Half-Life 2

Half-Life 2

[HD] HALF-LIFE ALYX MODEL PACK
3420 30 Nov, 2024 @ 7:26am
You can edit and fix this broken Add-on yourself. Here's a guide.
This guide only covers issues that are NOT fixed by simply installing other HLA Add-ons as "dependencies".

An extraction tool is all you need.
You can erase and edit all problematic files using Windows tools.

First, you must extract the add-on before you can fix it.
Subscribe, extract it using a community tool (i.e. GCFscape), and finally unsubscribe.



HOW TO FIX SOFTLOCKS

The Combine console gets Alyx / Barney stuck on it, because it has larger collisions.
Simply erasing the physics file (collision box) will fix the issue.
The game will load the default collisions.

The softlocking Combine console can be found here:

models/props_combine/combine_interface001.phy



HOW TO FIX CHECKERBOARD BUMPMAPS

The material files for multiple props and bits of map geometry reference bumpmaps that are either mislabeled or missing entirely. You can fix this by opening the material files using the Windows Editor, and correcting or removing the relevant lines of code.

The following materials have missing or mislabeled bumpmaps:

Concrete walls surrounding the Black Mesa East elevator
materials/concrete/concretewall032a.vmt

Pavement and road infront of the Overwatch Nexus
materials/stone/stonefloor006e_c17.vmt
materials/stone/stonefloor006e_c17_nocubbed.vmt
materials/stone/stonefloor006e_nocubbed.vmt

Two-plank-tables found throughout the game, mostly Ravenholm and Nova Prospekt
materials/hla_assets/props_wasteland/cafeteria_table001a.vmt

Yellow tank found at the entrance to the Ravenholm graveyard
materials/hla_assets/props_wasteland/horizontalcoolingtank04.vmt



HOW TO USE YOUR FIXED MOD IN HALF-LIFE 2

Place the extracted folders "models" and "materials" (containing your fixes) into
DRIVE:/USERNAME/Steam/steamapps/common/Half-Life 2/hl2/custom/MODFOLDER

Underlined parts of the file path are variable. Find your installation, and give the mod your own name.

NOTE: Your mod loads before any Workshop Add-ons.
Any other Workshop Add-ons you've subscribed to will overwrite parts of your mod.



CLOSING THOUGHTS

I realize the point of the Steam Workshop is convenience.
I could just take all the HLA Assets on the Workshop, compile them
into a single Add-on, and offer it to y'all... but that wouldn't be nearly as fun.

Besides, it's good to be able to fix your own issues, without having to rely on others. :xefrosheart:
Last edited by 3420; 30 Nov, 2024 @ 7:33am
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"Besides, it's good to be able to fix your own issues, without having to rely on others." Yeah but the whole point of using the workshop is tangled up in the idea that users who upload won't maliciously softlock your game because 'uwu figure it out yourself'

antihuman behavior
3420 5 Jan @ 1:28am 
Agreed, but I'm not in the habit of reuploading others' contributions, broken they may be.
A shiddy little tutorial is the best I can do.
Last edited by 3420; 5 Jan @ 1:29am
Jerethi 6 Feb @ 11:35pm 
For the materials that have missing or mislabeled bumpmaps, what are the edits that need to be made to the .vmt files exactly?
3420 7 Feb @ 1:19pm 
You find the line that starts with "$bumpmap" and:
- either correct the specified file name
- or remove the entire line.



EXAMPLE

A .vmt file with a mislabeled or missing bumpmap, as listed above, might look like this:

"$basetexture" "Brick/texture123d"
"$bumpmap" "Brick/texture124d_normal"
"$surfaceprop" "brick"

In this case, the bumpmap is labeled as 124. There is no corresponding bumpmap (aka. normal map) going by that name in the files, and so the depth layer looks like a checkerboard ingame.



