CIVO

Half-Life 2 HL2
CIVO by Meerjel01
Posted 1 year ago2021-11-07 12:23:07 UTC • Completed • Half-Life 2
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Name
CIVO
By
Meerjel01 Meerjel01
Type
Mod
Engine
Source
Game
Half-Life 2
Category
Completed
Included
Mod files
Created
1 year ago2021-11-07 12:23:07 UTC
Updated
7 months ago2022-04-18 10:39:44 UTC
Views
782
Downloads
140
Comments
8
Reviews
0
Download (13.76mb)

An unfinished story series for the Xbox build. The BSP's where compiled with cst and works on the original 2004 build but lacks lighting when running on the Xbox. (Haven't tested it but the Xbox build had a different BSP format) I'm gonna continue on this and hope I get the tools from the HL2X discord server.

The maps are really simple. I like simple and the simplicity might make the maps run on the console better. Feedback are really appreciated. Thanks.

UPDATE:
The game is more finished now. Has a new and final map and a story. Remember to read from the very important readme file.

UPDATE:
It's a mod now! It runs on the SourceRuns engine so it possibly doesn't need any of the original engines to be played. (Also doesn't have the original HL2 assets)

Hint: Turn off specular cause the cubemapping doesn't work. (mat_specular 0)

UPDATE:
This game might run on the 2006 engine. Was unsure if it ran on the SourceRuns one at all.

8 Comments

Commented 1 year ago2021-11-08 00:16:23 UTC Comment #103816
You can make maps for Xbox HL2?
Commented 1 year ago2021-11-08 06:56:00 UTC Comment #103817
Without lighting yes. I had some maps for the game but I'm waiting for the proper compilers to work with.

EDIT:
The Playstation 2 version of Half-Life 1 can run custom content as well. Did anyone try that?
Commented 10 months ago2022-01-13 13:39:57 UTC Comment #104006
The Playstation 2 version of Half-Life 1 can run custom content as well. Did anyone try that?
yeah, i remember someone ported blue shift to ps2 hl1, and i tried porting a few hl1 maps to it aswell and they ran perfectly
Commented 10 months ago2022-01-13 20:30:31 UTC Comment #104007
How did you make them run? I tried porting my own maps in but they never load even in the emulator.
Commented 7 months ago2022-04-19 18:21:26 UTC Comment #104340
How did you make them run? I tried porting my own maps in but they never load even in the emulator.
lol i completely forgot about this comment so sorry for the late response, i used ps2 half life tools (you can find it on github) to convert the maps to ps2 half life format, and this video helped me with actually adding the maps to the game's ISO https://www.youtube.com/watch?v=Vg0AlSyFqdQ
there's another video which shows how to enable the developer console (so you can load the map) in the game by hex editing the executable, but if you don't want to do that just replace one of the original maps with your own
Commented 7 months ago2022-04-19 19:00:30 UTC Comment #104341
Can you tell me what your modding process was like in detail?
Commented 7 months ago2022-04-19 22:07:18 UTC Comment #104342
Can you tell me what your modding process was like in detail?
i haven't done this in a while but i think i remember, so first i converted the map to ps2 half life format using those tools i mentioned (https://github.com/supadupaplex/ps2-hl-tools), i also converted the node graph files too (.nod), i extracted the pak0.pak from my ps2 half life ISO using apache3 (you can get it from the description of the video i linked on my previous comment), then i extracted the pak file using the ps2hl1 tools, i pasted the converted map and node graph into their respective folders in the extracted pak file folder, then i built the pak file using the ps2hl1 tools, put it inside the ISO using apache3 (make sure to untick "update TOC" and tick "ignore file size difference") and make sure to make a backup of the ISO before you do this. and now your map should be playable in the ps2 version of half life
Commented 7 months ago2022-04-20 06:24:15 UTC Comment #104343
I got a custom map to run from yesterday (With no textures of course) but let's keep your details archived for future modders. Thank you!

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