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ForumsDiscussion Forum → Editing Half Life 2, i havent got a clue. HELP
Editing Half Life 2, i havent got a clue. HELP
2009-01-29, 4:25 PM #1
Until i get Crysis and the modder, i wanna try HL2 editor.
But its stupenduously complex. Do any massassians edit HL2? I reaaly need help.

I downloaded the HL2 tool pack but it has 35 folders of random crap and theres no clear cut way of knowing where to start.

AS for jk SG1, i dont know, i have over a gig of material, i may just send it out in cd form to anyone who wants it. Or i may still work on it. :tfti:
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2009-01-29, 4:56 PM #2
http://developer.valvesoftware.com/wiki/Main_Page

A great source of information.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2009-01-29, 5:21 PM #3
cool, good place to start, though i do need a real human being to teach me.

Ruthven an editing N00b, i'll never hear the end of it :suicide:
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2009-01-29, 5:24 PM #4
Maybe you can send it to coolmatty so he can toss it up on the server without having to wait for your slow upload.
2009-01-29, 5:24 PM #5
I'd be more than happy to do that. PM me for my address.
2009-01-29, 5:26 PM #6
:D i'll sort that out maybe in a week. I have to work on some angel wings for a costume party atm :p
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2009-01-29, 5:38 PM #7
too bad you made sg-1 for jk, you can't even port your models
2009-01-29, 6:50 PM #8
FINISH SG1! :omg:
Naked Feet are Happy Feet
:omgkroko:
2009-01-29, 6:55 PM #9
Originally posted by Jon`C:
too bad you made sg-1 for jk, you can't even port your models


Too bad he didn't start this move on to a better engine process about 3 years ago.
2009-01-29, 7:04 PM #10
Originally posted by Jon`C:
too bad you made sg-1 for jk, you can't even port your models


A converter could be written, but the thing is, would it be worth it to convert the models? Perhaps some of the maps would be worth it, converting only geometry, and then retexturing and lighting. It would take some work, and I'm not offering to do it.
Nothing to see here, move along.
2009-01-29, 7:16 PM #11
Look at you mister fancy pants not even really a game maker or modder.

You don't even understand the difference between how JK models and modern engines animate.
2009-01-29, 7:16 PM #12
Modern engines use bones, not keyframes. Aaron's limbs are all rounded off to look like clothes when bent and unbent, as all JK player models are.

Aaron could very easily stitch together the limbs, however. I know how he organizes his vertices, and they should already have logical connectors. I'm not sure if you'd have to entirely restitch/seam/uvmap the model.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2009-01-29, 7:18 PM #13
If you're going to use his first name, you should probably spell it right.
2009-01-29, 7:40 PM #14
Originally posted by Ruthven:
AS for jk SG1, i dont know, i have over a gig of material, i may just send it out in cd form to anyone who wants it. Or i may still work on it. :tfti:


If you can't upload, make a torrent. Then we all can help you distribute it. :awesome:

I know I would.

2009-01-29, 8:18 PM #15
Originally posted by JediKirby:
Modern engines use bones, not keyframes.
They actually use both, but I know what you mean so I guess I'll explain it like I normally do.

JK uses a mesh hierarchy. Other games use a skeletal hierarchy. The actual function is identical: the meshes in JK are transformed by interpolating between two keyframes; the skeletons in a modern game are transformed by interpolating between two keyframes. JK also supports other similarly 'modern' concepts of animation like animation blending. It wasn't that bad, and you can pretty easily do it in hardware if you're willing to munge the data files a bit.

Quote:
Aaron's limbs are all rounded off to look like clothes when bent and unbent, as all JK player models are.
This will probably cause z-fighting in a modern game.

Quote:
I'm not sure if you'd have to entirely restitch/seam/uvmap the model.
This is the problem.

