If THAT fails I can deal, I will just make the vines static and add leaves via sprites but for realism purposes I really want to make it one rope texture. Can VTEX get me this flag, and with what command? I DID notice that default rope textures have an "unused" flag set that I cannot add to my textures by clicking it. I have tried $alphatest and $transparent, both do not work. If that fails, does anyone know of a good program to make ivy models? Or a good place to get ivy textures? I REALLY need them for my map, if I cannot get them I will have to resort to vines, which brings up my second question: I do NOT wish to use the EP2 models as I wish to be able to redistribute said models, and doing so for EP2 would be illegal. I tried making them myself, first as textures but it looked poor, tried a model and that failed too (I am poor at modelling convincing ivy is WAY past what I can do) SPR files when you're finished, see Step 4 of the "Procedure" section.Does anyone know where I can get any good, free ivy models? (credit isn't a problem, I can easily give credit where it is due) For instructions on how to convert them back into. BMP files in addition to the unmodified ones [for anyone who wants to modify them. If you don't have Opposing Force or Blue Shift and don't plan on enabling HD models, you can copy only the "valve" folder to only modify vanilla Half-Life, but doing so breaks the crosshairs in Opposing Force.You can switch between the different size options freely by copying the contents of another zip over your old install, but doing so will leave behind unused.Either way, it will make the HUD larger than it should be at 640x480. These modded files should not interfere with small video modes like 320x240, but I am unable to test low-res modes at the moment.This is incompatible with custom crosshairs, but feel free to use this as a template for making your own crosshairs or HUD.The latter option will most likely remove other mods, however. Then, you can either copy the files from the "1x" download or use Steam's "verify integrity of game files" option. Not fully tested in game, please report any issues to me in the comments.Ģx - 4x Crosshairs [3x - 6x Crosshairs [4x - 8x Crosshairs [To revert any of these mods, delete the "sprites" folders inside of "valve, "gearbox" and "bshift". Give it a try if you're interested.Īdd-Ons:Copy these over the corresponding regular versions.Įxtra Large Crosshairs - Faithful to the crosshair sizes in 320x240 mode. If you plan on switching resolutions frequently, this mod is also inconvenient, as smaller resolutions will now have oversized and overlapping graphics, with the exception of very small resolutions below 640x480.ĭespite the issues, I would much rather replay Half-Life like this than with an absurdly small interface or an unfavorable resolution. Worst of all, the item pickup icons have not re-positioned well, and the ammo icons are almost entirely offscreen. Other sprites could only be scaled up to 2x or 3x their original size, such as the crossbow's zoomed in crosshair, the red damage direction indicators, or the train control graphic. The most persistent cases are the weapon icons in the top left menu, but the Half-Life opening title text is the one that annoys me the most. Certain graphics, particularly wide ones, could not be scaled any larger than they already were due to the 256 pixel dimension limit. Personally, I think this turned out pretty well, but there are a few downsides to address. ![]() Spritename videomode>=640 filename(.spr) X-location Y-location length-right height-down As a quick reference, translate a text file line as The last two numbers are the X length and Y height of the sprite in the same format as the previous two. The origin (0, 0) is the top left corner, and increasing X moves right while Y increasing goes down. The next two numbers are the X and Y coordinates for the start of the sprite within its. SPR file, remember to edit it's line three. SPR file, minus the extension, that the graphic is stored in. 320 applies to video modes lower than 640x480 only, so ignore it and make sure you only edit 640 lines. ![]() The next phrase is always either 320 or 640, which defines which video mode the sprite is for. The leftmost phrase is the name of the sprite being defined in that line, do not change this. This tutorial [explains the text file's format, and I will paraphrase here. I use Debian as my desktop OS, so I used Mousepad for convenience. They are plain text files that can be edited in any old text editor, such as Notepad in Windows. To get sprites with modified positions and sizes to be understood by the game, the.
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