Mapping for Half-Life source

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Heya,

I own a copy of half life source and would like to map for it, however; when using the Source SDK, there is no option to map for half life source.

I haven't been able to find anything on the internet about mapping for half life source, so I thought I'd check here.

Is it also possible to convert Half life maps that I have made to source as well?

Thanks in advanced.
 
Why on earth would you limit your audience by working in Half-Life Source? Few people own it, even fewer actually enjoy its additions. Map for the original.
 
http://developer.valvesoftware.com/w...ife_Source.fgd

yes, you can convert half-life maps to half-life source

If I just port the level over like that, won't the editor get confused as which textures to replace with what materials? Additionally, how do I tell the editor where to look for them?

Why on earth would you limit your audience by working in Half-Life Source? Few people own it, even fewer actually enjoy its additions. Map for the original.

Do I really even need to answer that question?
 
Do I really even need to answer that question?
No one's forcing you to, but yes I am utterly perplexed as to what you believe the benefit is. Please tell me the combination of water textures, lighting and ragdoll physics make up for cutting your potential user-base by multi-millions of potential players, because I'm in the mood to laugh my lungs into a thick tuberculoid paste.
 
IIRC, you just have to keep original texture names. Alternatively you can use this tool to convert your stuff:

Can't I use the high definition textures/materials from Half-life source? How do I tell the editor where to find them? (in truth, i don't really know where they are myself)

No one's forcing you to, but yes I am utterly perplexed as to what you believe the benefit is. Please tell me the combination of water textures, lighting and ragdoll physics make up for cutting your potential user-base by multi-millions of potential players, because I'm in the mood to laugh my lungs into a thick tuberculoid paste.

Sorry if I have somehow inadvertently offended you by deciding to map on an engine with much better visuals. Next time I will think about my actions before using common sense.
 
There're no high-res textures in Half-Life: Source. They're simply ported textures from original Half-Life. I guess you have to edit your gameconfig file in your SDK folder, in order to Hammer show materials. You also to have mount HL:S's *.GCF. You can find more info here:

http://developer.valvesoftware.com/wiki/Gameinfo.txt

Alternatively you can extract all HL:S stuff from *.GCF file, and put it in some mod folder to use them (which is what I do at the moment).
 
Sorry if I have somehow inadvertently offended you by deciding to map on an engine with much better visuals.
Even if three improved, entirely out-of-place visual enhancements constitute 'much better visuals', it begs the question of why you don't simply use the Orange Box version of the engine / SDK, or something else altogether. The assets in the two versions of Half-Life are virtually identical. There are no 'high-definition textures' or materials. Same shit, different outhouse.
Next time I will think about my actions before using common sense.
You wouldn't know 'common sense' if it teenage-mothered your offspring and scratched the r's it dropped in conversation.
 
There're no high-res textures in Half-Life: Source. They're simply ported textures from original Half-Life. I guess you have to edit your gameconfig file in your SDK folder, in order to Hammer show materials. You also to have mount HL:S's *.GCF. You can find more info here:

http://developer.valvesoftware.com/wiki/Gameinfo.txt

Alternatively you can extract all HL:S stuff from *.GCF file, and put it in some mod folder to use them (which is what I do at the moment).

The textures in half life source seem to look alot better than they did in the origional Half-Life, if they're not high res textures then maybe they have some other maps reinforcing them to make them look more realistic such as detail maps.

If I were to make a Half-Life 2 singleplayer mod instead and used Half-life source content, would that be legal?

Even if three improved, entirely out-of-place visual enhancements constitute 'much better visuals', it begs the question of why you don't simply use the Orange Box version of the engine / SDK, or something else altogether. The assets in the two versions of Half-Life are virtually identical. There are no 'high-definition textures' or materials. Same shit, different outhouse.

You wouldn't know 'common sense' if it teenage-mothered your offspring and scratched the r's it dropped in conversation.

In my honest opinion I really think you need to get a life, people are going to have different tastes and opinions to you and there's nothing you can do about it; blow things completely out of proportion as much as you want.
 
In my honest opinion I really think you need to get a life, people are going to have different tastes and opinions to you and there's nothing you can do about it; blow things completely out of proportion as much as you want.
The inability to accept 'different tastes and opinions' is entirely your own. What you need to realise is that actually, I was giving you a friendly nudge towards what would be widely considered the most sensible solution to your problem. All credit to Barnz, but he's only giving you a point by point guide to building your own gallows.
If I were to make a Half-Life 2 singleplayer mod instead and used Half-life source content, would that be legal?
Mods have got away with including bits and pieces in the past (enemies mainly), but I've yet to hear of a source engine project solely composed of HL: Source assets. Whether that's because no-one wants to build decade old assets into a modern engine, or whether it's because it's not allowed isn't entirely clear. The few Half-Life 1 related source mods out there are aiming to remake the assets from scratch, which is hardly what you're going to want to do (unless you have lots of time and arms). Always the outside chance that those teams will allow other mod makers to use that stuff, if they ever release.
 
The inability to accept 'different tastes and opinions' is entirely your own.

If I want to map for half life source then I really don't see what there is to cry about. Please stop whining just because I choose that over your favourite game/platform/engine/whatever.

What you need to realise is that actually, I was giving you a friendly nudge towards what would be widely considered the most sensible solution to your problem.

Do you honestly believe that your condescending crying was in any shape or form a friendly nudge?

The few Half-Life 1 related source mods out there are aiming to remake the assets from scratch, which is hardly what you're going to want to do (unless you have lots of time and arms).

I'm not going to make assets from scratch, I'm/we're going to upgrade textures/materials with bumpmaps and specular maps where necessary.
 
Do you honestly believe that your condescending crying was in any shape or form a friendly nudge?
Wait. So I'm 'crying' about this, yet you're insulted? Wipe the tears Enforcer. I could have just plain said I think you shouldn't bother at all. Because, well I do.

And shall I deduct expectation due to your inability to post in the correct forum?
Please stop whining just because I choose that over your favourite game/platform/engine/whatever.
As I've now made clear a hundred times over, this has nothing to do with my preferences. This has to do with the fact that you're mapping for somewhere below half a million people instead of over 10 million. Oh, but common sense is on your shoulder. Perhaps you should get it to shift a bit and nudge your prostate.
 
Wait. So I'm 'crying' about this, yet you're insulted? Wipe the tears Enforcer. I could have just plain said I think you shouldn't bother at all. Because, well I do.

I'm insulted? Sorry, what I meant was I find this conversation/you irritating and really lack the patience to continue with it. I am not the one trying to compose magnificent dialogue at somebodies' choice to map on whatever game/engine, niether am I the one who blew things completely out of proportion as a result of it.

Oh, but common sense is on your shoulder. Perhaps you should get it to shift a bit and nudge your prostate.

Well let's face it, if you can't understand the concept of different tastes and opinions then it certainly isn't on yours.
 
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