ValveSoftware / halflife

Half-Life 1 engine based games

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Add All other Model and Map Sources to SDK along with .bmp textures referenced in .max Files.

gregwigglethomasfan opened this issue · comments

For the Next Update that the Half-Life SDK gets (As the 25th Anniversary announcement said it will be updated as a result of what Half-Life's 25th Anniversary Update had done to the Engine), i think the SDK Should be updated to also include every other Monster or Models that weren't in the SDK. Some of the Monsters that should have their Source Files be added to SDK examples include (In Order of when they're introduced in Game), But not restricted to.

. Scientist.
. G-Man. .
. Headcrab.
. Zombie.
. Houndeye.
. Garg.
. Alien Grunt.

Along with these, I'd like if not only the Above Monsters (Including the others i haven't Listed) Get their Model Sources added to the SDK We also get both of the following.

. The .rmf/.map Sources for all other Singleplayer Maps (Currently only c1a0 and c1a0d are included along with env_beam) as well as the Multiplayer Maps and other Demo Maps similar to env_beam and if Possible, Any of their Earlier Revisions should be included besides the Finalized Maps.
. The Missing Textures that are referenced when opening any of the .max files that are in the SDK. (See Below)

I've attached A List of some of the referenced .bmp files in several of the .max files, Now i could've done this via a .txt file but i've felt like wanting to show off all the Files that could be Valuable to have in the Next SDK Update.

Monster Models

\archer (These are Listed on every .max File)
D:\ARCHER\Maps\ARCH_Side1.bmp

\barney (NOTE: In this Case, the Directory will change from model to model depending on the .max file, Some of these Different Directories will be listed when Appropriate)

\barney\barn_attention_halt.max
C:\barney2\Maps_8bit\BARN_Mouth1.bmp
C:\barney2\Maps_8bit\BARN_Face1.bmp
C:\barney2\Maps_8bit\BARN_Cheek1.bmp
C:\barney2\Maps_8bit\BARN_Helmet1.bmp
C:\barney2\Maps_8bit\BARN_Helmet2.bmp
C:\barney2\Maps_8bit\BARN_HelmRim1.bmp
C:\barney2\Maps_8bit\BARN_Chest1.bmp
C:\barney2\Maps_8bit\BARN_Pants-fnt1.bmp
C:\barney2\Maps_8bit\BARN_Boot1.bmp
C:\barney2\Maps_8bit\BARN_Arm1.bmp
C:\barney2\Maps_8bit\BARN_Arm2.bmp
C:\barney2\Maps_8bit\BARN_NStick1.bmp
C:\barney2\Maps_8bit\BARN_Back1.bmp
C:\barney2\Maps_8bit\BARN_Bootside1.bmp
C:\barney2\Maps_8bit\BARN_Side1.bmp
C:\barney2\Maps_8bit\BARN_Card1.bmp
C:\barney2\Maps_8bit\BARN_Pants-fnt1.bmp
C:\barney2\Maps_8bit\BARN_Trim1.bmp
C:\barney2\Maps_8bit\BARN_BBuckle1.bmp
C:\barney2\Maps_8bit\BARN_S_tip1.bmp,

Now, the directory changes Depending on the file,
. \barney\BARNEY_barn_jerk.max to BARNEY_barn_jerk4.max List the Textures under '\Stuka\Models\Barney2\maps'
. 9 .max files for example list them under 'D:\Quiver\valve\models\Barney\maps_8bit' along with the entirety of the 'cinematics\c1a3a_zombie_vent folder'.
. The Files, BARNEY2_Template_Biped2(Withgun).max and BARNEY2_Template_Biped5(Hand&Ghlstr).max list the Textures under 'D:\Quiver\valve\models\Barney\maps'.
. dead_pose_onback.max and dead_pose_onside.max list the Textures under C:\Barney2\dead barney2\Maps_8bit.

The c2a4_sterilizer_Barney.max File along with the other "sterilizer" .max files reference the Textures under the Directories mentioned in the 'BARNEY2_Template_Biped' Files but these Particular .max Files list 11 Textures that are exclusive to these Particular .max files.

.D:\Quiver\valve\models\Barney\Maps_8bit\TED_Back1.bmp
.D:\Quiver\valve\models\Barney\Maps_8bit\TED_Face1.bmp
.D:\Quiver\valve\models\Barney\Maps_8bit\TED_Side1.bmp
.D:\Quiver\valve\models\Barney\Maps_8bit\TED_Chrome1.bmp
.D:\Quiver\valve\models\Barney\maps\TED_Chrome2.bmp
.D:\Quiver\valve\models\Barney\Maps_8bit\TED_Blue11.bmp
.D:\Quiver\valve\models\Barney\Maps_8bit\TED_InHelm11.bmp
.D:\Quiver\valve\models\Barney\maps\TED_Inmouth1.bmp
.D:\Quiver\valve\models\Barney\Maps_8bit\Ted_Teeth1.bmp
.D:\Quiver\valve\models\RandomHeads\Ted\Maps_8bit\TED_Chrome1.bmp
.D:\Quiver\valve\models\Barney\Maps_8bit\TED_Chrome2.bmp

cinematics\ambush_heavy.max
. D:\quiver\valve\models\german_models\german_heavy\barrell.bmp
. D:\quiver\valve\models\german_models\german_heavy\bodyfront.bmp
. D:\quiver\valve\models\german_models\german_heavy\bodyside.bmp
. D:\quiver\valve\models\german_models\german_heavy\muzzlefront.bmp
. D:\quiver\valve\models\german_models\german_heavy\bodytop.bmp

