rastsy on 8/2/2007 at 01:45
Oh let him do what he wants is his project.
Ps. shocked does not work for many people.
Bjossi on 8/2/2007 at 02:34
Quote Posted by Angelfire
I don't get it, why try to remake SS1 to some other engine when it will ultimately look almost identical and perhaps feel even worse, not to mention it doesn't give ANYTHING NEW!?
Maybe you should look up the word 'remake' in a dictionary.
And I'm pretty damn sure he is going to light things up the modern way (because fullbright looks bad nowdays), and he will use high res textures.
kodan50 on 8/2/2007 at 07:01
About my computer, the good news is I finally bought a new MOBO. AMD 1.8 GHz Sempron, (soon to be) 1.5 GB RAM, like a trillion gigs of HD space. HL2 runs VERY well finally, so high-res will be snap.
Ive got a couple simple images up to show what kind of leveling im going to be working with. Lights are random thou, not final, it was more like mood lighting for the time during dev. The real lights should have a nicer look.
Doors are suck. Seriously. They effing suck on HL2. I have no idea why either. When I create a standard poly it works, but when I place it with a door_func then it gets all weirdicated. Doors will come after textures. Im going to work tonight on it and see if I can get something more to work.
Bjossi on 8/2/2007 at 18:54
Do doors only act this way if they are paper-thin?
kodan50 on 9/2/2007 at 18:30
Yeah. according to a help forum its caused because the game sees it as a micropoly, and randomly changes the height of them. Seeing as the game wasnt really meant for micropolies, then the only real choice is to make it just small enough to keep its shape, which will make the doors considerably large by System Shock standards. Until some kind of fix shows up, that is what UI will have to do.
june gloom on 10/2/2007 at 00:54
source is most certainly capable of a sophisticated interface.i mean, just look at the dystopia mod, for example.
as an alternate example, consider the interface for vampire: the masquerade: bloodlines. aka deus ex with vampires (i enjoyed the hell out of it.) it's all a matter of coding.
kodan50 on 12/2/2007 at 01:16
Thanks you all for your constant support!
Ive got my door situation rectified, I guess. I just made the doors as thin as I could before it screws up, and it should work *okay* for now. Im still having problems with textures, but at least its not something that will be a complete pain to fix. I just need a freeware bmp to tga converter for the VTF converter within source sdk.
Bjossi on 12/2/2007 at 10:18
IrfanView can convert BMP to TGA. (and many others)
kodan50 on 25/2/2007 at 01:54
Ive done a couple things to the map, check it out at my web page. (
http://www.geocities.com/kodan50) , ive still looking for what high-res images I can find. The good news is that amongst the experimentation, I found that rather than map both games out differently, since my editor sucks with Half Life 2 VTF files, I can map it with HL1 and the texture allignment stays true to HL2. Awesome find. This means I wont have a choice but to map for HL1, so both games should stay relatively close to each other. Only real problem is doors, lights, items etc. are all game specific and I have to recreate them, but its no big deal :) I still want high-res textures thou ...