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[HL] Consider Making Half-Life 1's Map and Other Model Sources become Open Source. #3865

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gregwigglethomasfan opened this issue Nov 17, 2024 · 0 comments

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@gregwigglethomasfan
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(Disclaimer : I've previously opened this as Issue #3781 But recently, I've decided to close that and rewrite most of it.)

After the Recent Half-Life SDK Update (Which came out on 22nd August) to support the changes that the 25th Anniversary update brought to the Engine, I think the SDK should also be updated to add every other Model and Map Sources that weren't in the Previous SDK Releases. (These most likely being in the Commercial Version that was given to those who held a Goldsrc License such as Gearbox Software) Here are what I think should be added to the public SDK.

. The .rmf map Sources (along with maybe their .rad files) for all of the 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, Add possibly every revision in the SDK as well.

. all other .max/.smd Files for Monster and Weapon Models (Including all other world models)

. And Lastly, Add all Textures that are not Publically available but are mentioned in the "Missing External Files" Warnings when opening any of the 3D Studio max Model and Cinematic files. (And maybe .psd Sources if possible) This would also include the Early Gluon Gun Textures which were released in the Very first SDK Release (the "Mini SDK" Released on 25th November 1998) but were removed in Later Releases starting with the release of the Standard/Pro SDK (The Latter became the Public Full SDK a year later around June 2000) in April 1999.

Down below is the list I've Written of nearly all these missing Textures that I could referenced within the .max files that I think would be Valuable to release in (hopefully) the Recent SDK Update.

Monster Models

/Archer/ - Listed on every .max File such as ARCHER_Template_Biped1.max for Example.

. ARCH_Side1.bmp - Referenced as D:\ARCHER\Maps\ARCH_Side1.bmp

/barney/

Texture Set 1 - It appears to possibly be this version of Barney seen in some of the first screenshots released for the game. - https://combineoverwiki.net/wiki/File:0045-early_barney.JPG which also happens to be the Barney seen in the 0.52 Alpha.

. Hnd-Plm1.bmp
. X_Face1.bmp
. Helmet1.bmp
. Helmet_MP.bmp
. Helmet_Bttm.bmp
. Hd_Lft1.bmp
. Neck_Bck1.bmp
. Neck_Fnt1.bmp
. X-Fnt_Bod1.bmp
. Card1.bmp
. nghtstck1.bmp
. Gun1.bmp
. Holster1.bmp
. Hnd-Knc1.bmp
. X_Bck_Bod1.bmp
. Sleeve_Tip.bmp
. Side_Armour1.bmp
. Boot_Side1.bmp
. Neck_Nape1.bmp
. Foot_btm1.bmp
. Hnd-Tsd1.bmp
. Hnd-Top1.bmp
. Hnd-Bsd1.bmp
. Hnd_Plm1.bmp
. Sleevetop1.bmp
. Sleevetop2.bmp
. Hd_Lft2.bmp

And here are most of the files where these Textures are used.

. BARNEY_Die(Backward)1.max,
. BARNEY_Die(Forward)1.max,
. BARNEY_Die(Violent)1.max,
. barney_dragvent.max,
. BARNEY_Idle1.max to BARNEY_Idle4(Subtle_Look).max,
. BARNEY_Run(New&Improved)2.max,
. BARNEY_Stand(Template)1.max,
. BARNEY_Stand_to_Walk(Free-form)1.max
. BARNEY_Walk(New&Improved)1.max

Texture Set 2 - These Ones happen to be referenced alot in most of the SDK's .max files for Barney, Most notably ones that start with 'BARNEY2'. (e.g. BARNEY2_Template_Biped2(WithGun).max and BARNEY2_Template_Biped5(Hand&Ghlstr).max for example) It would appear to be this model seen in a few screenshots from Late 1997. - https://combineoverwiki.net/wiki/File:MP_barney.jpg The 2 Template Biped files for this reference the textures as being saved from "D:\Quiver\valve\models\Barney\Maps"

. BARN_Mouth1.bmp
. BARN_Face1.bmp
. BARN_Cheek1.bmp
. BARN_Helmet1.bmp
. BARN_Helmet2.bmp
. BARN_HelmRim1.bmp
. BARN_Chest1.bmp
. BARN_Pants-fnt1.bmp
. BARN_Boot1.bmp
. BARN_Arm1.bmp
. BARN_Arm2.bmp
. BARN_NStick1.bmp
. BARN_Back1.bmp
. BARN_Bootside1.bmp
. BARN_Side1.bmp
. BARN_Card1.bmp
. BARN_Pants-back1.bmp
. BARN_Foot_Btm1.bmp
. BARN_Trim1.bmp
. BARN_BBuckle1.bmp
. BARN_S_tip1.bmp

Texture Set 3 - In the .max files that prefixed with "c2a4_sterilizer_barney", These files use most of the textures listed above referenced under "D:\Quiver\valve\models\Barney\Maps_8bit", but the files for this cut sequence also reference 9 specific textures that aren't used anywhere else. It would appear to be for this Version of Barney which appears to resemble Ted Backman. - https://combineoverwiki.net/wiki/File:Offices_video01.png

