Half Life 2 in HL1 Graphic

We could (with some effort) code a physics engine for goldsrc.

Well, I wouldn’t mind seeing this, but how 'bout just make it to the point you get the crowbar like someone else said, just for fun. Then from there see if you want to continue, I think it would be fun just to try, so just make a bit first. :stuck_out_tongue:

Can’t be done, Alyx’ ass wouldn’t be round enough (unless 90% of the polies go into that, leaving the rest to be cubes), so there goes the entire reason to play HL2.

stares

:expressionless:

leaves thread

Bolteh. You. Win. thread. Have. Cookie:

me jealous now

Om nom nom.

May I just say, recently Source like title screens have been done in GoldSRC, so all that the HL1 engine is missing compared to HL2 is advanced Facial animations and 3D skyboxes (Which I heard is possible in GoldSrc already but I haven’t seen it on my own computer.)
EDIT: Some people are talking about polygon count, Half-Life can actually be stretched to have an infinite polygon count, however bone count is still locked to my knowledge.

Well, the funny thing here is, that the source engine is actually just a heavily modified version of GldSrc. Hell, there’s even lines of code left from the quake engine in Source. So we already got GldSrc modified for whatever is needed in HL2. The real chalenge here is to recreat the HL2 storyline with what GldSrc had in 1998 and not modifying much and making a goal for it to be playable on the same technology as HL1, so, an older computer. So everything would be blocky and the characters would look like in HL1 only they would be the new ones, like Alyx and company.

I’ve mapped for GoldSRC so I’d also be willing to help out. Anyone wanna organize this?

Oh shit, they’re actually gonna do this! :lol:

Actually, I seem to remember seeing pics of ported HL2 characers in HL1. Still had their polycount.
This has been done countless times, however, and I can’t say it’s a good idea. Why downgrade it? Not to mention there would be a shitload of ported (read: illegal) content.

I’d like to, I’d like to … but I’m only a mapper since 2 months and my skills are very limited.

Let’s create all our assets from scratch? And dude, you’re like one of the most pronounced GoldSRC mappers on here, you need to help!

Haha. So this is really going to be serious. I love this idea.

Yepp, I’m going off to university this year so since I’m a Christian and won’t be getting drunk like my peers, I’ll have plenty of time to allocate to this mod :retard:

Would it be legal to use HL2 voices for this mod? The cool thing is that compressing the audio files from HL2’s voices with the same audio settings as HL1’s voices would make them sound totally like HL1 voices. You will maybe just have to mess a bit with the EQ and that would be it. I already tried this.

Well, I’m not sure anything would be ‘illegal’ since it’s just a mod. At worst we’d have to require them to have HL2 and HL installed.

I’m not too good at recreating areas. Plus, I’m working on a source map atm.
But…
If all you want is HL2 with HL1 graphics, set all the video settings to their lowest.*

*JeffMOD is not resonsible for crashes due to computers not liking rendering something that ugly. Especally in Klienier’s lab when he’s calling for lamaar. [COLOR=‘Black’]Seriously, that just happened to me when I decided to see how bad it looked.[/SIZE]

You could have a GCF mount, but source sounds have different properties than HL1 sounds, and for the mouths to move HL1’s specific properties are needed.

Heh. This thread is pretty damn similar to my first ever post.
Got flamed to fuck too, if I remember.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.