Pardon My N00bness

CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
<div class="IPBDescription">halflife.wad</div> I decided I want to update my maps Ive made for 2.0 to work with 3.0. Long story short I have no idea where the steam equivalent of the old /half-life/valve/halflife.wad is, or if it even exists. About 1/4 of my textures were from that wad, trying to find it.

Any help much appreciated.

Comments

  • FlowFlow Join Date: 2003-11-15 Member: 22906Members
    afair they are located in the Gcf Files.
    Open them with <a href='http://countermap.counter-strike.net/Nemesis/index.php?p=25' target='_blank'>GcfScape</a>
  • CoronerCoroner Join Date: 2003-09-18 Member: 20994Members
    Hmmm, if they are in there, do I have to make my own wad now or what? Just curious how they are loaded from the user end if I extract them from the big files manually.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    if you have to re-compile you map, i would extract it from the GCF, and then use it to re-compile. You have to extract them before you use'em.

    If you included the path in your old zip file, you'll have to re-compress your package also, and change the

    halflife\ns\
    to
    halflife\nsp\

    I dont know if this is to change, since NSP is the folder they have used for the beta, and NS was the one they used for 2.x.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    extract it into half-life\valve <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    <!--QuoteBegin-[watch.me.die]+Mar 1 2004, 05:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die] @ Mar 1 2004, 05:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> extract it into half-life\valve <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    He can extract the WAD file to any place, mine are stored on my E drive, and my halflife runs off my F drive.

    I usually <i>-wadinclude </i>my textures into my map to avoid small details and problems.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Coroner+Mar 1 2004, 01:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Coroner @ Mar 1 2004, 01:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just curious how they are loaded from the user end if I extract them from the big files manually. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Steam automatically loads anything that's in the GCF files for end users -- Worldcraft 3.5 doesn't have Steam support, which is why mappers need the external tool for manual extraction.

    A GCF file is like a more complex PAK file for steam that can be updated on the fly--it's a virutal directory system that allows file patches to be installed when the user decides to play an updated game. Because everybody's GCF files are supposed to be identical, Valve can update small portions of large files just by overwriting the correct offset in the GCF file; I guess they feel that's more efficient than updating individual files in a traditional folder tree.

    Any file that was available for the WON version of Half-Life will still be available for use in Steam--Valve didn't break any backward compatability as far as file requirements are concerned. Just like PAK files can contain game information without it being present in the directory, GCF files contain everything needed to run a game.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    <!--QuoteBegin-ShenTraX+Mar 2 2004, 10:52 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShenTraX @ Mar 2 2004, 10:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-[watch.me.die+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([watch.me.die)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->,Mar 1 2004, 05:41 PM] extract it into half-life\valve <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    He can extract the WAD file to any place, mine are stored on my E drive, and my halflife runs off my F drive.

    I usually <i>-wadinclude </i>my textures into my map to avoid small details and problems. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yeah but it makes more sense to put it here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-ShenTraX+Mar 1 2004, 01:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShenTraX @ Mar 1 2004, 01:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I usually <i>-wadinclude </i>my textures into my map to avoid small details and problems. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I don't know if you meant all of your textures, but using -wadinclude for textures appearing in standard files like halflife.wad or ns.wad that are garunteed to be part of the user's install just bloats your bsp size--it's redundant data.
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