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Mimic

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Greetings friends,

Im new to this forum and just wanted to ask a few questions regarding mods for half life 2


[1] When a mod is created who owns the graphics and the coding to the mod? the mod creators? or valve for giving use of their engine? I've read around other sites, but still havent found a clear answer to this.

[2] anyone know the cost of the source engine?

[3] what are the limitations of modding something in comparison to actually buying the engine and being able to edit that

[4] for modding, what are the limitations given by using XSI EXP compared to using a real production version of XSI? I've read that there's a limit of like 4000 (give or take, I forgot exact numbers) something polygons for characters if you use XSI|EXP which would pose a problem for very artistic groups. seeing as how I've read that the characters in HL2 are around 7000 at max LOD

[5] if a mod has gotten enough attention, to attract a bigger game company on your mod concept, how would you go about selling your idea? anyone know the storys behind CS or DOD?

[6] is the deformable terrain I read about really deformable? as a way similar to say, worms.


I probbaly have more questions, but forgeten them at the moment. so if anyone knows any answers, I'd be greatful to hear about it.
 
1. You have the copyrights to your content, the engine is still Valve's.

2. It is discussed under an NDA with Valve. Almost definitely more than $100,000.

3. You won't have access to the core parts of the engine.

4. The guys at XSI are thinking about upping the limit to 7,500.

5. Some guys made a mod, people liked it, Valve bought it and hired the team. Steam supposedly offers a way for mod-developers to sell their mods. Most likely you would have to have a good mod first before Valve allows you to sell it.

6. Shoot the ground, it leaves a hole. Note that HL2 does not have this. TF2 does, however.

Welcome to the forums. :D

EDIT:

7. Yes.

8. I believe so.
 
Mimic said:
Greetings friends,

Im new to this forum and just wanted to ask a few questions regarding mods for half life 2


[1] When a mod is created who owns the graphics and the coding to the mod? the mod creators? or valve for giving use of their engine? I've read around other sites, but still havent found a clear answer to this.

Anything you create is yours, however the core engine remains as Valve's intellectual property.

[2] anyone know the cost of the source engine?

Far more expensive than one person would be able to afford I'm sure. More than likely this option is for those who run a development or publisher studio.

[3] what are the limitations of modding something in comparison to actually buying the engine and being able to edit that

Most of the modding is done in the client.dll and the mp.dll. Access to the core engine like the renderer and netcode are off limits.

[4] for modding, what are the limitations given by using XSI EXP compared to using a real production version of XSI? I've read that there's a limit of like 4000 (give or take, I forgot exact numbers) something polygons for characters if you use XSI|EXP which would pose a problem for very artistic groups. seeing as how I've read that the characters in HL2 are around 7000 at max LOD

Yes, XSI EXP is limited in poly sizes. Perhaps they'll increase them, but you will still be limited. Buying a full production version of any 3D software would remove all limitations, plus garner full tech support from said company.

[5] if a mod has gotten enough attention, to attract a bigger game company on your mod concept, how would you go about selling your idea? anyone know the storys behind CS or DOD?

Generally they approach you. A price is agreed on and the intellectual property is purchased by Valve. If you're lucky, that contract will include a full time position with Valve. Any company outside of Valve would also have to license the Source engine. I'd be suprised to see many mods picked up by another company unless the community was exceptionally large, but by then I'm sure Valve would have stepped in.

[6] is the deformable terrain I read about really deformable? as a way similar to say, worms.

No. You can set displacement maps in your levels, but it's predetermined points of impact. Random deformable terrain is not used. Using too many displacment maps will also effect performance greatly.


I probbaly have more questions, but forgeten them at the moment. so if anyone knows any answers, I'd be greatful to hear about it.

Looks I'm a tad late, but there are some answers anyway. Good luck!
 
Steelwind said:
[3] what are the limitations of modding something in comparison to actually buying the engine and being able to edit that

Most of the modding is done in the client.dll and the mp.dll. Access to the core engine like the renderer and netcode are off limits.

You sure on that last part? I thought I read an interview where someone at Valve said that teams would be able to alter and/or improve the netcode.
 
therealescher said:
You sure on that last part? I thought I read an interview where someone at Valve said that teams would be able to alter and/or improve the netcode.

I believe they said that you can access the rendering pipeline. It's not like the original Half-Life.

The netcode is most likely also there for you to edit.
 
They stated that you have almost full access to all of the code. You have access to the rendering pipeline, and netcode, as well as the standards. They are giving mod makers more power than ever before on any other game.

If you want I will find the quotes.
 
thanks a bunch guys
does anyone know specifically how a real copy of XSI will intertwine with the modding software for MODs?
is it some sort of free plugin that you download?

and any links to specific offical notes similar to the ones I posted
would be great
 
For once someone asked some good questions.
 
The Thing said:
I believe they said that you can access the rendering pipeline. It's not like the original Half-Life.

The netcode is most likely also there for you to edit.

Maybe that is true. From what I gathered off the HLCoder's list, it didn't seem like they were opening up the engine anymore than they did before. Maybe down the road, but it didn't appear to be like that from the start.
 
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