Need help with creating a .gcf file Created 16 years ago2008-11-09 14:06:21 UTC by seminara seminara

Created 16 years ago2008-11-09 14:06:21 UTC by seminara seminara

Posted 16 years ago2008-11-09 14:06:21 UTC Post #258304
Hi all,

I've been asked by my workmates to create new characters with their faces - so we can 'see' each other online (in HalfLife2).

I've extracted the required VTF files from 'source materials.gcf' - edited the extracted TGA files and repacked them to VTF using VTFEdit. However, I've no clue as to how to get these new VTF files back into the original 'source materials.gcf' in the \Valve\Steam\SteamApps folder.

Almost there so any help greatly appreciated!
Posted 16 years ago2008-11-09 14:14:02 UTC Post #258305
There is no way to create a GCF.

But to answer your question... If you hunt out the file structure of the GCF, but in the half-life 2 folders instead, and you put your VTF's there, it will replace the ones in the GCF. You might have to create a few folders.

A files that exists in the folders get chosen at run-time over the files that exist in the GCF's. You just need to make sure that your VTF has the exact same name and directory path as the VTF in the GCF that you're replacing.

Once you dont want to see it anymore, you just delete/move your VTF's and the ones from the GCF will take over.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-11-09 14:48:39 UTC Post #258306
Thanks for responding so quickly! OK, let me try to understand this by offering an example. I've changed one TGA file 'apc01blue.vtf' in the folder 'Combine_apc'. The existing file structure is:

\Valve\Steam\SteamApps\source materials.gcf

GCFScape shows source materials.gcf file structure as:

\root\hl2\materials\Models\Combine_apc\apc01blue.vtf

So I therefore need to choose a 'root' folder. Is it:

\Program Files\Valve\Steam\SteamApps\SourceMods\

or is it:

\Program Files\Valve\Steam\SteamApps\seminara\half-life 2 deathmatch\hl2\

for multiplayer games - or does it need to be:

\Program Files\Valve\Steam\SteamApps\seminara\half-life 2\hl2\

--

Another question (sorry). Once I've found the correct root folder and recreated the new directory strand, do I need to place all of the files that existed in the original 'Combine_apc' folder into my MOD folder - or only the new .VTF file that I've created?

Long winded I know but thanks in advance

\Program Files\Valve\Steam\SteamApps\seminara\half-life 2\hl2\
Posted 16 years ago2008-11-09 17:16:15 UTC Post #258309
1. You should be able to put your VTF (apc01blue.vtf) in \Program Files\Valve\Steam\SteamApps\seminara\half-life 2 deathmatch\hl2\materials\Models\Combine_apc

2. Only throw your VTF in there
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-11-09 17:53:42 UTC Post #258311
Fantastic - many thanks. I'll give it a go!
Posted 16 years ago2008-11-10 06:35:15 UTC Post #258325
OK, all seems to be working - many thanks GR for your assistance.

One new question for you. The following picture is a pic of the face mask I'd created:

http://www.kent.ac.uk/webteamtest/as367/hl2/frank_mask.jpg

however, this is how it looks in game:

http://www.kent.ac.uk/webteamtest/as367/hl2/frank1.jpg

http://www.kent.ac.uk/webteamtest/as367/hl2/frank2.jpg

Structurally, it's quite different from the real person. Is there a skull structure file of some sort that also needs to be modified? That or a bump map?

Thanks again
Posted 16 years ago2008-11-13 10:08:39 UTC Post #258476
How well does your texture compare to the model's original?
You might have to move some things around to get them to fit just right.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-11-13 12:33:54 UTC Post #258479
Yeah, structuring of the face would be a modelling issue.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-11-14 00:25:12 UTC Post #258506
Yeh, Urbanebula is right.

Restructuring that face falls into the modeling catagory, and that could be pretty hard if you've no experience doing it :/

There are no modeling tutorials on that sort of thing here either.

Also, a bump map probably wont help, hehe
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-11-14 05:49:20 UTC Post #258512
Bamp mapping is always awesome. :)
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-11-24 17:12:40 UTC Post #259015
Thanks for the feedback everyone. I finally managed to get things right once I'd discovered the various apps in SDK and followed the eye, ear, nose & mouth placements of the originals. Sort of distorted the 'real' features of my workmates - but it was close enough and all are happy with the end result. Now to learn how to recreate the University of Kent in game. :)
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