Half-Life Block "carved" maps? Created 20 years ago2004-07-20 07:42:48 UTC by vortex10101 vortex10101

Created 20 years ago2004-07-20 07:42:48 UTC by vortex10101 vortex10101

Posted 20 years ago2004-07-20 07:42:48 UTC Post #43125
Hey I had a question if anyone would know how exactly Valve made their maps in HL, because I extracted them and took a look in Hammer, and as some of you might have done the same, you can see that it appears to be one whole big block and the entire level "carved"(?) into it? Does anyone here approach level-making the same? :
Posted 20 years ago2004-07-20 07:52:42 UTC Post #43127
I havent noticed any levels built like that .... I was just looking through some different ones again, and they're all built brush by brush. Which level are you talking about?
Posted 20 years ago2004-07-20 08:01:41 UTC Post #43130
And what are you doing decompiling valve's maps?
Anywho, I don't think that Valve carved any of their maps. You can tell this because sometimes you can see the shapes such as cylinder tunnels which don't appear the way that a carved tunnel would.
AJ AJGlorious Overlord
Posted 20 years ago2004-07-20 09:04:45 UTC Post #43143
D'oh!
Ever heard of compilers.
You should read the zhlt docs. Then you'll see why everything looks so 'carved'.
Posted 20 years ago2004-07-20 09:05:46 UTC Post #43144
++ to me it would even make more sense to go about mapping that way, carving everything out of one huge block because that way you might even be able to create much more complex structures. Hasn't anyone noticed this? Why would they make a map brush by brush, and end up with a "more-or-less" perfect square, when you look at it from the void?
Posted 20 years ago2004-07-20 09:08:04 UTC Post #43146
alright hazardous, I'll check it out..
Posted 20 years ago2004-07-20 09:29:55 UTC Post #43150
i decompiled the niliath level to see how they made the recharging crystals and the level was huge. then i looked at the level after it to see how they made the never ending elevator and it took up the entire grid check it out if your not against seeing how they did it.
Posted 20 years ago2004-07-20 09:57:20 UTC Post #43151
yes, to make a level more playeble, you put it in some sort of box in wich you build the leve. but i can garuanty you that they build it brush by brush
Posted 20 years ago2004-07-20 10:22:28 UTC Post #43154
You cannot get a level back into it's state before it was compiled.
The compilers do several alterations to the entire map.
Try decompiling one of your maps and you'll see what I mean.
Posted 20 years ago2004-07-20 13:19:55 UTC Post #43183
How do you decompile maps? And where are the Half-Life maps located?
Posted 20 years ago2004-07-20 15:19:37 UTC Post #43227
You need a decompiler program. I'm not going to post a link to one, seeing as decompilers are looked down upon here.

The HL maps are in the PAK or GCF.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-07-20 16:05:50 UTC Post #43267
Some people decompile maps before they know one thing about compiling them.
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