrunt's standard textures, as well as a "shotbot.bmp" texture that does not exist in the shotgun for the final game or the SDK.

assassinate

A scientist runs up to a human grunt, who proceeds to beat up and execute him. Though not 1:1, similar sequences to this can be seen in a couple of staged prerelease screenshots for Half-Life. The animated sequence also exists in Half-Life: Day One's models.

barnacle_struggle_c3a1

A scientist desperately tries to save the life of a security guard who's been ensnared by a barnacle, managing to get him free in the end.

barney_zombie_fight

A security guard tries to get the attention of someone, before engaging in hand-to-hand combat with a headcrab zombie and losing.

bullsquid_jump_scientist

A scientist runs in fear from and gets pounced by a bullsquid.

conveyors_scientist_fall

A scientist runs a short distance, turns around, and gets knocked into a deep pit by an unknown object. An identical animation to this can be found in the Scientist folder included in the leak, scientist_fall_c1a1b, which indicates that this would've happened in Unforeseen Consequences. Neither the retail game nor the 0.52 prototype depicts either conveyor belts or deep pits in c1a1b.

c1a41_barney_flung

A security guard is flung out of a door by an unknown source. The backdrop to this scene has its own dedicated .max file.

Map geometry for c1a41_barney_flung

c1a4i_tentacle_grab

The iconic tentacle grab scene from Blast Pit, which is also identical to a .gif posted on Valve artist Chuck Jones' website. The .max files contain map geometry for a slightly earlier Blast Pit rocket silo. In addition to the final's tentacle scene, there's also a version where the scientist is thrown across the room at a shorter distance.

(Source: Chuck Jones Art Vault)

c2a3_comp_throw

A zombie throws a scientist into a server rack, who promptly gets electrocuted to death. The map name indicates that this would've taken place during Apprehension, and prerelease screenshots show zombies having once been placed by server racks near the chapter's freezer section.

c2a3_slipnslide

Hmmm...
To do:
Can this section of map be identified?

A bullsquid slides down a steep incline. The map name indicates that this would've taken place during Apprehension.

An overhead view of the imported map geometry.

c2a4_bullsquid_barney_fall

A security guard at the top of a stairwell struggles against a bullsquid that's climbing on top of him. The security guard falls over the railing, and both him and the bullsquid fall down the stairwell to their deaths. The animations for these two have been in circulation for since Half-Life: Day One, but the stairwell it takes place in was previously unknown.

furniture

In addition to the file cabinet that was used in the final game's headcrab sequence, a wooden table was originally intended to take the place of the lab island that the scientist runs into in the final game.

gargantuan_tunnel

A set of animations showing three different ways a gargantua brutally kills a human grunt: throwing him, crushing him, or biting his head off. These would've likely been used in Power Up.

grunt_dispose_of_body

A Hgrunt drags the dead body of a scientist some distance before dropping them. The grunt happens the Hsarge model from the 0.52 prototype. The animated sequence exists in the models for Half-Life: Day One, though the rigs were not properly adjusted to the new models.

headcrabbed

A scientist tries to fight a headcrab on his head and runs face-first into a nearby wall.

icky_chomp_scientist

The folder includes the animated sequence in the final game's Apprehension where an ichthyosaur eats a scientist, as well as an earlier version of the sequence where the scientist falls off the top of the shark cage before getting eaten. The earlier version has different walkway placements compared to the final game.

jerk_chicken

A bullsquid grabs the leg of a scientist holding onto a platform, and violently throws him into a nearby object. The backdrop is surprisingly detailed for an animated sequence that doesn't make use of most of it.

Panther_scientist_fall

A panthereye rams into a fleeing scientist on top of a stairwell, sending both of them falling down.

Pnthr-Barny-Scne1

The infamous panthereye sequence where a security guard pushes a scientist into a panthereye after an argument. This time, it comes with a really cool backdrop! Some of the file names have funny comments attached to them, (i.e. The_Push(With_Fancy_Lighting1).max and The_Push4(DAMNIT!).max), and the modifier stacks for all of the models are intact, allowing us to get glimpses into how some of the earliest known models for Half-Life were constructed!

scientist_bridge_c1a1b

The folder contains both the old bridge and final elevator versions of the falling sequence. Interestingly enough, it's revealed that in the bridge version, the scientist doesn't die when he falls in the water; he doggies paddles a small distance, swims up, and then dives back down underwater. Both versions of this animated sequence exists in Half-Life: Day One.

scientist_headcrabbed

The scientist headcrabbing sequence that can be found in the final game. The only major difference is that he runs into a wooden table rather than a lab island in the final game. Unlike the final's lab island, the wooden table is animated to move. Like the office cabinet model in the final game's headcrab sequence, the wooden table was going to have its own dedicated model, rather than being made out of brushes.

SlaveScene

The SlaveScene animation sequence, the existence of which was first learned of in the 2016 Facepunch leaks, was finally released publicly almost eight years later. The animation depicts an alien slave sneaking up and scaring a scientist, before it gets mowed down by a Human Assault trooper from behind. The animation itself is very crude, with the characters snapping to different poses in each major beat, and was probably scrapped before it could get finalized. Despite its roughness, however, it may have at one point been included in an early Half-Life build, as the 0.52 prototype and retail Half-Life's code both make mention of an absent "cine2" scripted sequence entity that included a scientist, an alien slave, and a Human Assault.

tentacle_grabcrab

A lone tentacle in a silo structure grabs a passing headcrab and drags it straight to Hell. The file has map geometry.

troom

A collection of animations used for the training room. While all of the animations included are in the final game's model (even if not all of them are used), the .max files do happen to use an early version of Gordon Freeman as a placeholder for the hologram.

zombie_pull_scientist_wall

A zombie pulls an unsuspecting scientist a short distance. Though there is no map geometry associated with the file, it can be assumed from the filename and the way the animation itself plays out that the zombie ambushes the scientist through a wall — the animations made it (unused) into the final game's models, but the wall context had been lost. Interestingly enough, one of the files in the folder is titled johns_zombie_scene7.max, which may indicate that John Guthrie, one of Valve's level designers at the time, was responsible for the sequence.