kodan50 on 25/12/2006 at 17:34
I couldn't find anything on someone bringing System Shock to Half Life, I decided to try doing it myself. If you are keeping tabs on my web site (Yeah right) then you will know that Ive been working it since about August, but the level was really teeing me off due to it being huge, and texturally misalligned. I deleted that project and started fresh, so I decided to start a thread cause .. well .. now I need help.
Im using QuArK as my editor, because hammer was completely pissing me off. If i need to, I can port my project over to Hammer without losing anything, I did that back when I heard hammer was better. I hope I wont need to do so, but am prepaired.
So, this project is based on taking System Shock 1 and placing it on the Half Life engine, and the obveous limitations make it less than difficult, but I know that all the problems can be overcome.
I havent released the level yet, only dev pics to show how far I am, cause I only have the first part of the beginning done. My problem is this:
1: System Shock uses single line doors, with no thickness. Half Life requires a thickness for a door, does anyone know how to trick half life into using a line door?
2: Texture allignment in System Shock is terrible, so naturally allignment in Half Life was going to prove challenging. Should I keep to original texturing as much as possible? I want to just allign the textures as I think they should be.
So, this right now is the main problem, so here are a few more questions I have:
1: Has anyone made models of the System Shock characters? If not, would anyone be willing to make these models? I absolutely hate modeling, and do not want to do it!
2: Someone who knows Half Life specifics, I need a custom game menu, like with all other add-ons you can run from custom game.
I somehow dont know if I will get much help, but anything would be appriciated!
Nameless Voice on 25/12/2006 at 19:11
Another one?
I wish someone would just finish one of them, rather than someone starting a new one every five minutes...
Yes, the question of what to do with the paper-thin doors in CCP was never resolved.
JediKorenchkin on 25/12/2006 at 20:37
The best solution we came up to was to change all of the fracking geometry because ShockEd was morally opposed to having objects with no depth. One of the larger pains that never ended up getting actually completed.
Kodan - why are you using HL1 rather than HL2? It's quite simply a much more powerful engine that would actually be worthy of a SShock port. With HL1 you're playing with lots of stuff that's outdated and a fan modification base that's almost no longer existant.
One of the huge problems we had with porting Shock 1 to the Dark Engine was the equipment too. It's impossible to get sensaround to work. I'm not even sure if we found a solid way to do the camera countdown for security percentage. While I don't know enough about the Half-Life 1 engine to suggest what limitations it would have, I'm fairly certain that everything Shock 1 had could be duplicated in the Source engine.
People have suggested over the years that we could do a sort of 'interpretation' of Shock 1, but that's not really something I'm interested in.
kodan50 on 25/12/2006 at 20:56
the reason I am not using Half life 2 is simply because the Stream program that is requires to run keeps crashing my computer. It simply does not work, and half life 1 is the best game I have access to. As far as door dept, I have an idea that would require me to completely resize the level a little. Problem is Quark has a crappy texture clipping, and its impossible to clip it right, as of now, I have the texture almost perfectly in tune with sshock1, but i wanted the textures to be properly clipped. I might not have a choice but to use hammer if the texture keeps being like /3 pixels off ....
Nameless Voice on 25/12/2006 at 22:43
Quote Posted by JediKorenchkin
One of the huge problems we had with porting Shock 1 to the Dark Engine was the equipment too. It's impossible to get sensaround to work. I'm not even sure if we found a solid way to do the camera countdown for security percentage. While I don't know enough about the Half-Life 1 engine to suggest what limitations it would have, I'm fairly certain that everything Shock 1 had
could be duplicated in the Source engine.
Yes, we (I) did get it working. My (
http://www.geocities.com/nameless_voicetex/ccp/CitadelDemo01.zip) Citadel Scripts Demo is still up at that link, I think.
In fact I think nearly everything except SenseAround would have been possible in Dark, if we'd ever had enough DromEdders to finish the mapping...
But it seems that there's no interest in CCP anymore, at least not from any of the few who can actually use ShockEd.
kodan50 on 25/12/2006 at 23:01
besides being impossible, hammer still has the same texture problems. Ive decided to just drop using it for now. I dont know what to do about textures, something tells me not to worry, something else tells me that "How the %&$@ can these textures be off by points of pixels??" but I can get decent progress on the level if I can at least get a 3D door to work, by reconfiguring the level I can have a small door and tweak construction a bit, I had to do that to make most of my textures allign anyways. Im going to do one last allignment of texture to the ceiling and try to make it fit the level, before I get pissed and create the rest of the first part of the medical room, with of course horrible texture allignment all around, but if I worry about it too much I will never have something to work with!!
I wish I can get a good editor that has a better texture allignment display.
Bjossi on 25/12/2006 at 23:59
For the paper thin doors, Serious Engine 1 seems to allow me to create brushes with zero height. In the case of other engines; why not make them so thin that it is very hard to spot it, use extremely small number?
This has been tried on many engines. The best candidate would be Source because of the big playerbase, but if Steam refuses to work it is a problem...
kodan50 on 26/12/2006 at 00:29
yeah, steam caused me to retun the game, oh well
As far as using an incredibly thin doors, I was going to do that, I just need to figure out how to make HL open and close doors like in sshock, so I need the door texture that cant seem to find. I am just going to go on without the door for now, im making expected progress, so I hope to have the first part of level 1 done within the next hour or so, and hopefully the textures alligned.
Bjossi on 26/12/2006 at 00:49
Why not create this remake as your own game? The Quake 3 engine was released for free not too long ago.
But anyways, screenshots would be nice when you have some good looking stuff to show us. I can see for myself Medical having the same blue-ish lighting as MedSci in SS2 had. :cool:
kodan50 on 26/12/2006 at 00:58
I wanted to do so, but I cannot code to save my life, so open source programs are of no use to me.
I am going to put pics up shortly, dev pics will be easy, as for game pics, my level has a gaping hole, so until I plug it, it keeps giving me leaking errors...