Engine switching?

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here is an excerpt from the half-life people -

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On Half-Life to H-L 2 Mod Conversion

Models, animations, and textures just need to be compiled with the new tools. The maps can be loaded into Hammer and saved in the new format (VMF). The code should be pretty familiar to Half-Life mod authors, but there is some porting of the code as some specific engine features are implemented differently usually - much more generally.
Map editing for the Source engine will be very familiar to those who did mapping for Half-Life. We've always tried to extend rather than reinvent whenever possible. The main challenge will be digesting all the new tools and capabilities to get the most out of them.
The rough structure of the map is still BSP-based, built from brushes, but the details are fleshed out with more props that are built in XSI, Maya, or Max. :shocked:

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MY suggestion is sense the code is pretty much the same is there a possibility to switch to the half-life 2 engine this fall? That would kick ass! That would give the makers of esf more functionality, more control, better graphics, and everything else is better.

check out the rest of the article -
http://www.megagames.com/news/html/pc/h-l2aafixed,moddingdetails.shtml


what do you think? :p
 
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Though your suggestions has some good points, the team has decided that ESF will DIE on the HL1 engine. I would like them atleast to convert their most recent version avalible onto HL2, to see if it would be much work, and worth it.
 
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why not? If the code is the same. The only difference would be the extra time which then they could add more members. So that would take care of the extra time factor? or is it something else.
 
The Duke of Juke
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It's really up to the team what engine they choose, and if they've chosen to let ESF die on HL1, then so be it.

Many of us here play with low end computer that cannot even possibly run HL2.

++closed++
 

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