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Add All other Model and Map Sources to SDK along with .bmp textures referenced in .max Files. #3781

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gregwigglethomasfan opened this issue May 15, 2024 · 1 comment

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@gregwigglethomasfan
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gregwigglethomasfan commented May 15, 2024

As part of the Recent Half-Life SDK Update (Which has just came out as of 22nd August) to support the changes that the 25th Anniversary update brought to the Engine, - https://github.com/shawns-valve/halflife I think the SDK needs to also be updated to include every other Monster or Prop Models that weren't in the Previous SDK Releases. (Excluding the Commercial Version which was given to those who held a License such as Gearbox Software) Some Examples of Monsters that are prominent in Half-Life that i think should have their Source Files be added to the Public SDK include But not restricted to...

  • Scientist.
  • G-Man.
  • Headcrab.
  • Zombie.
  • Houndeye.

Aside from these Monsters (Which I also mean including others not listed such as the Alien Grunt etc.) I would Appreciate it if Not only every other monster that aren't in the Public SDK have their Model Sources became available. But the following 3 suggestions are added as well.

. 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, Add most, if not all of their Earlier Revisions to the SDK as well.

. Every other Weapon .max/.smd Files added to the SDK including Earlier Textures not Publically available. (This includes the Early Gluon Gun Textures which are pubically available in the Very first SDK Release (simply named hlsdk.zip aka the "Mini SDK" Released on 25th November 1998) but were excluded from Later Releases starting with the Standard/Pro SDK Releases in April 1999)

. And Lastly, the .bmp textures that are not included in the SDK 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) I've Written Below a List of nearly all these Referenced Textures that I think would be Valuable to Include as part of the Recent SDK Update.

Monster Models

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

  • D:\ARCHER\Maps\ARCH_Side1.bmp

/Barney/ - The following textures happen to be referenced on almost every .max file (Most notably with files that start with the "BARNEY2_" Prefix) These Textures are most likely for this Version which has been nick named "Wide Eyes" in the Community. - https://combineoverwiki.net/wiki/File:MP_barney.jpg The only Textures for this Which have been made Pubically available (Not counting modified Versions used on construction.mdl) are BARN_Gun1.bmp, BARN_Hand1.bmp, BARN_Holster1.bmp and BARN_Knuck1.bmp.

/Barney/BARNEY2_Template_Biped2(WithGun).max and BARNEY_Template_Biped5(Hand&Ghlstr).max

  • BARN_Mouth1.bmp - Referenced being saved as "D:\Quiver\valve\models\Barney\Maps\BARN_Mouth1.bmp" which applies to the other Textures listed below.
  • 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_Bootside.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

The Referenced directory can change depending on the .max File. Some examples include

  • In barn_attention_halt.max, barn_attention_idle.max and barn_attention_looking.max for Example, The Textures are saved from "C:\barney2\Maps_8bit" e.g. "C:\barney2\Maps_8bit\BARN_Face1.bmp" for example.
  • 9 of the .max files list the Textures under "D:\Quiver\valve\models\Barney\maps_8bit" which is also the same with the .max files in the /cinematics/c1a3a_zombie_vent subfolder.
  • dead_pose_onback.max and dead_pose_onside.max Reference the Textures being saved under "C:\Barney2\dead barney2\Maps_8bit"

Older Texture Set - These textures are referenced in some files such as BARNEY_Stand(Template)1.max and BARNEY_Run(New&Improved)2.max for example. These seem to be the ones used in the Alpha 0.52 Model but the Original High-Res textures should be Released.

  • Hnd-Plm1.bmp - Referenced as being saved from either "D:\Models\Barney\maps" or "D:\ken!\Barney\maps" depending on the .max file.
  • X_Face1.bmp
  • Helmet1.bmp
  • Helmet_MP.bmp
  • Helmet_Bttm.bmp
  • Hd_Lft1.bmp
  • Neck_Bck1,bmo
  • 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_Armor1.bmp
  • Boot_Side1.bmp
  • Neck_Nape1.bmp
  • Foot_btm1.bmp
  • Sleevetop1.bmp
  • Sleevetop2.bmp
  • Hd_Lft2.bmp

/Barney/c2a4_sterilizer_Barney.max to c2a4_sterilizer_Barney_idle.max. - The "Missing External Files" warning refers to most of the "BARN_" textures being saved from the "D:\Quiver\valve\models\Barney\Maps_8bit" Directory but it also mentions 11 Textures (3 of which are duplicates) that are only used in these Particular .max files.

