But one of them has got night vision goggles for better visibility. I also worked a bit trying to incorporate the few high-res textures I got into my level, im at the point of trying to figure out where these textures allign and the original textures dont, which is providing a nice challenge, but its getting easier.Its like 2 people fighting in the dark. I also have seen models of like the key cards and etc etc for SS2 project, could they possibly be ported to HL1? Maybe I will experiment with those, I will make them myself if need, but if good ones are already out. So, That is mainly why I am now building this project, I am hopeing that I can get enough people involved to help me with the things I have tried and failed at. I also have been trying to hack around the main display to see if I can change some of the visuals, again with proper failure. I tried modeling, but I definately do NOT have the patience to do that kind of work. I started working on models a long time ago for the Quark playground, this was back before the system shock project was even phathomed, I had been working on my level to see what capabilities I can do. People have suggested over the years that we could do a sort of 'interpretation' of Shock 1, but that's not really something I'm interested in. While I don't know enough about the Half-Life 1 engine to suggest what limitations it would have, I'm fairly certain that everything Shock 1 had could be duplicated in the Source engine. I'm not even sure if we found a solid way to do the camera countdown for security percentage. It's impossible to get sensaround to work. One of the huge problems we had with porting Shock 1 to the Dark Engine was the equipment too. With HL1 you're playing with lots of stuff that's outdated and a fan modification base that's almost no longer existant. Kodan - why are you using HL1 rather than HL2? It's quite simply a much more powerful engine that would actually be worthy of a SShock port. One of the larger pains that never ended up getting actually completed. The best solution we came up to was to change all of the fracking geometry because ShockEd was morally opposed to having objects with no depth. I somehow dont know if I will get much help, but anything would be appriciated! So, this right now is the main problem, so here are a few more questions I have:ġ: Has anyone made models of the System Shock characters? If not, would anyone be willing to make these models? I absolutely hate modeling, and do not want to do it!Ģ: Someone who knows Half Life specifics, I need a custom game menu, like with all other add-ons you can run from custom game. Should I keep to original texturing as much as possible? I want to just allign the textures as I think they should be. Half Life requires a thickness for a door, does anyone know how to trick half life into using a line door?Ģ: Texture allignment in System Shock is terrible, so naturally allignment in Half Life was going to prove challenging.
My problem is this:ġ: System Shock uses single line doors, with no thickness.
I havent released the level yet, only dev pics to show how far I am, cause I only have the first part of the beginning done. So, this project is based on taking System Shock 1 and placing it on the Half Life engine, and the obveous limitations make it less than difficult, but I know that all the problems can be overcome.
I hope I wont need to do so, but am prepaired. If i need to, I can port my project over to Hammer without losing anything, I did that back when I heard hammer was better. Im using QuArK as my editor, because hammer was completely pissing me off. I deleted that project and started fresh, so I decided to start a thread cause. If you are keeping tabs on my web site (Yeah right) then you will know that Ive been working it since about August, but the level was really teeing me off due to it being huge, and texturally misalligned. I couldn't find anything on someone bringing System Shock to Half Life, I decided to try doing it myself.