http://collective.valve-erc.com/index.php?...=source_mod_faq
Here is the most important thing for us I believe...
So do you think we will be able to port Ricochet over to HL2 ourselves? :D
Here is the most important thing for us I believe...
Quote:Half-Life 1 Related
Will it be possible to port content from Half-Life 1 to Half-Life 2?
Weâve made this as painless as we could.
We learned a lot through our experiences with TFC, Counter-Strike, Day of Defeat, and so on. This engine is much more modâable than Half-Life 1 was, and the tool set has been improved a lot. Weâll also be releasing a bunch of material to help mod teams get their existing work up and running on the new engine.
The new Hammer will load Half-Life 1 levels (.RMF or .MAP source files only). You will need to retexture, and youâll probably need to redo most of the entities, but this is a major jumpstart compared to starting from scratch.
Models will need a little touching up in QC files and also need to be recompiled in order to work in the HL2 engine. Again, you must have the original source data in order to do this.
Almost all parts of the HL2 SDK will be a little bit familiar to those who have worked with the HL1 SDK. Of course, there are a lot of new features, options, and systemic changes to explore, but overall the modding experience for HL2 is very similar to HL1.
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Quote:Will the HL2 SDK include tools to help convert HL1 content to HL2?
Yes, the HL2 SDK will include several tools for this; for example, taking a WAD file and converting its contents to the new material format. Details and tips about converting HL1 code and content to HL2 will also be included.
So do you think we will be able to port Ricochet over to HL2 ourselves? :D