Blood To Half-life

Cool ideas, unfortunately, they breach copyright.
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Doomer64
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Blood To Half-life

Postby Doomer64 » Sun Dec 11, 2005 11:10 pm

this really isnt my work but i found these for a half-life mod The Specialist
have a look
Note: i am aware that most of you have HL and i am also aware that you may have TS and these models

The Sawn-off Model/hack by Thin red paste
Image

Caleb Model by Thin red Paste
Image

if you do have TS and want these models PM me and ill give you the Link
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El Rodeo
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Postby El Rodeo » Mon Dec 12, 2005 12:05 am

Oooh, nice find, I have HL myself.

I was planning to re-create Blood in the engine that runs Half-Life. It's gonna be slightly different though, I mean, different map layouts ect.
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Necrosis
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Postby Necrosis » Mon Dec 12, 2005 12:17 am

Soooooo...

You were gonna do a one-man Transfusion, then? :wink:

(Quake and HL are the same engine, except that HL is slightly improved)
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Postby Drakan » Mon Dec 12, 2005 02:45 am

I'm not to sure what "TS" stands for. The shotgun looks nice though.
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Postby Necrosis » Mon Dec 12, 2005 04:53 am

It stands for "The Specialists." Which is a mod that apparently was really cool. I think I downloaded it, but I haven't actually played with it or anything. I need to check the archive. :P
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Doomer64
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Postby Doomer64 » Mon Dec 12, 2005 05:23 am

go to http://www.specialistsmod.net/ for more info
its a fun game and if you have HL you should get it
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Postby boss429 » Mon Dec 12, 2005 07:41 am

El Rodeo wrote:Oooh, nice find, I have HL myself.

I was planning to re-create Blood in the engine that runs Half-Life. It's gonna be slightly different though, I mean, different map layouts ect.

Instead of making your own Blood remake why not help out with Transfusion? I'm sure you could help out with mapping, skinng, coding, or something. Many hands make light work.
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Postby leileilol » Tue Dec 13, 2005 12:44 am

Heh, I remember critting trp on the caleb model. He doesn't want to escape the prefabricated handsome face look most dull hl models have :(
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Postby Guest » Thu Dec 15, 2005 10:43 pm

Necrosis wrote:(Quake and HL are the same engine, except that HL is slightly improved)


Untrue...
At one time, circa 1996, Half-Life development began using the Quake engine, the (at the time) current state of the art. After a year of development, Valve looked at their project in dismay and knew that they had to do better. Their Quake engine, already heavily modified, was rebuilt from the ground up. Some Quake code does remain according to Gabe Newell, as well as some Quake 2 stuff, but the engine is soooo far removed from what they had going in 1997 that it would not be accurate to say that HL "uses the Quake engine". You could say that id Software pioneered the work for them, but they took it way beyond the scope of either Quake or Quake II.


"Yeah, whatever"

I know... I'll shut up now.
*goes back to the corner.
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Doomer64
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Postby Doomer64 » Fri Dec 16, 2005 02:49 am

Explains why HL can take High Def models
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Willis

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Postby Willis » Fri Dec 16, 2005 05:33 am

Anonymous wrote:
Necrosis wrote:(Quake and HL are the same engine, except that HL is slightly improved)


Untrue...
At one time, circa 1996, Half-Life development began using the Quake engine, the (at the time) current state of the art. After a year of development, Valve looked at their project in dismay and knew that they had to do better. Their Quake engine, already heavily modified, was rebuilt from the ground up. Some Quake code does remain according to Gabe Newell, as well as some Quake 2 stuff, but the engine is soooo far removed from what they had going in 1997 that it would not be accurate to say that HL "uses the Quake engine". You could say that id Software pioneered the work for them, but they took it way beyond the scope of either Quake or Quake II.


"Yeah, whatever"

I know... I'll shut up now.
*goes back to the corner.


That is in definition of licensing incorrect.

HL is based very much off of the original Quake engine, and of course, like all licenses, modified and improved upon... while this is certainly evolutionary, it is still a common base. In the end, it has been quoted that there are in total roughly 100 lines or less of Quake II engine code which were essentially just patches for the Quake I engine.

The thing that distract people a lot is that the original Quake engine was released before the rush of 3d acceleration, so had a focus on performance to software rendering (which limited models and resolution) but did have the base for the accelerated setup (hence the release of GLQuake shortly after. Half-Life, on the other hand, was designed graphically with 3d acceleration in mind, which changes things dramatically, which is why people are so quick to rub off its Quake engine roots, which just isn't true. The Quake engine, at the time of its release was incredibly future-proof, however, the game content that came with it was less so.
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da_weezle
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Postby da_weezle » Fri Dec 16, 2005 09:57 am

That's how I recall it indeed. Nice to have been in that place and time in the world. And the all seeing eye never misses a beat.
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Wrim
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Postby Wrim » Fri Dec 16, 2005 03:33 pm

does anyone have a link to that playermodel?
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Doomer64
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Postby Doomer64 » Fri Dec 16, 2005 10:05 pm

Cedits: Thin Red paste
you need Ts to use them or recompile them to HL( i might do it)

Caleb
DL:RapidShare

Sawn-off
DL:RapidShare
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Necrosis
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Postby Necrosis » Fri Dec 16, 2005 11:27 pm

Oh my. Rapidshare. Expect no one to ever download them. :wink:

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