As part of the Recent Half-Life SDK Update (Which has just came out as of 22nd August) to support the changes that the 25th Anniversary update brought to the Engine, - https://github.com/shawns-valve/halflife I think the SDK needs to also be updated to include every other Monster or Prop Models that weren't in the Previous SDK Releases. (Excluding the Commercial Version which was given to those who held a License such as Gearbox Software) Some Examples of Monsters that are prominent in Half-Life that i think should have their Source Files be added to the Public SDK include But not restricted to...
Scientist.
G-Man.
Headcrab.
Zombie.
Houndeye.
Aside from these Monsters (Which I also mean including others not listed such as the Alien Grunt etc.) I would Appreciate it if Not only every other monster that aren't in the Public SDK have their Model Sources became available. But the following 3 suggestions are added as well.
. The .rmf/.map Sources for all other Singleplayer Maps (Currently only c1a0 and c1a0d are included along with env_beam) as well as the Multiplayer Maps and other Demo Maps similar to env_beam and if Possible, Add most, if not all of their Earlier Revisions to the SDK as well.
. Every other Weapon .max/.smd Files added to the SDK including Earlier Textures not Publically available. (This includes the Early Gluon Gun Textures which are pubically available in the Very first SDK Release (simply named hlsdk.zip aka the "Mini SDK" Released on 25th November 1998) but were excluded from Later Releases starting with the Standard/Pro SDK Releases in April 1999)
. And Lastly, the .bmp textures that are not included in the SDK but are mentioned in the "Missing External Files" Warnings when opening any of the 3D Studio max Model and Cinematic files. (And maybe .psd Sources if possible) I've Written Below a List of nearly all these Referenced Textures that I think would be Valuable to Include as part of the Recent SDK Update.
Monster Models
/Archer/ - Listed on every .max File such as ARCHER_Template_Biped1.max for Example.
D:\ARCHER\Maps\ARCH_Side1.bmp
/Barney/ - The following textures happen to be referenced on almost every .max file (Most notably with files that start with the "BARNEY2_" Prefix) These Textures are most likely for this Version which has been nick named "Wide Eyes" in the Community. - https://combineoverwiki.net/wiki/File:MP_barney.jpg The only Textures for this Which have been made Pubically available (Not counting modified Versions used on construction.mdl) are BARN_Gun1.bmp, BARN_Hand1.bmp, BARN_Holster1.bmp and BARN_Knuck1.bmp.
/Barney/BARNEY2_Template_Biped2(WithGun).max and BARNEY_Template_Biped5(Hand&Ghlstr).max
BARN_Mouth1.bmp - Referenced being saved as "D:\Quiver\valve\models\Barney\Maps\BARN_Mouth1.bmp" which applies to the other Textures listed below.
BARN_Face1.bmp
BARN_Cheek1.bmp
BARN_Helmet1.bmp
BARN_Helmet2.bmp
BARN_HelmRim1.bmp
BARN_Chest1.bmp
BARN_Pants-fnt1.bmp
BARN_Boot1.bmp
BARN_Arm1.bmp
BARN_Arm2.bmp
BARN_NStick1.bmp
BARN_Back1.bmp
BARN_Bootside.bmp
BARN_Side1.bmp
BARN_Card1.bmp
BARN_Pants-back1.bmp
BARN_Foot_Btm1.bmp
BARN_Trim1.bmp
BARN_BBuckle1.bmp
BARN_S_tip1.bmp
The Referenced directory can change depending on the .max File. Some examples include
In barn_attention_halt.max, barn_attention_idle.max and barn_attention_looking.max for Example, The Textures are saved from "C:\barney2\Maps_8bit\" e.g. "C:\barney2\Maps_8bit\BARN_Face1.bmp" for example.
9 of the .max files list the Textures under "D:\Quiver\valve\models\Barney\maps_8bit\" which is also the same with the .max files in the /cinematics/c1a3a_zombie_vent subfolder.
dead_pose_onback.max and dead_pose_onside.max Reference the Textures being saved under "C:\Barney2\dead barney2\Maps_8bit\"
Older Texture Set - These textures are referenced in some files such as BARNEY_Stand(Template)1.max and BARNEY_Run(New&Improved)2.max for example. These seem to be the ones used in the Alpha 0.52 Model but the Original High-Res textures should be Released.