Scientist - Now although the Scientist Model Sources folder were not included in the SDK (Which is one of the Models that i've Suggested get it's Source Files added in the next SDK Update, One file slipped into the Barney Folder and the below textures are also referenced in the cinematics\cpr barney files.

barney\c1a4_wounded_idle.max and the \cinematics\cpr folder.
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Pants_Tip1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\NewFace1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\NewTeeth1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\NewGlasses1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\GlassTrim1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Hair_Lft.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Hair_Bck.bmp
. D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\maps\Hd_Lft1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Pnts-fnt.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Torso-Fnt.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Torso-Bk.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Foot_L.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Foot_R.bmp
. D:\Temp 6-27\NewMaps\Foot_btm1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Foot_btm1.bmp
. D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\Maps\Neck_Fnt1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Neck_Bck1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Hd_Bck1.bmp
. D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\Maps\Hd_BNeck1.bmp
. D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\Maps\Tounge1.bmp
. D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\Maps\Roof-M1.bmp
. D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\Maps\Uvula1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Hnd-Top1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Hnd-Plm1.bmp
. D:\Temp_6-27\NewMaps\Hnd-Tsd1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Hnd-Tsd1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Hnd-Knc1.bmp
. D:\quiver\valve\models\New_Scientist\Maps_8-bit\Hnd-Bsd1.bmp
. D:\Temp_6-27\NewMaps\Sleeve-Tp.bmp

Weapon Models.

V_Chub. - The Referenced Textures are Also listed in the "Missing External Files" Prompt in nearly all the .max files for v_gauss, v_grenade (excluding grenade01.max and grenade02.max), egon_basepose.max, egon_gun_unreduced.max and Egon_hands.max (Located under Weapon Models\v_egon), v_python and v_rpg.

. E:\projects\Half-Life\view models\hands\maps\sthandM1CL.bmp
. E:\projects\Half-Life\view models\hands\maps\sthandM2CL.bmp
. E:\projects\Half-Life\view models\hands\maps\sthandM3CL.bmp
. E:\projects\Half-Life\view models\hands\maps\sthandM4CL.bmp
. E:\projects\Half-Life\view models\hands\maps\sthandM5CL.bmp
. E:\projects\Half-Life\view models\hands\maps\Sfinger1.bmp
. E:\projects\Half-Life\view models\hands\maps\Sfinger2.bmp
. E:\projects\Half-Life\view models\hands\maps\Sfinger3.bmp
. E:\projects\Half-Life\view models\hands\maps\Sfinger4.bmp
. E:\projects\Half-Life\view models\hands\maps\sheel.bmp
. E:\projects\Half-Life\view models\hands\maps\Stop.bmp
. E:\projects\Half-Life\view models\hands\maps\sthumb.bmp
. E:\projects\Half-Life\view models\hands\maps\sthumb2.bmp
. E:\projects\Half-Life\view models\hands\maps\sthumb3.bmp
. E:\projects\Half-Life\view models\hands\maps\sfiller.bmp
. E:\projects\Half-Life\view models\hands\maps\sfiller2.bmp

v_rpg\rpg_launcher.max
D:\Quivermodels\v_rpg\maps_8bit\tube.bmp (Alternatively referred as E:\projects\Half-Life\view models\RPG\maps_8bit\tube.bmp in rocket.max plus rpg_holster2(unloaded.max) and other max files as D:\Quiver\valve\models\v_rpg\oldmaps_8bit\tube.bmp or E:\Quiver\valve\models\v_rpg\maps_8bit\tube.bmp in rpg_reloadsingle.max, Same applies to other Textures.)
D:\Quivermodels\v_rpg\maps_8bit\boxside.bmp
D:\Quivermodels\v_rpg\maps_8bit\boxback.bmp
D:\Quivermodels\v_rpg\maps_8bit\boxtop.bmp
D:\Quivermodels\v_rpg\maps_8bit\scoop.bmp
D:\Quivermodels\v_rpg\maps_8bit\bracket.bmp
D:\Quivermodels\v_rpg\maps_8bit\sight.bmp
D:\Quivermodels\v_rpg\maps_8bit\spine.bmp
D:\Quivermodels\v_rpg\maps_8bit\grip.bmp (Alternatively referred as E:\projects\Half-Life\view models\crossbow\maps_8bit\tube.bmp in rocket.max
)
D:\Quivermodels\v_rpg\maps_8bit\eyesight.bmp
D:\Quivermodels\v_rpg\maps_8bit\screen.bmp

I hope this Info could be Valuable to consider adding in the Next SDK Update.