Half Life to Half Life 2 Created 19 years ago2004-10-23 20:28:18 UTC by qcoder qcoder

Created 19 years ago2004-10-23 20:28:18 UTC by qcoder qcoder

Posted 19 years ago2004-10-23 20:28:18 UTC Post #68692
Hi,
I was wondering if I learn modding for the original Half Life how transferable a skill do you think it will be to Half Life 2? Also I have been working on C++ for awhile and think I understand the basics, but I need somthing to explain the Half Life SDK. If anyone can give me a link to a good tutorial that explains the basics of coding a Half Life mod it would be greatly appreciated. Thanks in advance.
Posted 19 years ago2004-10-23 20:32:37 UTC Post #68693
Apparently, modding for Half-Life 2 will be simpler and easier than Half-Life. Check the VERC for the Half-Life 2 FAQ which should answer a bunch of questions for you.
AJ AJGlorious Overlord
Posted 19 years ago2004-10-24 17:42:36 UTC Post #68949
VERC should also have some information on coding.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-10-25 01:49:22 UTC Post #69024
I posted a coupla good links a day or two ago to a similar question. There're some good sites linked to on Planet Half-Life and the Wavelength is another good site.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-10-26 06:20:09 UTC Post #69457
really it will be easier i mean i have seen loads of pictures and the new hammer looks a lot more advanced and harder?
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-10-26 11:58:35 UTC Post #69557
Making a mod will be easier, as file structures and types have been optimised for easy mod-ability, the Hammer editor will, however, be a bit more complex to keep up with the physics and light set ups :o
Posted 19 years ago2004-10-27 05:20:54 UTC Post #69705
light setup! they made that harder wtf all i ever did was place a light or whatever in middle or on a wall then put a brush based light on it to make it seem like lights are on

what can they do to improve lighting? it seems ok to me
Habboi HabboiSticky White Love Glue
Posted 19 years ago2004-10-27 06:33:17 UTC Post #69737
Well, for a start textured lighting is something you should look into.

The light maps are more complex, to give a more 'realistic' feel, you don't have to make them as complex as they can be, but if you add in all the points for light bounce, distance etc (most used to be controlled in teh compiler, but they have made alot of it edit-able in hammer now).

It's all there to make teh maps look better, and to compete with Unreal's light mapping, which let's face it, blows HL1 out the water..
Posted 19 years ago2004-10-27 06:38:19 UTC Post #69738
Well of course it blows HL1 outta the water, it's six years old!
AJ AJGlorious Overlord
Posted 19 years ago2004-10-27 09:43:43 UTC Post #69801
Which is why they are making sure they make a lightmapping system that will rival whatever any other developers have to offer for the next six years!
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