Hnd-Plm1.bmp - Referenced as being saved from either "D:\Models\Barney\maps\" or "D:\ken!\Barney\maps\" depending on the .max file.
X_Face1.bmp
Helmet1.bmp
Helmet_MP.bmp
Helmet_Bttm.bmp
Hd_Lft1.bmp
Neck_Bck1,bmo
Neck_Fnt1.bmp
X-Fnt_Bod1.bmp
Card1.bmp
nghtstck1.bmp
Gun1.bmp
Holster1.bmp
Hnd-Knc1.bmp
X_Bck_Bod1.bmp
Sleeve_Tip.bmp
Side_Armor1.bmp
Boot_Side1.bmp
Neck_Nape1.bmp
Foot_btm1.bmp
Sleevetop1.bmp
Sleevetop2.bmp
Hd_Lft2.bmp
/Barney/c2a4_sterilizer_Barney.max to c2a4_sterilizer_Barneyidle.max. - The "Missing External Files" warning refers to most of the "BARN" textures being saved from the "D:\Quiver\valve\models\Barney\Maps_8bit\" Directory but it also mentions 11 Textures (3 of which are duplicates) that are only used in these Particular .max files.
TED_Back1.bmp - Referenced as "D:\Quiver\valve\models\Barney\Maps_8bit\TED_Back1.bmp". This Directory also Applies to the below textures.
TED_Face1.bmp
TED_Side1.bmp
TED_Chrome1.bmp - Referenced as being saved from both "D:\Quiver\valve\models\Barney\Maps_8bit\" and "D:\Quiver\valve\models\RandomHeads\Ted\Maps_8bit\"
TED_Chrome2.bmp - Also Referenced as being saved from "D:\Quiver\valve\models\Barney\maps\" as well as "D:\Quiver\valve\models\Barney\Maps_8bit\"
TED_Blue11.bmp
TED_InHelm11.bmp
TED_Inmouth1.bmp - Also referenced as being saved from the "D:\Quiver\valve\models\Barney\maps\" and "D:\Quiver\valve\models\Barney\Maps_8bit\" Directories.
barrell.bmp - Referenced as D:\quiver\valve\models\german_models\german_heavy\barrell.bmp Which Applies to the other Textures as Well.
bodyfront.bmp
bodyside.bmp
muzzlefront.bmp
bodytop.bmp
/Headcrab/ - Although the Headcrab Source files are not present in the SDK, (Which is one of the Models I'm suggesting to add the Model and Texture Sources for) the Textures are referenced in barney_zombie_fight_B.max
parasidemap.bmp - Referenced as C:\headcrab\parasidemap.bmp along with the below textures.
legmap.bmp
bottom.bmp
wrinkle.bmp
hindleg.bmp
Buttmap.bmp
claw.bmp
/Hgrunt/
/Hgrunt/180L.max - The following Textures are Listed in most files excluding garg_tunnel_throw.max and the ones that reference another Texture (Which I've listed beneath these ones), iI's rumoured that these are the textures used by hsarge.mdl in the 0.52 Alpha.
Frontskin2.bmp - referenced as D:\Maxfiles\grunt\Frontskin2.bmp
backpack.bmp
boot.bmp
shoulder.bmp
tattoo.bmp
/Hgrunt/barnacled_1.max to barnacled_4.max
arm.bmp - Referenced as D:\Maxfiles\grunt\newmaps\arm.bmp
Below are the other .max files in /Monster Models/Hgrunt/ Where this texture is Referenced.
blownuphead.max
commanderhead.max
defuse_bomb.max
die_simple.max
drag_gordon1(idle).max
drag_gordon2(idle).max
drag_left.max
drag_right.max
flinch_larm.max to flinch_rleg.max
flinchsm2.max
grenade cover.max
Grunt_dead_pose.max to Grunt_dead_pose3.max - NOTE: These also reference the above early Barney Textures under "D:\Quiver\valve\models\Barney\Construction\".
