New HL2 mod

New HL2 mod

Re: New HL2 mod Posted by erbetal on Thu Nov 13th 2008 at 9:43pm
erbetal
87 posts
Posted 2008-11-13 9:43pm
erbetal
member
87 posts 11 snarkmarks Registered: Mar 29th 2008 Location: Canada
Im currently making new models with XSI for a mod im working on, but i want to know if those modifications are possible by coding or something.
1. Changing the crosshair cursor and the health appearance in HL2.
2. Changing the weapon switch mode appearance and its weapons.
3. " The player appearance by a custom model i've made.
4. " The player's available mouvements, Ex. "Sleep mode"
5. " Some actions Npc's could do, custom actions.
6. " Finally, i wanna know if you guys have a realistic fire model for a flamethrower.<
I want to know if those are possible and how i can make them.
TY
Re: New HL2 mod Posted by Le Chief on Fri Nov 14th 2008 at 4:01am
Le Chief
2605 posts
Posted 2008-11-14 4:01am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Ok, I don't know the Half-Life 2 structure aswell as I know the Half-Life 1 structure yet, so I'm going to kinda of make educated guesses based on the Half-Life 1 structure and what I know about the Half-Life 2 structure.

1) Possible, should be a tga or similar file somewhere, if not than you need to change it in the code.
2) Do you mean changing the weapon huh thing?. Possible, should be a tga or similar file somewhere, if not than you need to change it in the code.
3) Possible, just name it the same and place it in the same directory as it is in the Half-Life 2 directory but put it in your mod.
4) Possible, you need to do this in the code.
5) Possible. If you want these actions to be part of the AI, than you need to change the code, if you just want to script these actions, no programming required.
6) Fire model? You should use a sprite or the Half-Life 2 particle system, I'm pretty sure Half-Life 2 has a particle system.
Aaron's Stuff
Re: New HL2 mod Posted by erbetal on Fri Nov 14th 2008 at 5:17pm
erbetal
87 posts
Posted 2008-11-14 5:17pm
erbetal
member
87 posts 11 snarkmarks Registered: Mar 29th 2008 Location: Canada
Yeah, well do you know how i could open and change the tga files, or the codes without using GFC scape.
Re: New HL2 mod Posted by Le Chief on Sat Nov 15th 2008 at 3:58am
Le Chief
2605 posts
Posted 2008-11-15 3:58am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Without Gcf Scape?, you need some sort of program to open the gcf files. All the tga files are embedded inside the gcf files. What you have to do is save the edited gcf files inside the corresponding directory whether it be in the Half-life 2 folder or your mod folder.

As for the code, just setting yourself up to edit the source code is hard enough, but than you need c++ knowledge and knowledge if the source code structure for Half-Life 2!
Aaron's Stuff
Re: New HL2 mod Posted by Sehnsucht on Fri Dec 26th 2008 at 7:23pm
Sehnsucht
12 posts
Posted 2008-12-26 7:23pm
12 posts 1 snarkmarks Registered: Dec 26th 2008
GCFScape extracts GCF files, and there is a nice plug-in for Paint .NET which allows easy manipulation of .vtf(s) here.