Left 4 Ravenholm |
Left 4 Ravenholm |
Feb 5 2009, 09:16 AM
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#1
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
Prior to the official SDK coming out am not going to start building maps, it does however make sense to take pre-built maps for other games e.g. team fortress, css and port them into L4D
Now one of the finest games of all-time has some levels that would seem pretty perfect for L4D... Half Life 2; Ravenholm areas I've managed to coax this into working but is still very much messy and requires a hell of a lot of texture/model conversion Pros: prebuilt and wellmade maps Cons: requires approx 1.35gb of files, some events don't work, zombies don't spawn properly, would breach copyright and server contracts to use When built, I suspect using this on our servers won't attract too much attention. I need to get some time (possibly this weekend) when Tess isn't about to put some proper time into it Will try and post some screenshots this weekend -------------------- |
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Feb 5 2009, 09:48 AM
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#2
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Paddle Master Group: Clan Members Posts: 2,085 Thank(s): 30 Points: 317 Joined: 3-December 07 Member No.: 50 |
sweet, if u need a hand... ill try and help....
as for ravenholm, i SHIT myself everytime i go there. can you get the hl2 zombies in l4d? and more importantly, if so, can you give the hl2 zombies the same power as say a hunter or a smoker... -------------------- |
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Feb 5 2009, 10:38 AM
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#3
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
not without some serious mucking around, it would be the L4D horde HL2 map
When importing HL2 models I found it makes everything run very slowly, I assume the L4D is lower polycounts etc., to allow for more of them on the screen Anything requiring physics manipulation has also been a nono so far, I've had to remove phyics tiggered door and place a couple of items in places where you'd normally move boxes to jump on. Still requires a lot of work before it's useable though -------------------- |
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Feb 5 2009, 11:15 AM
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#4
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
what's up with the copyright issues? converting Valve's HL2 maps into Valve's L4D game is a copyright problem?
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Feb 5 2009, 12:01 PM
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#5
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
Because while you may own L4D, but this doesn't mean you own Half Life 2.
Such a mod would, in essence, allow HL2 content (although heavily butchered) for free There also inumerable clauses about modifying such levels and interfereing with game code. Shoe-horning this into working on L4D also requires hex editing, res-hacking, decompiling and generally monkeying around with there precious code no company likes you doing this to any of their games, so they write clauses into server provision contracts etc., -------------------- |
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Feb 5 2009, 02:10 PM
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#6
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
oic
yep and i forgot that owning l4d doesn't mean owning hl2, just because I do |
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