4/4/2024 0 Comments Half life 1 hd texture modThere is no example map included with this tutorial for obvious reasons. IMPORTANT NOTE! If you are going to submit your map with "foreign" textures and models, include them with your map! There's nothing worse than finding a map has "foreign" models and/or textures and being unable to run it due to the textures and/or models not being included and you not having them. Could prove useful if for some reason you can't find a suitable sound. And categorise them even further (EG: ambience) if you want to. This is done in the same way as textures, but put 'em in the valve/sound directory. If it's bshift, move it to the bshift folder in the Blue Shift directory. Now paste into into the valve folder or whatever mod's main file. This is a LOT easier! Find the texture file you want, say, OPFOR.wad in the gearbox folder and copy it. Now you can move them to your valve/models directory. However, you also have to rename the extras, like scientistt and scientist2 to rosenbergt and rosenberg2. Rename the scientist model on your desktop to something obvious like "rosenberg". So, copy all of the scientist models from the bshift/models directory to, say, your desktop. You also probably want Slick to be the greasy haired guy and not Dr. This model is called scientist, however (Slick didn't appear in BShift) And you don't want HL crashing when it can't find a script. is just a scientist model with some scripts missing, some added, and no sign of the "Slick" head. Now, paste them into the valve/models directory and hey presto, you can use the models with monster_generic. You must select all of the relevant models! If you don't, not only will you be unable to open the model in HL model viewer once you've moved it, but scripts won't work with it either. Don't bother selecting civ_coat_scientist, civ_paper_scientist or console_civ_scientist, since they are different models. However, don't copy it yet! Hold down control and select all other civ_scientist models EG: civ_scientist, civ_scientist0, civ_scientist1 etc. You'd first need to export all of the models from BShift's pak files. Voices, model textures, map textures, UI elements, in-game titles, and Black Mesa Announcer have been horribly mistranslated. Finally, a full release of the high-effort low-effort mod has arrived. Let's say you wanted the civilian scientist model from BShift in your map. New features and bugfixes in the V1.1 Update Read below for a list of changes. Extract them to their own area, since some models are slightly different in different mods, eg: Barney is much paler in OpFor and BShift. Now, extract the models from the mod which has the models you want. IMPORTANT NOTE FOR HIGH DEFINITION PACK USERS: If you wish to stay in high definition mode, make sure you also extract the models from pak1, and overwrite the old files. Export all of the models to the valve directory, they'll automatically go to the models folder. Download Wally, and use it to explore the pak0 file in the valve folder. I know most people already know how to do this, but some people don't so don't go complaining.įirst, you will need a PAK explorer like Wally, which is available here. from mods like Blue Shift and Opposing Force with the original HL. Hopefully not quite as long as it took to bring Black Mesa to life.This is a VERY basic tutorial explaining how to use models, textures etc. We'll keep an eye on Black Mesa Classic as it continues development-the team is currently looking for additional mappers, modelers, animators, and programmers, so the finished mod sounds like it might be quite a long way off. Taking the changes it made and converting them into the original Half-Life's engine really just gives you an updated, upgraded version of Half-Life, right? Plus making any game compatible with older hardware is a noble undertaking. Since so much of Half-Life was redesigned and reinterpreted for Black Mesa, many see it as the best version of Half-Life, the version you should play today. It does still seem strange to take a game that recreates Half-Life 1 in Half-Life 2's engine, and then remake it again in Half-Life 1's engine, but I think I can understand the motive. Got an old laptop or ancient rig that doesn't run modern games all that well? You'll still be able to play Black Mesa Classic, provided your creaky PC is at least powerful enough to run the original Half-Life, which isn't a tall order. The other goal is to make this version of Black Mesa playable for anyone on any sort of PC.
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