Half-Life 2 Mod as a homebrew Created 2 months ago2019-03-09 19:17:24 UTC by Screamernail Screamernail

Created 2 months ago2019-03-09 19:17:24 UTC by Screamernail Screamernail

Posted 2 months ago2019-03-09 19:17:24 UTC Post #342198
Gotten over my depression. Now on to something like this.

My first idea where to make a Morrowind TC on the Xbox but that would be too much work in-front of a PC. So then (Or recently) I got the idea to make a Half-Life 2 mod for the original Xbox version. Making mods on the PC is just not enough to fuel me cause it's too easy. I know homebrewing is hard but I figured how to make a Quake mod for the PSP so I can just guess that what to do is-

Take an ISO of Half-Life 2 for the Xbox and tear it open.
Put custom resources inside it like maps and such.
Put it together and learn how to make a homebrew out of it.

If HL1 on the Playstation 2 where moddable (Handicap Slaughter) then it could be hinted that HL2 could be that too. It is Valve after all and they wouldn't just let that opportunity just go to waste. It'll be an achievement to make an Xbox mod but I am confident that it could work. All I'm asking for now is for some pushes forward the right direction. I can try out modding the HL1 homebrew but I still couldn't get it to work.
Screamernail ScreamernailYour personal Fear
Posted 2 months ago2019-03-09 21:26:58 UTC Post #342199
Could you link some of the HL2 mods you've already made, out of curiosity?
Jessie JessieLadytype
Posted 2 months ago2019-03-10 05:02:39 UTC Post #342208
The Xbox engine uses mostly the same formats as the PC version but textures are different and as far as I know there is no tool to convert to a .xtf file.
Also, the gameplay is built into a monolithic binary with the engine I think so you probably can't change the code.
Posted 2 months ago2019-03-10 08:13:37 UTC Post #342211
Could you link some of the HL2 mods you've already made, out of curiosity?
I do not care if that was a joke
The Xbox engine uses mostly the same formats as the PC version but textures are different and as far as I know there is no tool to convert to a .xtf file. Also, the gameplay is built into a monolithic binary with the engine I think so you probably can't change the code.
Oh. Oh well, I just made my first 3DS application so it doesn't matter. It actually is easier to make an official 3DS game now so I will probably not bother with homebrewing for now. (But I can't promise that)
Screamernail ScreamernailYour personal Fear
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