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same textures, but Op4 has different crate textures
same sequences and fps for those available
HL1 <-> Blue Shift
Identical
Add Op4 crate texture as new skin
Add the following Opposing Force sequences :
45_left
park
blocked
freed
dropbox
pivotback
Additional information
1- freeze sequence is identical to heroidle. It was removed.
2- Original LD/HD all use hitgroup 0 (HITGROUP_GENERIC). Correct hitgroups have been added for the new models.
3- Hitbox 'body' was covering unnecessary area. It was removed.
4- Several hitboxes have been reworked.
Notable hitgroups:
Crate: 0
Rear left leg: 8
Rear right leg: 9
5- Op4 Loader crate texture is different from HL1. It has been put as a second skin.
Additional details
In HLAM, I found the Op4 crate texture was cropped. When investigating in StudioMDL, I found that the crate03 and crate03b textures are skipped when calculating texture coordinates.
I manually set the expected S and T values and compiled normally. In HLAM, it still shows cropped in 3D viewport, but in texture panel the texture is full and uncut. In game, it seems to ignore different texture sizes and simply takes the first skin family texture dimension. It seems the game assumes all textures per skin family have the same dimension. This can't be fixed unless Valve updates the renderer.
Because the Op4 crate textures dimensions were 96x128, this caused them to appear stretched because of the box has a cube shape. I extracted C1A1_CRATE2 from halflife.wad which is 96x96 and resized wooden crate textures so they all have the same dimensions.
Unprecached event sounds
Many sequences play sounds using events. Extra sounds may need to be precached in code.
The loader has no HD variant.
HL1 <-> Op4
HL1 <-> Blue Shift
Add the following Opposing Force sequences :
Additional information
1- freeze sequence is identical to
heroidle
. It was removed.2- Original LD/HD all use hitgroup 0 (HITGROUP_GENERIC). Correct hitgroups have been added for the new models.
3- Hitbox 'body' was covering unnecessary area. It was removed.
4- Several hitboxes have been reworked.
Notable hitgroups:
5- Op4 Loader crate texture is different from HL1. It has been put as a second skin.
Additional details
In HLAM, I found the Op4 crate texture was cropped. When investigating in StudioMDL, I found that the crate03 and crate03b textures are skipped when calculating texture coordinates.
https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/utils/studiomdl/studiomdl.c#L1631-L1637
As a result, the parent texture min/max texcoords are used because
texture[i].max_s < texture[i].min_s
.https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/utils/studiomdl/studiomdl.c#L1654-L1657
I manually set the expected S and T values and compiled normally. In HLAM, it still shows cropped in 3D viewport, but in texture panel the texture is full and uncut. In game, it seems to ignore different texture sizes and simply takes the first skin family texture dimension. It seems the game assumes all textures per skin family have the same dimension. This can't be fixed unless Valve updates the renderer.
Because the Op4 crate textures dimensions were 96x128, this caused them to appear stretched because of the box has a cube shape. I extracted C1A1_CRATE2 from halflife.wad which is 96x96 and resized wooden crate textures so they all have the same dimensions.
Unprecached event sounds
Many sequences play sounds using events. Extra sounds may need to be precached in code.
Map changes
See of1a4b / Loader in #27.
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