Is it possible to convert hl2 models to half life 1? Ive seen it done before, and wanted to know how to do it!
Are you sure it wasn't HL:S?
(just checking)
[QUOTE=CakeMaster7;31530590]Are you sure it wasn't HL:S?
(just checking)[/QUOTE]
hmmm maby it was...i'll check
Are you thinking of BM:S
[QUOTE=geogzm;31531892]Are you thinking of BM:S[/QUOTE]
no ive seen people use hl2 v_models in half life :P
It's very possible. No real point though.
V_models like that exist. I remember seeing some at FPSBanana long time ago.
Anyway what you're looking for is called "porting".
Do exist, I have a full pack for CS1.6 installed.
Has 4k polys compared to original 1k. (Playermodel)
I have all weapons, all playermodels and De_Dust textures.
Found it on Youtube.
Someone should remake Hl2 on GoldSrc just because.
[QUOTE=Rowtree;31539220]Someone should remake Hl2 on GoldSrc just because.[/QUOTE]
How would you handle the physics puzzles?
[QUOTE=Rowtree;31539220]Someone should remake Hl2 on GoldSrc just because.[/QUOTE]
There was a mod that was doing that but I heard it died. It was called Half Life 2: Goldsrc or something like that.
They were actually stumped because of stuff like the physics puzzles.
[QUOTE=CakeMaster7;31540011]There was a mod that was doing that but I heard it died. It was called Half Life 2: Goldsrc or something like that.
They were actually stumped because of stuff like the physics puzzles.[/QUOTE]
LOL, when I didn't have HL2 at the time, I wanted to find something like this O:
For model compiling, its pretty much the same .qc code as in source (only with out collision models, LOD's, eyes, ect ect.). Last I remember, the GoldSrc model polygon limit was somewhere around 6K. The only really tricky thing is textures. For example you need indexed .BMP images for texture, which basically means converting them to 256 colours. Ive been told GoldSrc can only handle max sheets of 256X256 pixels, but ive seen some custom models that use up to 512X512 sheets for their textures. Also textures are [i]compiled into the model[/i], so if there is anything that needs "additive", "chrome", or transparent, you need to flag it in Jed's Half-Life Model Viewer and save the model. Also transparency is tricky too as you need to define a solid threshold colour for transparency.
I joined a Half Life server once where the models were switched to HL2 models.
Found that mod I was talking about, they used to have a full website but it's down now so I just found a ModDB thread.
They also had a SPUF thread but the OP was identical so I put the MoDB one.
[url]http://www.moddb.com/forum/thread/half-life-2-goldsrc-recruiting[/url]
If I remember correctly another big problem was the size of the environments.
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