While rope has the same texture as the other rope models found in Opposing Force, rope2 has an unusual texture not shared with any of the other models. There are two additional rope models, rope and rope2, which are not found in the final build of Opposing Force. The pants are slightly pushed down, the neck and head have different details and the beta model is lacking a deathmatch bodygroup. The shading on the bottom of the pants is different, and the body is slightly larger. In the same vain as the Gene Worm, the Pit Worm is a copy of the G-Man model. The engineer's face is a variation of the human grunt commander face, but with a beard painted on. The engineer has a completely different camouflage pattern on his shirt and pants, and a darker PCV vest. The gas mask head remains the same as in the final game. The shotgunner's arms have simpler shading, it uses the aforementioned black SAW grunt arm textures. The shotgunner torso is also nonexistent within the model file. The military police's helmet is double-sided, and the major and black commander heads are missing entirely. Both SAW heads however survived into the final game, the black face texture is used for Tower multiplayer model and the white face is used by the soldier sitting next to Shephard at the start of the game, minus his face paint. The black SAW grunt has a different face entirely. The white SAW grunt is angrier looking, paler, uses a green bandana, has no facial hair and is covered in camouflage face paint. The white commander's face is different and matches his appearance in some pre-release/staged images such as this. The human grunt has several differences in his head bodygroup. The unused black variant of the medic has a different face. The human assassin is lacking the silencer on her pistol. The gene worm is simply a copy of the G-Man model. The black drill instructor also has a simpler-looking face than the retail release. The drill instructor has a lot of flatter shading than the retail version. The cleansuit itself also lacks the interior that it has in the final game. The cleansuit scientist's Einstein and Slick variants lack the shading their faces have in the final game. If they are put in-game via entity edits, they utilize Alien Grunt sounds as placeholders. The baby voltigores have a darker purple color in the prototype, and have stripes on their backs like their adult forms. There are several differences between the models in the prototype build and the final game. The HUD indicator for armor uses the PCV Vest, which is seen in nearly all pre-release material. There is also no unique descriptions for the main options, retaining the normal ones from Half-Life. The background graphic is mostly the same, with big stretched letters under the logo denoting that the press demo is selected.
0 Comments
Leave a Reply. |