grunt_repel_land.max to grunt_repel_shoot_up.max - Referenced as C:\Half-Life\grunt\newmaps\arm.bmp
gruntbody.max
grunthead.max
jump_track.max
look_corner.max to look_corner2.max
plunger.max
reference.max
shotgunhead.max
stand_wave_tracks(dive).max
stand_wave_tracks(flyback).max
stand_wave_tracks(idle).max
/Hgrunt/Blownuphead.max
toungeside.bmp - Referenced as D:\Maxfiles\grunt\blownup head\toungeside.bmp
/Hgrunt/gundemo.max and gunfire.max
flash.bmp - Referenced as D:\Maxfiles\grunt\fullbitmaps\flash.bmp
coltcarbine.bmp - Referenced as D:\Maxfiles\grunt\reduced\coltcarbine.bmp
hkg11side.bmp - Referenced as D:\Maxfiles\grunt\fullbitmaps\hkg11side.bmp
hkg11front.bmp - Referenced as D:\Maxfiles\grunt\fullbitmaps\hkg11front.bmp, Only referenced in gunfire.max. hkg11top.bmp - Same as above
/Kingpin/ - referenced in idle1.max, walk1.max and walk2.max
sidesketch.bmp - Referenced as D:\Maxfiles\Kingpin\sidesketch.bmp
nutchrome.bmp - Also Referenced in reference.max as E:\QUIVER\valve\models\kingpin\hires\nutchrome.BMP
/Scientist/ - Now although the Scientist Model Sources were not included in the SDK (Which is one of the Models that i'm suggesting to add), one .max file had slipped into the Barney Folder and the below textures are also referenced in the "cinematics\cpr\" barney .max files.
/Barney/c1a4_wounded_idle.max and /Cinematics/cpr subfolder.
Pants_Tip1.bmp - Referenced as "D:\quiver\valve\models\New_Scientist\Maps_8-bit\Pants_Tip1.bmp"
NewFace1.bmp
NewTeeth1.bmp
NewGlasses.bmp
GlassTrim1.bmp
Hair_Lft.bmp
Hair_Bck.bmp
Hd-Lft1.bmp - Referenced as D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\Maps\Hd_Lft1.bmp
Pnts-fnt1.bmp
Torso-fnt.bmp
Torso-Bk.bmp
Foot_L.bmp
Foot_R.bmp
Foot_btm1.bmp - Referenced as D:\Temp_6-27\NewMaps\Foot_btm1.bmp
Neck_Fnt1.bmp - Referenced as D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\Maps\Neck_Fnt1.bmp
Neck_Bck1.bmp
Hd_Bck1.bmp
Hd-BNeck1.bmp - Referenced as D:\quiver\valve\models\New_Scientist\Heads\Egon\Egon1\Maps\Hd-BNeck1.bmp
Tounge1.bmp
Roof-M1.bmp
Uvula1.bmp
Hnd-Top1.bmp
Hnd-Plm1.bmp
Hnd-Tsd1.bmp - Referenced as both D:\Temp_6-27\NewMaps\Hnd-Tsd1.bmp and D:\quiver\valve\models\New_Scientist\Hnd-Tsd1.bmp
Hnd-Knc1.bmp
Sleeve_Tp.bmp - Referenced as both D:\quiver\valve\models\New_Scientist\Maps_8-bit\Sleeve_Tp.bmp and D:\Temp_6-27\NewMaps\Sleeve_Tp.bmp
Weapon Models.
/V_Chub/ - The Referenced Textures are Also listed in the "Missing External Files" Prompt in nearly all the .max files for /v_gauss/, /v_grenade/ (excluding grenade01.max and grenade02.max), egon_basepose.max, egon_gun_unreduced.max and Egon_hands.max in /v_egon/ /v_python/ and /v_rpg/
sthandM1CL.bmp - Referenced as E:\Projects\Half-Life\view models\hands\maps\sthandM1CL.bmp This applies to the other Textures listed below.
sthandM2CL.bmp
sthandM3CL.bmp
sthandM4CL.bmp
sthandM5CL.bmp
sthandM6CL.bmp
Sfinger1.bmp
Sfinger2.bmp
Sfinger3.bmp
Sfinger4.bmp
sheel.bmp
Stop.bmp
sthumb.bmp
sthumb2.bmp
sthumb3.bmp
sfiller.bmp
siller2.bmp
/V_Crowbar/crowbar.max, crowbarattack2.max, crowbarattack3.max, crowbarpry1.max, crowbarpry2.max, crowbarrun.max and crowbarwalk.max.
