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Kuzko 20.11.21 12:03 am

Part of the level from HL Alpha 0.52 (Half-Life) is not decompiled

Can someone help dekomiplirovat some levels of hl alpha thing is that the card:
c1a1b
c1a2c
c1a3
c1a3b
c1a3c
c2a4
silodemo
tcehdemo
and warez_dm
dekompilirolovalis successfully
but the rest dekomplirovatsya not want is someone for me out dekomplirovovat for me and link to them will be very grateful
here enclose decompiler log http://rghost.ru/7C9cf9RJG
the cards themselves http://rghost.ru/6V9pM2TMS
as well as a decompiler if needed http://rghost.ru/8PMXH2pmK
7 Comments
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U
Ubisoft quality mark 20.11.21

Not here you need to write this, but on the site of modmakers for HL1.

C
Cvoxalury 20.11.21

Kuzko
As far as I remember, someone else at the very beginning made a decompile and uploaded it. I asked on one forum, I will inform you soon.

K
Kuzko 20.11.21

Cvoxalury
Ok ATP I'll wait when you give the link because I can't find it

C
Cvoxalury 20.11.21

Kuzko
http://www.mediafire.com/download/dptaq288w8omdu9/Alpha.rar

Here is a link, there seems to be all that were decompiled. But on the forum I was assured that darkness and horror are going on with geometry on decompiled ones. ) So good luck with them.

K
Kuzko 20.11.21

Cvoxalury
Thanks, I'll see what they have with the geometry

K
Kuzko 20.11.21

Cvoxalury
In general, with the geometry, everything is more or less good there, but the textures have all left somewhere; D
Now I'm trying to straighten them all

x
xDDGx 20.11.21

I came here late, but at least for future generations I will add: those cards that Cvoxalury laid out, judging by their rather large size (the archive is small, but unpacked ...) were obtained using BSPtwoMap. A feature of this decompiler is a fairly high accuracy of geometry reproduction ... but at the same time it turns each individual brush into an empty room - which leads to the growth of the "source". Compiling the "sources" obtained by this decompiler is a very bad idea (if at least one of them compiles at all). In general, recompiling a decompiled map is a bad idea, and if you just want to drive alpha maps in release, you don't need to do this at all, the release version of the game launches maps from alpha without any problems - we found this out a long time ago in the alpha topic on the HL2 forum (maybe, all the same in vain I created it there, and not here). Unfortunately, my first post-cap disappeared from there without a trace, but if you read the topic itself, it was repeatedly mentioned there.
But if you still feel the urge to use the alpha map as a base for your work (I repeat that this is still a bad idea), it is better to use WinBSPC for this. Unfortunately, it doesn't reproduce geometry well enough. Apparently, Kuzko used the old version of WinBSPC - the one that I had (1.4, I think), processed all the files without problems (I don’t remember exactly if I did this, but you may first need to change the BSP version, for which you need to open the required map in any HEX editor and change the value of the first byte from 1D to 1E) - I've already decompiled all the alpha maps for a long time without any problems. I post what I got:
https://yadi.sk/d/JQZjxK2Amw8yv