  • TED_Back1.bmp - Referenced as "D:\Quiver\valve\models\Barney\Maps_8bit\TED_Back1.bmp". This Directory also Applies to the below textures.
  • TED_Face1.bmp
  • TED_Side1.bmp
  • TED_Chrome1.bmp - Referenced as being saved from both "D:\Quiver\valve\models\Barney\Maps_8bit" and "D:\Quiver\valve\models\RandomHeads\Ted\Maps_8bit"
  • TED_Chrome2.bmp - Also Referenced as being saved from "D:\Quiver\valve\models\Barney\maps" as well as "D:\Quiver\valve\models\Barney\Maps_8bit"
  • TED_Blue11.bmp
  • TED_InHelm11.bmp
  • TED_Inmouth1.bmp - Also referenced as being saved from the "D:\Quiver\valve\models\Barney\maps" and "D:\Quiver\valve\models\Barney\Maps_8bit" Directories.
  • D:\Quiver\valve\models\Barney\Maps_8bit\Ted_Teeth1.bmp

/Cinematics/ambush_heavy.max

  • barrell.bmp - Referenced as D:\quiver\valve\models\german_models\german_heavy\barrell.bmp Which Applies to the other Textures as Well.
  • bodyfront.bmp
  • bodyside.bmp
  • muzzlefront.bmp
  • bodytop.bmp

/Headcrab/ - Although the Headcrab Source files are not present in the SDK, (Which is one of the Models I'm suggesting to add the Model and Texture Sources for) the Textures are referenced in barney_zombie_fight_B.max

  • parasidemap.bmp - Referenced as C:\headcrab\parasidemap.bmp along with the below textures.
  • legmap.bmp
  • bottom.bmp
  • wrinkle.bmp
  • hindleg.bmp
  • Buttmap.bmp
  • claw.bmp

/Hgrunt/
/Hgrunt/180L.max - The following Textures are Listed in most files excluding garg_tunnel_throw.max and the ones that reference another Texture (Which I've listed beneath these ones), iI's rumoured that these are the textures used by hsarge.mdl in the 0.52 Alpha.

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

/Hgrunt/barnacled_1.max to barnacled_4.max

  • arm.bmp - Referenced as D:\Maxfiles\grunt\newmaps\arm.bmp

Below are the other .max files in /Monster Models/Hgrunt/ Where this texture is Referenced.

  • blownuphead.max
  • commanderhead.max
  • defuse_bomb.max
  • die_simple.max
  • drag_gordon1(idle).max
  • drag_gordon2(idle).max
  • drag_left.max
  • drag_right.max
  • flinch_larm.max to flinch_rleg.max
  • flinchsm2.max
  • grenade cover.max
  • Grunt_dead_pose.max to Grunt_dead_pose3.max - NOTE: These also reference the above early Barney Textures under "D:\Quiver\valve\models\Barney\Construction".
  • grunt_repel_land.max to grunt_repel_shoot_up.max - Referenced as C:\Half-Life\grunt\newmaps\arm.bmp
  • gruntbody.max
  • grunthead.max
  • jump_track.max
  • look_corner.max to look_corner2.max
  • plunger.max
  • reference.max
  • shotgunhead.max
  • stand_wave_tracks(dive).max
  • stand_wave_tracks(flyback).max
  • stand_wave_tracks(idle).max

/Hgrunt/Blownuphead.max

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

/Hgrunt/gundemo.max and gunfire.max

  • flash.bmp - Referenced as D:\Maxfiles\grunt\fullbitmaps\flash.bmp
  • coltcarbine.bmp - Referenced as D:\Maxfiles\grunt\reduced\coltcarbine.bmp
  • hkg11side.bmp - Referenced as D:\Maxfiles\grunt\fullbitmaps\hkg11side.bmp
  • hkg11front.bmp - Referenced as D:\Maxfiles\grunt\fullbitmaps\hkg11front.bmp, Only referenced in gunfire.max. hkg11top.bmp - Same as above

/Kingpin/ - referenced in idle1.max, walk1.max and walk2.max

  • sidesketch.bmp - Referenced as D:\Maxfiles\Kingpin\sidesketch.bmp
  • nutchrome.bmp - Also Referenced in reference.max as E:\QUIVER\valve\models\kingpin\hires\nutchrome.BMP

/Scientist/ - Now although the Scientist Model Sources were not included in the SDK (Which is one of the Models that i'm suggesting to add), one .max file had slipped into the Barney Folder and the below textures are also referenced in the "cinematics\cpr" barney .max files.

/Barney/c1a4_wounded_idle.max and /Cinematics/cpr subfolder.

  • Pants_Tip1.bmp - Referenced as "D:\quiver\valve\models\New_Scientist\Maps_8-bit\Pants_Tip1.bmp"
  • NewFace1.bmp
  • NewTeeth1.bmp
  • NewGlasses.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-fnt1.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
  • 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/ - 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 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 under "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

Other Directories 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 in the v_crossbow folder with the Exception of one but are included here for reference.

  • grip.bmp - Referred 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 one That's not 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 Understand this Repository is intended for Code Issues or Requests, But I do hope one of you will see this List for Consideration in Locating these Files on Valve's Internal Repository to Add to the Recent SDK Update.

@gregwigglethomasfan gregwigglethomasfan changed the title Add Additional Model and Map Sources to SDK along with Files referenced in .max Files. Add All other Model and Map Sources to SDK along with .bmp textures referenced in .max Files. May 29, 2024
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gregwigglethomasfan commented Nov 17, 2024

UPDATE: Gonna close this in favour of #3865

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