Bjossi on 30/12/2006 at 01:46
Plus it was released for free so you can compile your own EXE(s) and DLLs so everyone can play it as long as they have a capable PC. :cheeky:
You can't do a project of this size by yourself as I've said, find talented people ready to assist with stuff like coding, modelling, etc. :cool:
Nameless Voice on 30/12/2006 at 02:21
Quote Posted by JediKorenchkin
I looked into a few months ago, and you can't do a direct port of SS2 models to the Source Engine either.
But you can easily convert them to .3ds, and there you should be able to convert them into any format you like.
I'm talking about objects here, though, not AI meshes. Those would be quite a different matter, since SS2 uses shared skeletal motions for all AIs.
june gloom on 30/12/2006 at 06:29
Quote Posted by rastsy
the quake 2 engine (almost the same as the half-life 1 engine)
:laff: :laff: :laff: :laff: :laff: :laff:
:sweat: :nono:
descenterace on 30/12/2006 at 12:28
The Half Life 1 engine was built on the Quake 1 source, but it's nothing like any of the Quake engines. Comparing it to Quake 2 is like comparing a jet fighter to a paper plane; they use the same principles, but one is vastly more advanced. :p
I doubt any Quake engine would suit either System Shock game. Quake 4 might squeeze in there for SS2 because of the interaction system (it bears a slight resemblance to SS2's click-to-activate system).
Assidragon on 30/12/2006 at 13:12
I worked a lot with Quake2 and I'm confident it could work. Oh it'd need massive amounts of work, but I see no reason why it'd be impossible.
Bjossi on 30/12/2006 at 13:24
Quote Posted by dethtoll
:laff: :laff: :laff: :laff: :laff:
:sweat: :nono:
Maybe he meant that both Quake 2 and HalfLife look like crap in a similar way. ;)
kodan50 on 31/12/2006 at 02:08
I got Half Life 2 working by formatting my computer and starting fresh. It runs pretty decent on all the lowest possible settings :D
So, in lue of this, I am going to compair the feel between both engines, and determine which is best. I have Quake 1 thru 3, but id perfer to do this on Half Life, I dunno why, but ive made decent progress in leveling, and found almost a fullproof way to texture. Also, any work with them high-res textures of Shock1 :ebil (Does that tag still work??)
I just dont know .. Like I have said before, I agree with doing the hard stuff first, but my only possible skill is leveling. Id work on some textures, but im worse at that then modeling *sigh*
So for now, I am going to screw around both Half Life's until I come to a decision, and if my system will allow it, cause my editor cant find HL2 stuff, and steam.dll keeps crashing!!
Bjossi on 31/12/2006 at 02:40
Remember that if you go with the HL1 engine, you will get very little playerbase, I'd not do this sort of effort unless it got appriciated to a much larger degree. :erm:
kodan50 on 31/12/2006 at 03:40
one of the beautiful things of Half Life 2 is the gravity un, that and SS crates can really hurt some cyborgs :) I cant even get HL1 models, let alone high-res HL2 models, and if I port this project over, id like it to be .. well .. high quality. I know their wont be any water effects, unless I predate the game prior to the SHODAN takeover and actually impliment like, cafes, restrooms, maybe a swimming outlet in gamma grove. I have a lot of ideas, I just need to caurfully plan it.
As for building models and the hard stuff first, I have enough of the level complete where (even if its only the very first part) we can still make models around what I have done now, if for sizing and correctiveness sake. That shouldnt be a problem at all.
Does anyone here have the pre-steam version of Half Life? I can publish only what I have soo far, so anyone who wants to make models or do some texture comparisons can have a small palette to work on.
JossiRossi on 31/12/2006 at 05:28
Kodan, if you go HL2 I have some mapping experience, I'm not amazing but I can manage well enough. I'd be willing to help. One thing I suggest though is thinking about some redesigning.
Yes, yes, there will always be the purists who want it to be the same, and well they aren't wrong. But the fact is that you can take advantage of the things SS1 didn't have at the time. Lots of things can be upgraded and developed. That's probably the most work mapping wise and would require some coordination.
When you have an engine that can get you involved in the game more, then I think it's a good idea to do so. I love SS2, but if someone redid SS2 in the Source engine and made it more involving, well I'd take it.