Crusty4.tga - Referenced as "D:\QuiverArt\source textures\Crusty4.tga" although the .bmp equivalent is present.
/V_Crossbow/
trackCHROME.bmp - Referenced in 4 of the max files under "E:\projects\Half-Life\view models\uploaded\crossbow\maps_8bit\trackCHROME.bmp" while Referenced in the other 17 .max files as "D:\Quivermodels\v_crossbow\maps_8bit\trackCHROME.bmp"
generic_metal.bmp Referenced under either "E:\projects\Half-Life\view models\uploaded\crossbow\maps_8bit\" or "D:\Quivermodels\v_crossbow\maps_8bit\generic_metal.bmp" in the other 17 max files.
/V_rpg /rpg_basepose.max
tube.bmp - Referenced as D:\quiver\valve\models\v_rpg\old_maps_8bit\tube.bmp.
boxside.bmp
boxback.bmp
boxtop.bmp
scoop.bmp
scoopback.bmp
bracket.bmp
sight.bmp
spine.bmp
grip.bmp
eyesight.bmp
Other Directories these Textures are also referenced under.
E:\projects\Half-Life\view models\RPG\maps_8bit\ - Referenced in rocket.max and rpg_holster2(unloaded.max)
E:\Quiver\valve\models\v_rpg\maps_8bit\ - Referenced in rpg_reloadsingle.max
D:\Quivermodels\v_rpg\maps_8bit\ - Referenced in rpg_launcher.max
/world_models/
/wrld_backpack/
itemcontainerfront.bmp - Referenced as E:\QUIVER\valve\models\world_models\wrld_itemcontainer\itemcontainerfront.bmp
/wrld_crossbow/wrld_crossobow_clip.max - NOTE: Most of these textures are in the v_crossbow folder with the Exception of one but are included here for reference.
grip.bmp - Referred as D:\Quiver\valve\models\v_crossbow\maps_8bit\grip.bmp.
bracketside.bmp
mechanismtop.bmp
knob.bmp
receivertop.bmp
bracketrear.bmp
bowhw.bmp
generic_metal.bmp - Referenced as E:\projects\Half-Life\view models\crossbow\maps_8bit\generic_metal.bmp, This Texture is one That's not in the Viewmodel Sources.
side_side.bmp
side_handle.bmp
side_top.bmp
side_rear.bmp
lensCHROME.bmp
bowtip.bmp
trackCHROME.BMP - Referenced as E:\projects\Half-Life\view models\crossbow\maps_8bit\trackCHROME.bmp
bowhwtop.bmp
@mikela-valve / @shawns-valve I Understand this Repository is intended for Code Issues or Requests, But I do hope one of you will see this List for Consideration in Locating these Files on Valve's Internal Repository to Add to the Recent SDK Update.
As part of the Recent Half-Life SDK Update (Which has just came out as of 22nd August) to support the changes that the 25th Anniversary update brought to the Engine, - https://github.com/shawns-valve/halflife I think the SDK needs to also be updated to include every other Monster or Prop Models that weren't in the Previous SDK Releases. (Excluding the Commercial Version which was given to those who held a License such as Gearbox Software) Some Examples of Monsters that are prominent in Half-Life that i think should have their Source Files be added to the Public SDK include But not restricted to...
Aside from these Monsters (Which I also mean including others not listed such as the Alien Grunt etc.) I would Appreciate it if Not only every other monster that aren't in the Public SDK have their Model Sources became available. But the following 3 suggestions are added as well.
. The .rmf/.map Sources for all other Singleplayer Maps (Currently only c1a0 and c1a0d are included along with env_beam) as well as the Multiplayer Maps and other Demo Maps similar to env_beam and if Possible, Add most, if not all of their Earlier Revisions to the SDK as well.
. Every other Weapon .max/.smd Files added to the SDK including Earlier Textures not Publically available. (This includes the Early Gluon Gun Textures which are pubically available in the Very first SDK Release (simply named hlsdk.zip aka the "Mini SDK" Released on 25th November 1998) but were excluded from Later Releases starting with the Standard/Pro SDK Releases in April 1999)
. And Lastly, the .bmp textures that are not included in the SDK but are mentioned in the "Missing External Files" Warnings when opening any of the 3D Studio max Model and Cinematic files. (And maybe .psd Sources if possible) I've Written Below a List of nearly all these Referenced Textures that I think would be Valuable to Include as part of the Recent SDK Update.
