• The Half-Life 1 Alpha leak
    1,545 replies, posted
I don't think the female model was in the game this early in development.
[QUOTE=hogsy;39187798] I'm under the assumption that the alpha is unable to open these models.[/QUOTE] and you are right, as bluedoc and reddoc doesn't work. Early team skins assumingly. also what's with the IDPO header some of these have
[QUOTE=leilei;39187952] also what's with the IDPO header some of these have[/QUOTE] [url=http://tfc.duke.free.fr/coding/mdl-specs-en.html]It's probably a quake model[/url] /* MDL header */ struct mdl_header_t { int ident; /* magic number: "IDPO" */ int version; /* version: 6 */ vec3_t scale; /* scale factor */ vec3_t translate; /* translation vector */ float boundingradius; vec3_t eyeposition; /* eyes' position */ int num_skins; /* number of textures */ int skinwidth; /* texture width */ int skinheight; /* texture height */ int num_verts; /* number of vertices */ int num_tris; /* number of triangles */ int num_frames; /* number of frames */ int synctype; /* 0 = synchron, 1 = random */ int flags; /* state flag */ float size; };
[QUOTE=leilei;39183938]The most fancy CPU at the time of Quake's release was the Pentium Pro 200, which would be great for HL since it was awesome in Quake with write combining. Pentium MMX came '97.[/QUOTE] The Pentium Pro wouldn't be a good choice. Why? Because the Pentium Pro was only good in tasks that used purely 32 bit code. It wasn't good at running 16 bit code, and even worse at running mixed 32/16 bit code which both Windows 9x and most games of the time did (including Quake and early HL.) The P54CS version of the Pentium had reached 166 MHz by the beginning of 1996 and was at 200 MHz by June of that year, which would be a much better choice since it was stronger at running 16 bit code than the Pentium Pro was, not to mention had a much lower TDP. [QUOTE=leilei;39183938]Using Windows 95 would also help. Has a smaller memory footprint, and more period correct than something that looks like Windows 98 with Windows 2000/Me icons probably through the unofficial service packs.[/QUOTE] Getting drivers and updates is already hard enough for Win98SE, 95 is all but impossible. MSFN.org has some unofficial service packs for 98SE that apply all of the known KB fixes, plus some unofficial fixes and KernelEx that allows you to run some Windows NT applications (Firefox 12, etc.)
The version 4 files are really different, olive.mdl is huge has like 22 sequences in it...
[QUOTE=DevinWatson;39188012]It's probably a quake model [/QUOTE] Indeed, debris.mdl is a quake arm gib. [QUOTE=bohb;39188067]The Pentium Pro wouldn't be a good choice. Why? Because the Pentium Pro was only good in tasks that used purely 32 bit code. It wasn't good at running 16 bit code, and even worse at running mixed 32/16 bit code which both Windows 9x and most games of the time did (including Quake and early HL.)[/QUOTE] Quake had very little 16-bit code at all, as it's mostly that memory extender. Pentium Pro would be fine, its cache and write combining does wonders for the engine [QUOTE=bohb;39188067]Getting drivers and updates is already hard enough for Win98SE, 95 is all but impossible.[/QUOTE] [URL="http://falconfly.de/voodoo2.htm"]I[/URL] [URL="http://falconfly.de/directx.htm"]disagree[/URL]
hmmm, i see progress,could this be the key to viewing and or decompiling these guys?
[QUOTE=DevinWatson;39187892][b]Version 6 Models[/b] cine3-barney.mdl cine3-scientist.mdl cine-barney.mdl cine-panther.mdl cine-scientist.mdl[/QUOTE] Cine as in cinematic? Maybe valve was intending pre-rendered cutscenes using these models are some point. (Though why they'd be in the game files is interesting, since it'd be interesting.) Though considering there's only ones for the scientist, barney and pathereye, they might have been for the traitor guard scene.
Cine is used in the techdemo and Cine3 is used in one of the other levels provided (Barney gets dragged into a vent)... There's also some entities for Cine2 but the models for that are missing.
