![]() Post-processing shader tools which just agh. Raytracing mods which make every surface gleam. ![]() New models which replace charm with 'realism' or turn Alyx Vance into some sort of Leather Goddess Of Phobos. HD texture packs which overwrite intentful and suggestive detail with high-def noise. ![]() I dislike most modern makeover mods for old games. ![]() It's not the fanciest or most realistic raytracing, but it has a clear effect. Light fills rooms, niches are appropriately shadowy, spinning fan blades and grates cast exciting shadows, glass refracts objects behind it, god rays beam down, signs and slimes glow, reflections capture everything around them (including Gordon himself), our boy casts his own full-body shadow, a few areas have added dramatic lighting, and so on. This fancies up the game's lighting with more dynamic shadows and reflections, volumetric lighting, and all that. The Half-Life: Ray Traced mod builds upon Xash3D FWGS, an open-source replacement engine, by adding real-time path tracing. Manage cookie settings Here's me playing the first 20 minutes of Half-Life with raytracing and the wonderfully mucky CRT filter Watch on YouTube To share your re-textured models you will have to include the ones you have changed, and distribute them in a model folder so that those viewing your creations have access to them.To see this content please enable targeting cookies. Ok, so it's rubbish, but it worked and now the grunts are really easy to spot! What surprised me was that HL takes it's models and textures from the unpacked model file and not from the 0pak file when it launches. [Three minutes after reading this tutorial I re-textured this grunt using Wally as the texture editor. Just don't copy 'em over the old hgrunts if you prefer the old ones! If you prefer these, and save over the old ones, then when you want to go back to the old ones, just get the old ones out of the PAK file again. Included with this are the altered grunt models mentioned. If there isn't a t or numbered ones, then you don't need to move anything extra. You only need the t model if there are no other numbered ones. Also, you don't need the model which ends in t (In this case, hgruntt). The example grunt model I have included has the following textures changed, the grunt's arms have been painted black (Don't ask), the gas mask guy has a grey helmet.īalaclava ManJust remember that when moving models, you must move the numbered ones with it, or it won't open in HLMV. Either save it in another place, or, rename it, or, save over the old model. Now VERY IMPORTANT!: go back to the texture tab and select save model. View the model and it will have the new texture. Once you are happy with the alterations (MAKE SURE YOU KEEP THE TEXTURE THE SAME SIZE!), go back to the model, find the texture which you altered (it will, of course, display the original texture) and select import. Now, open up this texture with your graphics program (MS paint for me) and change everything that needs to be changed. In my case, I've saved them in a new skins folder on the desktop. Select Export and save it to an obvious location. Select the texture tab at the bottom and scroll through the textures until you find one that you want to replace. OK, find the offending model, in this case the hgrunt.mdl. Paint Shop Pro and Adobe Photoshop are both very good graphics programs but, if you don't have them or are like me and have the slowest Internet connection ever, MS Paint (shudder!) will do just fine. If you have unpacked your models, you can save time by associating their file type with HLMV and that will make them easier to browse. Well, your problems are solved! And it's REALLY easy!įirst, you'll need the Half-Life Model Viewer. You also might have thought: "No, these clothes just aren't suitable at all." Ever wanted to create a Mod but thought: "These monsters just don't look right for my mod.
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