HL2 Models to HL1 Models Created 18 years ago2006-02-09 00:51:27 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Created 18 years ago2006-02-09 00:51:27 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Posted 18 years ago2006-02-09 00:51:27 UTC Post #162170
Is there any possible way to convert a HL2 model to a HL1 model without completely remodeling/reanimating it or using a rediculously priced program? I know HL2 models are FAR more advanced and complex that HL1 models but I was just wondering. I think the only real thing you would have to modify are the skins for the model. Other than that, you could just delete certain animations and whatnot. Kinda seems a little farfetched to me but someone (not I) could probably pull it off. Someone with a lot of coding and programming skill...not I.
Posted 18 years ago2006-02-09 01:48:28 UTC Post #162175
Posted 18 years ago2006-02-09 05:00:35 UTC Post #162187
The engine would probably just keel over and die. You're playing Quake here.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-02-09 06:13:18 UTC Post #162196
I did it once.

I took the gravity gun files from the gcf files and decompiled them using Cannonfodders modeldecompiler. Then i loaded the reference smd file into Milkshape, reapplied the texture (no need to reallign) And then export and compile it as a normal HL model.

The only downdraft is that the gravity gun animations are loast during decompile.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2006-02-09 14:45:02 UTC Post #162266
I've got HL2 zombies in HL1, and barney... I just copied the files and it worked ^^ No wait... that?s a lie.. Sorry
Posted 18 years ago2006-02-09 15:04:15 UTC Post #162274
You Ass! I started reading that post and got really excited. DAMN YOU!

j/k. No hard feelings. :glad:
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-09 18:48:35 UTC Post #162338
Hahaha, like I said I was just wondering. You're right Seventh, the engine probably couldn't take the abuse of a more advanced model. The chance of actually pulling it off would most likely be very low.
Posted 18 years ago2006-02-09 19:29:59 UTC Post #162349
Why indeed - but there are some CS(hl1) weapons ported from CS:Source.
Posted 18 years ago2006-02-09 21:59:53 UTC Post #162360
HL2 weapon models are all uner 2500 polygons, for the record. Characters are around 6000 each.
I've converted all the weapon models, the game ran smooth as ever.

To answer your question: Someone made an HL2 model decompiler, you can use that to decompile a source model and make a qc file for it and recompile it with studiomdl to compile it as an HL1 model. Make sure you turn $cliptotextures off
Posted 18 years ago2006-02-10 00:16:41 UTC Post #162366
Is this tool called "StudioCompile?" If not is there a link I could have.
Posted 18 years ago2006-02-10 09:37:33 UTC Post #162411
Half life models techinically have no limits as far as polygons go. There is a body limit of 3500 but you can have as many bodies as you want.
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