[QUOTE=bohb;39188067] Getting drivers and updates is already hard enough for Win98SE, 95 is all but impossible. MSFN.org has some unofficial service packs for 98SE that apply all of the known KB fixes, plus some unofficial fixes and KernelEx that allows you to run some Windows NT applications (Firefox 12, etc.)[/QUOTE] At the expense of CPU speed (hardware jumpering will not allow over 133mhz even though a 233mhz chip is installed) I have a less than perfect Windows 95 system setup and ready to go with a SLI'd Voodoo2 kit if you want me to do any testing with that. [IMG]http://i11.photobucket.com/albums/a166/ballsandy/P9092105.jpg[/IMG] [IMG]http://i11.photobucket.com/albums/a166/ballsandy/Win_DT.jpg[/IMG] Is there anything else I'm going to need here besides the info in Postal's OP?
[QUOTE=leilei;39188130][URL="http://falconfly.de/voodoo2.htm"]I[/URL] [URL="http://falconfly.de/directx.htm"]disagree[/URL][/QUOTE] So you managed to find one of the last repos for 3dfx drivers. That still doesn't cover the hundreds of KB fixes, nor any other driver needed for Windows to run properly (2d video driver, sound, input support, USB, chipset, etc.)
It appears that the version 6 models have 14 flags and in agrunt.mdl none of them are set, this is also just a wild assumption...
Ii'm having trouble getting the numtextures, since i'm hitting skin loading snags. [QUOTE=bohb;39188300]That still doesn't cover the hundreds of KB fixes, nor any other driver needed for Windows to run properly (2d video driver, sound, input support, USB, chipset, etc.)[/QUOTE] [URL="http://www.mdgx.com/web.htm#WIN"]I still don't see the "impossible"[/URL]. Drivers? Creative, S3, and Matrox still have their 9x drivers available online. I can't see a realistic obstacle that would stop me from building a Win95 machine to run Half-Life Alpha.
Fffffff the DLL needs normals to support calls. Any progress on the mdl format?
[QUOTE=Blooper Reel;39188241]Cine as in cinematic? Maybe valve was intending pre-rendered cutscenes using these models are some point. (Though why they'd be in the game files is interesting, since it'd be interesting.) Though considering there's only ones for the scientist, barney and pathereye, they might have been for the traitor guard scene.[/QUOTE] GoldSource Filmmaker [editline]12th January 2013[/editline] I would totally use it
[QUOTE=hogsy;39187069]I just realised but... Clearly converting the model works [I]so [/I]well that you're able to lose both the smoothing groups[/QUOTE] Have you found vertex normals in the models? If there aren't any, I think the normals are hardcoded, just like in Quake, and in the models there's only an index of the normals. If you find the normal indices, try to use the normals from Quake anorms.h. EDIT: I found Quake vertex normals in engine.exe. They are at offset 0x78A70 (.data:47A470). Not sure if Half-Life uses them, but there are alias model drawing functions from Quake in the code. I found R_AliasDrawModel by finding a string used in it in Quake code, then went to R_AliasPreparePoints, then R_AliasTransformFinalVert, and r_avertexnormals was referenced there. There are 162 normals, like in Quake, I compared them to the ones from Quake, they are exactly the same.
Wow that console is super Quake-like.
[QUOTE=Tetsmega;39190926]Wow that console is super Quake-like.[/QUOTE] The pre-Steam Half-Life console looks like Quake console too. [QUOTE=DevinWatson;39187892]hsarge.mdl[/QUOTE] [IMG]http://combineoverwiki.net/images/f/f4/Hwguy_showcase.jpg[/IMG] ? EDIT: Some info about textures in .mdl files. In the header, textures are indexed in this structure: [code] unsigned int width; unsigned int height; unsigned int offset; char[68] name; [/code] The offset is from the start of the BSP. The data size is width*height+768. Width*height bytes are the texture, 768 bytes located at width*height are the color palette. A way to manually convert the textures: 1. Download Fimg. 2. Create an empty file in a hex editor. 3. Put width and height (32-bit little-endian) in the beginning. 4. Insert image data WITHOUT the palette. 5. Save the file under .lmp extension. 6. Create a new file again. 7. Copy the palette into it. 8. Save the resulting file as palette.lmp in the Fimg folder. 9. Launch Fimg and open the image .lmp in it. 10. Press File > Save As and save the image in another format [B]by appending correct extension[/B] (file type dropdown does [B]not[/B] work). Here's X_Bck_Bod1 texture of barney.mdl: [img]http://i.imgur.com/oUgJU.png[/img]
Pre-steam HL menu was way cooler [img]http://www.half-life.deltauk.net/GIF/Half_Life/Half_Life_Main_Menu.gif[/img] I actually have a pre-steam HL disk somewhere, I think I got it running on XP at best but the mouse controls would break if you opened the menu
[QUOTE=Ziron;39185065]Did a Youtube video series showing off the entire alpha: [URL]https://www.youtube.com/playlist?list=PL2jToQMb_K_f_4-KE0oVv4mHC2RQ1M9lf[/URL] You can find all of this stuff on your own, but this is a detailed look at the levels, enemies and weapons in case you missed something. No commentary and it's uses the GL .exe.[/QUOTE] cheers. how gaming videos should be, no idiot screaming over the top.