Now you have two options on how to proceed:

_____________________________________

1. This is likely a typo, intended to be 123, same as the basetexture. You can look through the files in the folder and see if there is a texture file named "texture123d_normal.vtf". If that file exists, you can just correct the typo in the .vmt file, so the game knows to load the correct normal map, like so:

"$basetexture" "Brick/texture123d"
"$bumpmap" "Brick/texture123d_normal"
"$surfaceprop" "brick"
_____________________________________

2. If the intended bumpmap is missing from the file structure, or you don't want to bother, you can remove the "$bumpmap" line altogether, like so:

"$basetexture" "Brick/texture123d"

"$surfaceprop" "brick"
_____________________________________

If you go with option 2, the material will simply not have any depth.
But it'll look alright in 99% of situations.
Last edited by 3420; 7 Feb @ 1:30pm
Jerethi 7 Feb @ 5:18pm 
Thanks for the detailed explanation. Two quick follow up questions

First, does it matter whether one uses a backslash or forward slash? The valve developer website seems to use a forward slash but your post uses backslashes.

Second, I do not see the following paths in the upacked vpk:

materials/hla_assets/props_wasteland/cafeteria_table001a.vmt
materials/hla_assets/props_wasteland/horizontalcoolingtank04.vmt

I don't see an hla_assets subfolder in materials. Are these part of the mod?
3420 7 Feb @ 5:27pm 
Originally posted by Jerethi:
does it matter whether one uses a backslash or forward slash?
I'm not very familiar with Valve game modding but I'm pretty sure it doesn't matter. You can probably use either

Originally posted by Jerethi:
Second, I don't see an hla_assets subfolder in materials. Are these part of the mod?
Huh... guess I might've added some examples from other Workshop mods. I packed 'em all together haphazardly to have one complete package. If they're not there, I guess that's that :joeyclaire:
Jerethi 7 Feb @ 6:13pm 
Cool. Thanks a lot!
Jerethi 8 Feb @ 11:11pm 
Out of curiosity, can you share the list of mods that are batched together in this pack?
3420 9 Feb @ 9:40am 
Originally posted by Jerethi:
Out of curiosity, can you share the list of mods that are batched together in this pack?

Pretty sure it was just these three:

1 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3366783612
1 overriding 2
2 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3367114440
2 overriding 3
3 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3366805585

This weekend I've noticed a significant flaw with this pack though – the game fails to generate the shortest fences with physical properties on map transitions. As a result, there are two maps with missing fences:

1. in Half-Life 2 "Episode 0",
underneath that long bridge where you need to disable the shields, there are some sideways fences holding a pile of steel beams. It's supposed to function as a trap to crush two Combine soldiers, but the trap becomes nonfunctional with this pack.
Not a big deal, there's just some floating steel beams in the corner of the room.

2. In Half-Life 2 Episode 2,
there is an event where zombies are supposed to bust down the fences. Since the fences don't exist, you can walk right through, and the zombies are going to look like they're pounding against thin air.
You're not softlocked or anything, but it breaks immersion.
You must wait before you can proceed, the doors only break after every fence is down.



Since you're already working with the raw file structures, I suggest you give this prop pack a try:
https://gamebanana.com/mods/291754
Replace the model files for props_c17/fence01b to fix this issue, that's what I did.

Alternatively, just use the entire Gamebanana pack instead lol
I haven't tried it out personally, but it probably has more quality control.
Jerethi 9 Feb @ 2:27pm 
Thanks - but, aren't 2 and 3 the same? They both link to the same original gamebanana mod - Volkolak's HLA Assets in HL2.
Last edited by Jerethi; 9 Feb @ 2:28pm
3420 9 Feb @ 6:09pm 
Originally posted by Jerethi:
Thanks - but, aren't 2 and 3 the same? They both link to the same original gamebanana mod - Volkolak's HLA Assets in HL2.
I guess so, Steam says I've used both
Last edited by 3420; 9 Feb @ 6:09pm
My only issue with this pack so far, It has been the fences with missing textures (most of) and the rollermines won't pick up, and will send a message to the console saying: CRagdollProp: :CreateObjects: Could't lookup Bone roller_physics" and creates a non collide-able object on the floor (or where it was) that dosen't move and dissapears overtime.
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