Monster Models
/Archer/ - Listed on every .max File such as ARCHER_Template_Biped1.max for Example.
/Barney/ - The following textures happen to be referenced on almost every .max file (Most notably with files that start with the "BARNEY2_" Prefix) These Textures are most likely for this Version which has been nick named "Wide Eyes" in the Community. - https://combineoverwiki.net/wiki/File:MP_barney.jpg The only Textures for this Which have been made Pubically available (Not counting modified Versions used on construction.mdl) are BARN_Gun1.bmp, BARN_Hand1.bmp, BARN_Holster1.bmp and BARN_Knuck1.bmp.
/Barney/BARNEY2_Template_Biped2(WithGun).max and BARNEY_Template_Biped5(Hand&Ghlstr).max
The Referenced directory can change depending on the .max File. Some examples include
Older Texture Set - These textures are referenced in some files such as BARNEY_Stand(Template)1.max and BARNEY_Run(New&Improved)2.max for example. These seem to be the ones used in the Alpha 0.52 Model but the Original High-Res textures should be Released.
/Barney/c2a4_sterilizer_Barney.max to c2a4_sterilizer_Barneyidle.max. - The "Missing External Files" warning refers to most of the "BARN" textures being saved from the "D:\Quiver\valve\models\Barney\Maps_8bit\" Directory but it also mentions 11 Textures (3 of which are duplicates) that are only used in these Particular .max files.
/Cinematics/ambush_heavy.max
/Headcrab/ - Although the Headcrab Source files are not present in the SDK, (Which is one of the Models I'm suggesting to add the Model and Texture Sources for) the Textures are referenced in barney_zombie_fight_B.max
/Hgrunt/ /Hgrunt/180L.max - The following Textures are Listed in most files excluding garg_tunnel_throw.max and the ones that reference another Texture (Which I've listed beneath these ones), iI's rumoured that these are the textures used by hsarge.mdl in the 0.52 Alpha.
/Hgrunt/barnacled_1.max to barnacled_4.max
Below are the other .max files in /Monster Models/Hgrunt/ Where this texture is Referenced.
/Hgrunt/Blownuphead.max
/Hgrunt/gundemo.max and gunfire.max
/Kingpin/ - referenced in idle1.max, walk1.max and walk2.max
/Scientist/ - Now although the Scientist Model Sources were not included in the SDK (Which is one of the Models that i'm suggesting to add), one .max file had slipped into the Barney Folder and the below textures are also referenced in the "cinematics\cpr\" barney .max files.
/Barney/c1a4_wounded_idle.max and /Cinematics/cpr subfolder.
Weapon Models.
/V_Chub/ - The Referenced Textures are Also listed in the "Missing External Files" Prompt in nearly all the .max files for /v_gauss/, /v_grenade/ (excluding grenade01.max and grenade02.max), egon_basepose.max, egon_gun_unreduced.max and Egon_hands.max in /v_egon/ /v_python/ and /v_rpg/
/V_Crowbar/crowbar.max, crowbarattack2.max, crowbarattack3.max, crowbarpry1.max, crowbarpry2.max, crowbarrun.max and crowbarwalk.max.
/V_Crossbow/
trackCHROME.bmp - Referenced in 4 of the max files under "E:\projects\Half-Life\view models\uploaded\crossbow\maps_8bit\trackCHROME.bmp" while Referenced in the other 17 .max files as "D:\Quivermodels\v_crossbow\maps_8bit\trackCHROME.bmp"
generic_metal.bmp Referenced under either "E:\projects\Half-Life\view models\uploaded\crossbow\maps_8bit\" or "D:\Quivermodels\v_crossbow\maps_8bit\generic_metal.bmp" in the other 17 max files.
/V_rpg /rpg_basepose.max
Other Directories these Textures are also referenced under.
/world_models/
/wrld_backpack/
/wrld_crossbow/wrld_crossobow_clip.max - NOTE: Most of these textures are in the v_crossbow folder with the Exception of one but are included here for reference.
@mikela-valve / @shawns-valve I Understand this Repository is intended for Code Issues or Requests, But I do hope one of you will see this List for Consideration in Locating these Files on Valve's Internal Repository to Add to the Recent SDK Update.