. TED_Back1.bmp - Referenced as "D:\Quiver\valve\models\Barney\Maps_8bit\TED_Back1.bmp". This Directory also Applies to the below textures except where noted.
. TED_Face1.bmp
. TED_Side1.bmp
. TED_Chrome1.bmp - References being saved from both "D:\Quiver\valve\models\Barney\Maps_8bit" and "D:\Quiver\valve\models\RandomHeads\Ted\Maps_8bit"
. TED_Blue11.bmp
. TED_InHelm1.bmp
. TED_Inmouth1.bmp - References being saved from "D:\Quiver\valve\models\Barney\maps" and "D:\Quiver\valve\models\Barney\Maps_8bit" Directories.
. Ted_Teeth1.bmp - Referenced as D:\Quiver\valve\models\Barney\Maps_8bit\Ted_Teeth1.bmp
. TED_Chrome2.bmp - Also References being saved from the same directories as TED_Inmouth1.bmp

/Hgrunt/

Old texture Set.

. frontskin2.bmp - referenced as D:\Maxfiles\grunt\Frontskin2.bmp
. backpack.bmp
. boot.bmp
. bootback.bmp
. shoulder.bmp
. tattoo.bmp

And here are the files Where the textures listed above are referenced.

. crawl.max
. crouchcycle.max
. crouchnoshoot.max
. die1.max
. die2.max
. dieback.max
. flinchsm.max and flinchsml.max
. headshot.max
. idle1.max
. limpwalk.max
. reload.max
. run.max
. sr_attack1.max
. strafefire_l.max
. strafefire_r.max
. swim.max
. walk1.max
. whackman_button.max

Here is also an Early texture set used for the weapon that the Human grunt Originally Carried before they were changed to hold the MP5.

. coltcarbine.bmp - Referenced as "D:\Maxfiles\grunt\reduced\coltcarbine.bmp"
. hkg11side.bmp - Referenced as "D:\Maxfiles\grunt\fullbitmaps\hkg11side.bmp"
. flash.bmp - Referenced as "D:\Maxfiles\grunt\fullbitmaps\flash.bmp"
. hkg11front.bmp - Referenced as "D:\Maxfiles\grunt\fullbitmaps\hkg11front.bmp"
. hkg11top.bmp

And here is where these Textures are referenced in the Human Grunt.

. bustwindow.max (coltcarbine.bmp only)
. gundemo.max and gunfire.max (hkg11side.bmp, flash.bmp and and coltcarbine.bmp only in first file, hkg11front.bmp hkg11top.bmp referenced only in second file)
. shootcycle.max

In some of the other Model sources for the Human Grunt, They reference a missing texture named "arm.bmp", (The "Missing external files" pop-up refers the directory as "D:\Maxfiles\grunt\newmaps\arm.bmp") This texture is mentioned in the following files.

. barnacled_1.max to barnacled_4.max
. defuse_bomb.max
. die_simple.max
. drag_gordon1(idle).max and drag_gordon2(idle).max
, drag_left.max and drag_right.max
. flinch_larm.max to flinch_rleg.max
. flinchsm2.max
. grenade_cover.max
. grunt_dead_pose.max
. grunt_repel_die.max to grunt_repel_shoot_up.max
. gruntbody.max and grunthead.max
. look_corner.max
. plunger.max
. reference.max
. stand_wave_tracks(dive).max to stand_wave_tracks(idle).max

/Hgrunt/Blownuphead.max

. toungeside.bmp - Referenced as "D:\Maxfiles\grunt\blownup head\toungeside.bmp"

/Hvyweapons/

. boot.tga and launcher.tga - Referenced within heavyweapons2.max while also referenced as boot.bmp and launcher.bmp in idle1.max, idle2.max and reference(final).max .

/Kingpin/

. nutchrome.bmp - Referenced as "D:\Maxfiles\Kingpin\sidesketch.bmp," texture is Referenced in reference.max and walk2.max.
. sidesketch.bmp - Referenced as "E:\QUIVER\valve\models\kingpin\hires\nutchrome.BMP" Only referenced in walk2.max.

/Scientist/ - Now although the Model Sources aren't in the SDK, One animation (c1a4_wounded_idle).max slipped into the Barney Model Sources, When the mesh is unhidden, It references the following textures. (Which are normally referenced under "D:\quiver\valve\models\New_Scientist\Maps_8-bit" except where I note Different Directories)