Rendering a single model that uses 8 different textures will have roughly the same performance consequences as rendering 8 copies of the same model with a single texture. Every model would definitely have to be retextured and rigged to use whatever skeleton the engine expects. If it's Source I'd guess the skeleton even has muscle and face controllers and other crap so given that the models were made for JK I'm not sure if it's even possible to do this without horrible artifacts.
2009-01-29, 9:53 PM #16
HL2 is like 5 years old this year. Nobody plays old games anymore!
Star Wars: TODOA | DXN - Deus Ex: Nihilum
2009-01-29, 10:12 PM #17
*raises hand*

I edit JA...
DO NOT WANT.
2009-01-30, 1:05 AM #18
i'm only editing HL2 on the sly, a bit here and there, until i start Crysis modding, this summer.

Remember that all models were made using milkshape, so only 1 texture per group anyway. So i wont need to restitch much.
Most textures were 512x512 or 1024x1024 in PSP format originally.

as for remodelling the geometry, things like jaffa and ori soliders wont change much. I can simply use the old models and tweak them, and map new textures over the tgas.

Not that i'm suggesting i'm gonna redo the JKmod in HL2.

I'm currently trying to set up my system to allow the more complex software to run, this comp is 3x faster than the old one, and runs HL2 nicely, but not at max, and it still has issues.

I may just rejoin the German sg1 mod for HL2 (and take over management :P)
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2009-01-30, 8:47 AM #19
Originally posted by Jon`C:
JK also supports other similarly 'modern' concepts of animation like animation blending. It wasn't that bad, and you can pretty easily do it in hardware if you're willing to munge the data files a bit.


I didn't know anything about this. Can you go into detail?
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2009-01-30, 10:36 AM #20
Originally posted by The Mega-ZZTer:
If you can't upload, make a torrent. Then we all can help you distribute it. :awesome:

I know I would.


You kinda need to be able to seed at least one person to 100% before torrenting can work. At that point he might as well send it to massassi or whatever and then I can host it anyway. :rolleyes:
2009-01-30, 1:04 PM #21
Originally posted by Cool Matty:
You kinda need to be able to seed at least one person to 100% before torrenting can work. At that point he might as well send it to massassi or whatever and then I can host it anyway. :rolleyes:


:v: :v: :v:
SnailIracing:n(500tpostshpereline)pants
-----------------------------@%
2009-01-30, 1:34 PM #22
I want jk sg1!!!
2009-01-30, 2:32 PM #23
Originally posted by JediKirby:
I didn't know anything about this. Can you go into detail?


Aren't you the one who ran an entire project based around replacing all of the 3DOs in JK? Shouldn't you already know this?
2009-01-30, 4:31 PM #24
Originally posted by Jon`C:
JK also supports other similarly 'modern' concepts of animation like animation blending.

I knew this but,

Originally posted by Jon`C:
It wasn't that bad, and you can pretty easily do it in hardware if you're willing to munge the data files a bit.

what's this about?
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-01-30, 5:33 PM #25
Originally posted by Emon:
what's this about?
Key files have all of the information needed to animate a skeleton. A 3DO file can be treated as a single mesh where each vertex has only 1 weight.


There is no good reason why JK doesn't support smooth skinning. It would have made the game look twice as good, it would have taken absolutely zero extra effort and it would have actually sped up the game because you wouldn't have been rendering so many garbage triangles in every moving joint. Here's another example of how JK came really close to winning the marathon only to crap its pants in the last mile.
2009-01-30, 5:50 PM #26
I thought you were talking about something that can be done with JK, not what they could (should) have done.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2009-01-30, 6:56 PM #27
Originally posted by Cool Matty:
You kinda need to be able to seed at least one person to 100% before torrenting can work. At that point he might as well send it to massassi or whatever and then I can host it anyway. :rolleyes:


Well fine as long as you're willing. :P

2009-01-30, 7:09 PM #28
Quote:
There is no good reason why JK doesn't support smooth skinning. It would have made the game look twice as good, it would have taken absolutely zero extra effort and it would have actually sped up the game because you wouldn't have been rendering so many garbage triangles in every moving joint. Here's another example of how JK came really close to winning the marathon only to crap its pants in the last mile.
The actual game doesn't waste time rendering garbage triangles. They just have holes. XD
2009-01-30, 8:00 PM #29
Originally posted by Ruthven:
...until i start Crysis modding, this summer.


I should never have shown him my Crysis stuff. :suicide:

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