Is Sven Co-op still alive? I haven't played it in a long time
Alive and (debateably) well. It got an official Steam release a while back.
I remember the good ol days of playing Day of Defeat or Sven Coop 3.0 for 12+ hours straight, that was the shit. I've played Toonrun enough times to crush the will of lesser men and if I ever have to see it again I'm going to kill myself.
also Science and Industry was fun but the group I used to play with died off so rip S&I
Nice work! there is a few things in yours that look better than mine, so you had no scaling issues in the wads? it was the main thing turning me off upscaling for goldsrc.
I had those problems. At first I tried to directly upscaled the wad by 4 times. But it was making Glodsrc crash. So I switched to Xash3D.
It was working but only on specifics texture. So I found that some textures were embedded into the bsp file directly. I used a tool to extract those textures and striped from the files. It was then working perfectly under Xash3D but I still wanted to make it work under Goldsrc.
I guessed that some textures bigger than 512x512 were the reason of the crash. So I downscaled them to fit this resolution and kept a size of a power of 16. It was working but all the textures were stretched in the map. This was the problem you had I guess.
After a little bit of Googling I found some old HD mod that was able to bypass this problem using detail textures.
What you need to do to make this work is :
Replace all the textures in the wad with a grey color for every pixel.
Put the upscaled texture as tga files inside the gfx/detail folder of the mod.
For each map, write a map_details.txt file that map all the textures used in the bmp to the tga textures in the gfx/details folder.
With this you can change the resolution of the textures without stretching them. But I think it broke the liquids, that's why they are all grey.
In the end you are still limited to the 512*512 resolution ans power of 16 sizes. Maybe I should try it under the Sven coop engine as those limitation are upped I think.
For the models it was easier I just kept thoses textures under 512*512 resolution. It's not a problem if they are not a power of 16. You just have to make sure that the bmp is uncompressed and using 256 indexed color. I had a hard time figuring how to do this correctly.
You can flag textures as chrome within models in Jed's HLMV and re-save the model. Probably other ways but this one is relatively foolproof.
I don't think its that the chrome is disabled but the fact the chrome texture is bigger than the original so it renders differently.
Very possible, since chrome works as is own exponent map. There's not much point upscaling chrome textures anyway, you are never going to see any additional detail from them with bare eyes due to their nature.
Nice! I suspected that you were using the detail textures to bypass the issue, I wanted to be sure though. Its the same technique I used years ago on a mod that was porting HL2 Maps to Goldsrc.
Oh man, toonrun and that tetris map pack were both incredible. There was also secret city which I loved playing but my friend absolutely hated. Ah man... what I wouldn't give to go back in time. I spent a lot of my time playing jump maps and ent_mod (thanks drunken_f00l) too.
Never got to play Science and Industry, I think mostly due to by the time I knew about it, the playerbase had either died off or I just had no one to play with. Later on, I played a bunch of Zombie Mod on CS:S. Those were great times too.
Yeah I think I'll retry to do it by skipping chrome textures as you said there is no point in trying to upscale them.
I thought so, i was curious if it might have been referencing something like the names on the soda vending machines
https://files.facepunch.com/forum/upload/441/951cbc9d-7f62-4125-81b2-2ce70b55173e/image.png
Someone please do me a solid and make an HL1 vending machine of this
all of these old mods make me sad patreon and the likes were not things back in the day to help fund development of them.
while that definitely would've helped, it wouldn't have prevented valve's incompetence with the modding tools.
So I just finished the mod Echoes. It's good, but some of it felt quite contrived.
For example one bit you have to climb over this one way barrier, right into the path of a zombie holding up a barrel. As soon as you climb over it hits you. It was so predictable and it felt like I was being railroded into the position. It was also pretty obvious as soon as I left a companion behind they were going to die. The HL2 models imported into GoldSrc also looked funky. The Gman was just weird; he wasn't enigmatic and mysterious and it was obvious he was hindering you.
I just finished it too, funny enough I saved right at the point where youkill the Gargantua with the Gluon Gun, so I just loaded the game to watch the end. Didn't realize I was just a few steps away from the end.I enjoy that it played with horror quite a bit, both subtle and up front, like the Gargantua. Also the cavalry scene in the bridge was incredible.
Basically all the large-scale military stuff in the mod was good.
Missing Information to finally release on Steam likely on July 5: https://store.steampowered.com/app/408090/Missing_Information/
I'm glad they are going to finally make it into Steam.
Is that... legal?
And HDTF was?
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