. Pants_Tip1.bmp
. NewFace1.bmp
. NewTeeth1.bmp
. NewGlasses1.bmp
. GlassTrim1.bmp
. Hair_lft.bmp
. Hair_Bck.bmp
. Hd_Lft1.bmp - Referenced as "D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\Maps\Hd_Lft1.bmp"
. Pnts-fnt.bmp
. Torso-Fnt.bmp
. Torso-Bk.bmp
. Foot_L.bmp
. Foot_R.bmp
. Foot_btm1.bmp - Referenced as "D:\Temp_6-27\NewMaps\Foot_btm1.bmp"
. Neck_Fnt1.bmp - Referenced as "D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\Maps\Neck_Fnt1.bmp"
. Neck_Bck1.bmp
. Hd_Bck1.bmp
. Hd_BNeck1.bmp - Referenced as "D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\Maps\Hd-BNeck1.bmp"
. Tounge1.bmp
. Roof-M1.bmp
. Uvula1.bmp
. Hnd-Top1.bmp
. Hnd-Plm1.bmp
. Hnd-Tsd1.bmp - Referenced as both "D:\Temp_6-27\NewMaps\Hnd-Tsd1.bmp" and "D:\quiver\valve\models\New_Scientist\Hnd-Tsd1.bmp"
. Hnd-Knc1.bmp
. Hnd-Bsd1.bmp
. Sleeve_Tp.bmp - Referenced as both D:\quiver\valve\models\New_Scientist\Maps_8-bit\Sleeve_Tp.bmp and D:\Temp_6-27\NewMaps\Sleeve_Tp.bmp

Weapon Models

/V_Chub/ - These Textures are Also referenced in the "Missing External Files" Prompt in most of all the .max files for /v_gauss/, /v_grenade/, egon_basepose.max, egon_gun_unreduced.max and Egon_hands.max in /v_egon/, /v_python/ and /v_rpg/

. sthandM1CL.bmp - Referenced as "E:\Projects\Half-Life\view models\hands\maps\sthandM1CL.bmp" This applies to the other Textures listed below.
. sthandM2CL.bmp
. sthandM3CL.bmp
. sthandM4CL.bmp
. sthandM5CL.bmp
. sthandM6CL.bmp
. Sfinger1.bmp
. Sfinger2.bmp
. Sfinger3.bmp
. Sfinger4.bmp
. sheel.bmp
. Stop.bmp
. sthumb.bmp
. sthumb2.bmp
. sthumb3.bmp
. sfiller.bmp
. siller2.bmp

/V_Crowbar/crowbar.max, crowbarattack2.max, crowbarattack3.max, crowbarpry1.max, crowbarpry2.max, crowbarrun.max and crowbarwalk.max.

. Crusty4.tga - Referenced as "D:\QuiverArt\source textures\Crusty4.tga" although the .bmp equivalent is present.

/V_Crossbow/

. trackCHROME.bmp - Referenced in 4 of the max files as "E:\projects\Half-Life\view models\uploaded\crossbow\maps_8bit\trackCHROME.bmp" while Referenced in the other 17 .max files as "D:\Quivermodels\v_crossbow\maps_8bit\trackCHROME.bmp"
. generic_metal.bmp Referenced under either "E:\projects\Half-Life\view models\uploaded\crossbow\maps_8bit" or "D:\Quivermodels\v_crossbow\maps_8bit\generic_metal.bmp" in the other 17 max files.

/V_rpg /rpg_basepose.max

. tube.bmp - Referenced as D:\quiver\valve\models\v_rpg\old_maps_8bit\tube.bmp.
. boxside.bmp
. boxback.bmp
. boxtop.bmp
. scoop.bmp
. scoopback.bmp
. bracket.bmp
. sight.bmp
. spine.bmp
. grip.bmp
. eyesight.bmp

Here are the Other Directories that these Textures are also referenced under.

E:\projects\Half-Life\view models\RPG\maps_8bit\ - Referenced in rocket.max and rpg_holster2(unloaded.max)
E:\Quiver\valve\models\v_rpg\maps_8bit\ - Referenced in rpg_reloadsingle.max
D:\Quivermodels\v_rpg\maps_8bit\ - Referenced in rpg_launcher.max

/world_models/

/wrld_backpack/

itemcontainerfront.bmp - Referenced as E:\QUIVER\valve\models\world_models\wrld_itemcontainer\itemcontainerfront.bmp

/wrld_crossbow/wrld_crossobow_clip.max - NOTE: Most of these textures are present in the viewmodel sources for the Crossbow, but I've listed them here for reference.

. grip.bmp - Referenced as "D:\Quiver\valve\models\v_crossbow\maps_8bit\grip.bmp."
. bracketside.bmp
. mechanismtop.bmp
. knob.bmp
. receivertop.bmp
. bracketrear.bmp
. bowhw.bmp
. generic_metal.bmp - "Referenced as E:\projects\Half-Life\view models\crossbow\maps_8bit\generic_metal.bmp". This Texture is not present in the Viewmodel Sources.
. side_side.bmp
. side_handle.bmp
. side_top.bmp
. side_rear.bmp
. lensCHROME.bmp
. bowtip.bmp
. trackCHROME.BMP - "Referenced as E:\projects\Half-Life\view models\crossbow\maps_8bit\trackCHROME.bmp"
. bowhwtop.bmp

@mikela-valve @shawns-valve I'm aware that this Repository is intended for Code or game related Issues, But I do hope (if you see this) that you'll consider Locating these model and map source Files either on Valve's Internal Source Control or on left over work computers (Like the Recently found "Get your Free TVs" and E3 2002 Demos for Half-Life 2) to make open source in a future HL1 SDK Update.

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