[QUOTE=DevinWatson;39188012][URL="http://tfc.duke.free.fr/coding/mdl-specs-en.html"]It's probably a quake model[/URL] /* MDL header */ struct mdl_header_t { int ident; /* magic number: "IDPO" */ int version; /* version: 6 */ vec3_t scale; /* scale factor */ vec3_t translate; /* translation vector */ float boundingradius; vec3_t eyeposition; /* eyes' position */ int num_skins; /* number of textures */ int skinwidth; /* texture width */ int skinheight; /* texture height */ int num_verts; /* number of vertices */ int num_tris; /* number of triangles */ int num_frames; /* number of frames */ int synctype; /* 0 = synchron, 1 = random */ int flags; /* state flag */ float size; };[/QUOTE] No, Half-Life alpha models are IDST, not IDPO, and they have their name in the header.
I'll try to wrap the models and rig them into retail's animations until you guys find a proper way to decompile them, I'll post my progress here with the rigged models too.
Its strange how valve went to the effort of fixing the bugged shadows only to pull them from the final game. (ie no Z fighting in this build). [IMG]http://i45.tinypic.com/2vxrcd1.jpg[/IMG]
Is the "Ivan the Space Biker" model in this one? [QUOTE=MIPS;39188284]At the expense of CPU speed (hardware jumpering will not allow over 133mhz even though a 233mhz chip is installed) I have a less than perfect Windows 95 system setup and ready to go with a SLI'd Voodoo2 kit if you want me to do any testing with that. [IMG]http://i11.photobucket.com/albums/a166/ballsandy/P9092105.jpg[/IMG] [IMG]http://i11.photobucket.com/albums/a166/ballsandy/Win_DT.jpg[/IMG] Is there anything else I'm going to need here besides the info in Postal's OP?[/QUOTE] That's the way to play HL1. Did you know HL1 works on Windows NT4.0? NT is a bit more stable than 95a. The oldest PC I have is a Compaq Pentium II 400Mhz.
[QUOTE=Zero Hour;39191400]Its strange how valve went to the effort of fixing the bugged shadows only to pull them from the final game. (ie no Z fighting in this build). [IMG]http://i45.tinypic.com/2vxrcd1.jpg[/IMG][/QUOTE] And what build is that?.
Is it possible to get the weapon selection menu and the transparency around the HUD working in openGL or maybe Glide? I've got no problem with using software mode but fuck, everything is unfiltered. It's also annoying to keep having to switch to 16 bit color depth before being able to start it.
[QUOTE=95Navigator;39191424]And what build is that?.[/QUOTE] Day One from the looks of it (Scientist with black gloves)
They are not pulled from the final game. Versions prior to HL 1.1 have r_shadows.
what do you guys want those old models for?
[QUOTE=bohb;39188067]Getting drivers and updates is already hard enough for Win98SE, 95 is all but impossible. MSFN.org has some unofficial service packs for 98SE that apply all of the known KB fixes, plus some unofficial fixes and KernelEx that allows you to run some Windows NT applications (Firefox 12, etc.)[/QUOTE] Oh man. The last time I tried to use Firefox 3.0+ with KernelEx, the CPU was chugging so hard I thought it was going to die of an asthma attack. I decided to just use Firefox 2.0, which runs natively on 98.
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