Half-Life Dreamcast modding site

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divagante
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Re: Half-Life Dreamcast modding site

Post by divagante »

BananaXX wrote:Finally got around to making something half way worth showing from Valve Hammer. Its not that great in my opinion but it shows some progress I guess.
for a first look map... that is actually pretty good! no joke!

just let me give ya one opinion on a detail... if what you want to do is diferent from half life and it's logic, don't use many prefabs... its better to map your own objects (ill show ya how to reduce lag on those)

keep up the good work ^^
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Anthony817
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Re: Half-Life Dreamcast modding site

Post by Anthony817 »

Looks nice man! :D
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divagante
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Re: Half-Life Dreamcast modding site

Post by divagante »

tutorial 9 - trigger_changelevel
(how to go from map to map)

http://www.dcfan.net.ru/forum/f83/half- ... #post57434

NOW IN 3D!!!!!! (nah just kidding)
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Anthony817
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Re: Half-Life Dreamcast modding site

Post by Anthony817 »

3D Mein arsche. Lol.

Anyway, how have you been doing BananaXX? Any progress?

I would do mapping myself, but I am too ADD for this kind of work.

I did however create maps for Far Cry on Xbox, and tried in BF2 on PC, but it is a pretty technical program to use.

I understand how to do certain things with mapping tools, as long as they are very user friendly, but as far as creating Half-Life maps, I don't know. Far Cry had very easy stuff.

I should also mention, I messed around in Crybox 2, or whatever it was called for Crysis. I know how to add vehicles and whatnot, and terraform the ground, but many aspects were just too much for me.
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divagante
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Re: Half-Life Dreamcast modding site

Post by divagante »

hi anthony ^^

what you make was messing with entities not mapping (for what i understood of your post). for example, imagine you have this one map, you would change the places where weapons and monsters are without moving a single wall, i call it entiting, and it's actually quite fun! xD

anyhow, you may not know how to map or you don't even care enough to learn, but (at least for me) i'm always open to map sketches, ideas and so on!

in other notes, anyone who is interested in hl:dc modding plese let me know ^^
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BananaXX
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Re: Half-Life Dreamcast modding site

Post by BananaXX »

Progress has kinda stopped as I've run out of ideas for maps lol. I'm no good at dreaming up creativity for maps. I can do features of them, just not the entire thing if that makes sense. I could probably help with map design and the creation of them, just not likely to happen on my own...
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Anthony817
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Re: Half-Life Dreamcast modding site

Post by Anthony817 »

Well, what about taking maps from other mods already? You seem to know enough now to add things like enemies and other stuff.

I was really just hoping that somebody could take some maps from a WW2 mod and add them to the DC version of the WW2 mod assets that Dreammatrix ported. He was going to port the mod Operations 1942, but the maps won't work unless the textures were separated from the bsps.
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BananaXX
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Re: Half-Life Dreamcast modding site

Post by BananaXX »

If there was a way I could open DoD or Operations 1942 maps and copy them verbatim I could probably do that.
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divagante
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Re: Half-Life Dreamcast modding site

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BananaXX wrote:If there was a way I could open DoD or Operations 1942 maps and copy them verbatim I could probably do that.
(anthony sent me here)

dod or ops1942 maps are basic .bsp maps with custom entities for those games. yet, the walls are universal within the engine. my point is, you can dismount those maps using bsp2map tool, fix all the bugs, texture everything according to original map, erase all entities, then put the entities you want (for hl1 for example). For this you use VHE3.4.

There is another way, which is totally different, using quark (quake army knife), which edits the map as a text file (you just replace the entities), but it's a process i don't know myself. Dreammatix over at dcfan.net.ru is the one to ask about this.

About the dreamcast campaign modes: there are two main folders - barney for blue shift and valve for hl1. Valve folder contains the main campaign and the tutorials (which you can turn into a campaign, but models etc obey the hl1 camp.). Blue shift is an independent campaign (you can have two different models for the same zombie in those two games for example).

The maps should start at "t0a0.bsp" for the training campaign; "c0a0.bsp" for hl1 and blue shift. From there on you can do pretty much whatever you want (including linking campaigns from tutorial and hl1).

There are plenty of usefull information about the gldsource engine and how the campaigns work on dcfan.net.ru, and about VHE3.4 (valve hammer editor for hl1 engine) i have a series of tutorials.

Anything else, feel free to ask me;
best regards, divagante
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Re: Half-Life Dreamcast modding site

Post by CRTGAMER »

@ Anthony - What do you think about the "Uplink" PS2 magazine demo disc? Does it really work with PS2 Half Life?

This one: http://assemblergames.com/forums/showthread.php?t=33485

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