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Author Topic: PS2 additives  (Read 13151 times)

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flynia

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Re: PS2 additives
« Reply #15 on: October 20, 2005, 12:13:15 AM »

Barney

Is it as simple as replacing a texture file or is their more to it then that?

From what i have read it appears that the HEV/Health Chargers are actually built into the level itself.

Can anybody clarify this for me?

Sorry for being a noob :(

Cheers flynia

I changed my mind about model chargers, I'd like to add them but I need a good health charger model. I don't want to use PS2 health charger model cuz HL1:S is not supporting animated health charger model... :-\
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Frostbite

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Re: PS2 additives
« Reply #16 on: October 20, 2005, 12:19:20 AM »

i could try im bored...what is the problem they dont show up just checkered purple and black?
(wrong order of words =\)
btw: ill give em a bump map to =\
im so bored....=(
although i have no idea whats the texture name
« Last Edit: October 20, 2005, 12:29:18 AM by Frostbite »
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flynia

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Re: PS2 additives
« Reply #17 on: October 20, 2005, 12:26:15 AM »

No no... ive heard that they are actually built into the map file... im not sure about that though :(

If thats the case... well its going to be *hard* to say the least to modify them :(

I think Frrakk has mentioned this before but im not sure.

Cheers flynia
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Re: PS2 additives
« Reply #18 on: October 20, 2005, 12:29:44 AM »

No no... ive heard that they are actually built into the map file... im not sure about that though :(

If thats the case... well its going to be *hard* to say the least to modify them :(

I think Frrakk has mentioned this before but im not sure.

Cheers flynia
there textures and textures can be replaced at least i think =\
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flynia

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Re: PS2 additives
« Reply #19 on: October 20, 2005, 12:34:52 AM »

If its as simple as a texture name ill load all the textures into Photoshop tonight :)

Yeah Yeah i know... their are more then 5000 of them... but hey im willing to do it :P

Cheers flynia
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Re: PS2 additives
« Reply #20 on: October 20, 2005, 12:35:27 AM »

dont forget to bumpmap it =\
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flynia

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Re: PS2 additives
« Reply #21 on: October 20, 2005, 12:36:28 AM »

Thats if it is their and not built into the level :P

Trust me i wont forget to bumpmap... ill post shots here of with and without bumpmaps.

All assuming i can find the texture

Cheers flynia
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HLS FGD is all mine =p
« Reply #22 on: October 20, 2005, 12:38:20 AM »

ill load up hammer and find it once hl source updates completly
oh right that reminds me i gotta start that hl source test level once im done hl2_ayslum =)
Texture names are
+0medkit - useable
and...
+amedkit - nonusable
both in halflife/
« Last Edit: October 20, 2005, 01:01:47 AM by Frostbite »
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flynia

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Re: PS2 additives
« Reply #23 on: October 20, 2005, 01:26:55 AM »

Thanks man ill have a fiddle with them tonight if the textures exist in HL Source.

I'll try using the textures and see what i can come up with.

Thanks for that

Cheers flynia
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Re: PS2 additives
« Reply #24 on: October 20, 2005, 01:34:39 AM »

i did but ya didn't turn out good maybe i should raise size or image (bumpmapping is 256x512 and image is 64x126 =\)
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flynia

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Re: PS2 additives
« Reply #25 on: October 20, 2005, 01:49:25 AM »

Try asking Besli if he has texture file of that size to suit... failing that you may need to adjust it in Photoshop or whatever program you use... lastly... if all else fails i wouldn't mind having a fiddle tonight with it and seeing if I could get it working nicely.

Your choice dude :)

Cheers flynia
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Re: PS2 additives
« Reply #26 on: October 20, 2005, 01:53:46 AM »

Try asking Besli if he has texture file of that size to suit... failing that you may need to adjust it in Photoshop or whatever program you use... lastly... if all else fails i wouldn't mind having a fiddle tonight with it and seeing if I could get it working nicely.

Your choice dude :)

Cheers flynia
i lowered the size to match the orignal image size =\ but meh
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flynia

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Re: PS2 additives
« Reply #27 on: October 20, 2005, 03:08:53 AM »

You gonna post a screeny for us to enjoy or keep us guessing :)

Cheers flynia
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Re: PS2 additives
« Reply #28 on: October 20, 2005, 03:36:26 AM »

You gonna post a screeny for us to enjoy or keep us guessing :)

Cheers flynia

to get that shiney look on textures add
Code: [Select]
"$envmap" "env_cubemap"
"$envmapmask" "dev/reflectivity_10b"
im looking for to make it less shiny but hey =p
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Frraksurred

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Re: PS2 additives
« Reply #29 on: October 20, 2005, 03:50:30 AM »

Replacing the texture is probably our best bet, which is why Besli had tried to import the two (health & HEV).  However when trying to get the HEV texture to work he encountered repeated problems with it.  I do not know the details, but I know he finallly gave up trying.

--

Several people have requested the PS2 stations be imported into HL and/or HL:S, however since the stations themselves are models compiled within the maps, and Valve has never released the HL map files in Hammer or samples for the SDK, we cannot decompile them in order to recompile them with the PS2 stations.  That is why we have never seen a successful conversion. 

If there is a way to do it now, I am unaware of it.  I'd be interested to know however.

--

Nice job Frostbite.  Question; does the station glow when charging and turn off when depleted?  Also, there is a cleaner (less rusted) version of that health station that I feel fits HL better.  If you do not already have it, I will track it down for you.  I would prefer it over the beaten up one.  Either way, I think it's a big improvement.
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