3 New Notifications

New Badge Earned
Get 1K upvotes on your post
Life choices of my cat
Earned 210

Drag Images here or Browse from your computer.

Trending Posts
Sorted by Newest First
a
allmax99 11.11.21 10:41 pm

Combining Games (Half-Life 2)

There are some console commands (for example prop_physics_create, prop_dynamic_create, ent_create, etc.) that only work in episodes, but do not work in normal half-life 2. I know that you can somehow connect episodes with half-life 2 itself by adding there are models, materials and some other folders. When I went to the directory with the game (I have an orange box), I saw that there were no such folders and nothing like that at all. There is only the steamapps folder, which contains some gcf archives. How do I then combine half-life 2 with two episodes and portal and is it possible?
23 Comments
Sort by:
C
Cvoxalury 11.11.21

Can workspaces from Kleiner's lab be spawned?

Of course. prop_dynamic_create props_lab / workspace ***, where *** is from 001 to 004. You can spawn any static model as prop_dynamic. And to manipulate them, aim at the model, write ent_setname ***, where *** is an arbitrary name from the letters of the Latin alphabet and numbers, a confirmation should appear in the console - "Set the name of prop_dynamic to ***", from the first times may not work (some other object is renamed, often invisible, then try from a different angle and with a different name). Then use ent_fire *** setparent! Player to move the object (it will become "glued" to the player's camera), and ent_fire *** clearparent to untie it from the camera when it is in the position you want. Again, this is how you can spawn and place any statics, for example, I even placed entire buildings through the console:

To remove prop_dynamic, aim at it and use impulse 203 (requires activated sv_cheats).

a
allmax99 11.11.21

Cvoxalury
Can't you create a remote control on Brin's desk? And even turn it a few degrees too?

x
xDDGx 11.11.21

allmax99
If this is a brush, then maybe just decompile the map, correct what you need, and compile it again.
Or you can make such a model yourself, put it in the models folder and then follow the Cvoxalury method.

Why, then, is it designated as model * 101 in the console?
As far as I understand (at least in CL1, this is something like this), brush entities and model entities (and in CL1, perhaps, sprite entities, I did not check) are considered by the engine as entities of the same kind (and therefore are denoted the same way as "models "), in goldsource, in the engine itself, a total limit is set for them (512 pieces). At the same time, there is a limit of 400 brush entities for compilers. Thus, it is possible, within the limits of the compilers, not to go through the limits of the engine, if you instruct in addition to these entities, also models, or if the game or mod requires more than a hundred models to be pre-cached (weapons, items, player models, etc.) .). If you open the bsp file in notepad or extract the ent file from it with the same GCFScape, you can see lines like "model" "* 101" in the description of brush entities. These lines are used, so that the game can understand to which "model" the properties described by this entity belong. If an asterisk with a number is specified, then this is a pointer to the brush "model", otherwise the mapper manually fills in this parameter and indicates the path to the model in mdl format (or sprite sprite in the case of the first one).
There is also such a moment in Source: func_details are not considered brush entities, the compiler makes ordinary brushes out of them, so they do not affect the limits. It is a pity that there is no such entity in the first one.

PS Just in case, I will note that "console" is a feminine word, so it is correct to say "in the console".