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3 Dimensional Chat / [LOCKED] half-life for psp.

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Message
dark heart
18
Years of Service
User Offline
Joined: 13th May 2006
Location: Australia
Posted: 1st Dec 2006 06:16
hello i need help, i need a converter to convert half-life bsps to quake ones, i want to make a port for half-life on psp, but it's gonna take a while.


LISTEN VERRY VERRY CAREFULLY!

I'm designing it so that it's not elegal, when i'm done, i will take away a big vital file so as to make it so they MUSThave theyre own copy of the game okey, this actual port (without much needed source file) is just a gesture to those psp users who wanna play it on theyre psp i'm not charging anything, i might enter it into the dc emu coding comp but thats it.


okeley dokely, now that you all know that this is nice and legal, who knows where i can get a half-life to quake bsp converter?

p.s if the moders are gonna bann me because they are over protective(as i havn't even started yet) don't bann me, i only asked for a link.


by the way, editing half-life is legal. i'm not even changing anything, valve even made a public half-life editor! so don't even think of banning me.


Just a reminder, anyone know where to get a half-life to quake1/11 bsp converter? iv'e spent days looking, and only found ones that are either half done and the people have full tiome jobs!
Raven
19
Years of Service
User Offline
Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 1st Dec 2006 07:15
technically modification of half-life is legal, but to do what you're suggesting you'd need to break so many freaking laws I'm not even sure where to start.

getting sued by Valve for copyright infringement would probably be the least of your worries.

why don't you try doing an open-source game, to a platform that is also open-source... that might prove slightly easier than re-inventing the proverbial 3d wheel that the Valve team took 2.5years doing originally?

Intel Core 2 Duo E6400, 512MB DDR2 667MHz, ATi Radeon X1900 XT 256MB PCI-E, Windows Vista Business / XP Professional SP2
dark heart
18
Years of Service
User Offline
Joined: 13th May 2006
Location: Australia
Posted: 1st Dec 2006 07:23 Edited at: 1st Dec 2006 07:26
i'm not reenventing, i'm porting (i'm making it work on psp) i'm not changing it in the slightesd okey can that be the last thig cos iv'e researched all of this and it's all good, less worrying aabout copyright issues more help!

yes i have gone over and researched the copy right issues, i'm not breaking any rules.

we porters like to do this so psp users don't have to go out and buy games if they can just play games that they have on theyre computer



oh and just for lazy people this is the basic, i remove a vital file from the source so that people can't play unless they have theyre own copy of the game to put in that file from theyre game into the source okey.

no more quetions plz! it's really not helpful infact it makes the mods lock it because it's not going anywhere plz don't post unless you want to help, and plz do.

now plz listen everyone, don't be lazy, read all above so that there are no more questions okey?
Lukas W
21
Years of Service
User Offline
Joined: 5th Sep 2003
Location: Sweden
Posted: 1st Dec 2006 08:46
i think that milkshape can import half life models and export them as quake models, if that is what you mean?

Van B
Moderator
22
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 1st Dec 2006 08:59
You'd have to really take the WAD file out of the equation, like I'm sure HL uses the same premise as Quake, where the games data is stored in a massive WAD file - which is really the whole game, so if you don't distribute that, and people have to provide their own, then it should have the same legal standpoint as Doom ports, or HexenDS - which works like this. Really if it was so much of a problem, then there would be no Doom or Quake ports, no HevenDS, no Quake on the Dreamcast, that would royally blow .

But I don't know why you'd want, or need to convert the BSP's to quake BSP's. If you don't have the HL source code, then you can't port it, you certainly could'nt fudge it together using Quake 2 source code, don't waste your time if that's your plan. For one thing, that would be illegal - to stay within the legal boundaries on this one, you need to use that WAD file, unmodified, with no copyrighted media outside of it. Most publishers are ok with ports, as long as it relies on original copies being owned. Note that ID Soft games are ported frequently to all manor of platform, but only ever with the shareware WAD, never the full version, in their eyes the WAD file is the entire game, everything else is platform specific.

''Stick that in your text and scroll it!.''
dark heart
18
Years of Service
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Joined: 13th May 2006
Location: Australia
Posted: 2nd Dec 2006 00:07
yer i said that i wouldn't change the game in anyway, i'm converting and rearanging the files to match quake 2, and yes it is legal. okey now that we got that out of the way, who knows of any means of bsp conversion? oh and it is possible, someone got dawn of darkness onto quake 2 and i managed to play it on my psp.
dark heart
18
Years of Service
User Offline
Joined: 13th May 2006
Location: Australia
Posted: 3rd Dec 2006 02:04 Edited at: 3rd Dec 2006 02:08
some of the people on this site really arn't that helpful, 102 veiws and nowone desided to try and help me? i'm thinking about using different forums soon...

and luke, no i can import/export models just fine, i need to do the same with the maps.
Xenocythe
19
Years of Service
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Joined: 26th May 2005
Location: You Essay.
Posted: 3rd Dec 2006 03:20
Ok, go ahead and use a different forum. Nobody's stopping you.

So you know for a fact its legal? How about you e-mail the half life peeps?

-Mansoor Siddiquie

indi
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 3rd Dec 2006 04:13
i got noobsmacked reading that, my eyes!

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