@@lyokianhitchhikerYou start to see them after C2a4. With C2a4 itself looking to part of a room in "power up". Mainly I was referencing C2a4a and the yellow lit area with the head-crabs. It resembles the area in OAR that seems to serve 0 purpose, a small room that seems to go up forever and has infinite head-crabs. Who knows maybe I'm just drawing lines and making connections that aren't actually there.
I can chuck up the maps with the modified version number and the requided converted models when I'm back later today if you'd like, but they'll be given as-is, so it's less of a mod and more just drop-in map files that have to be accessed via the console.
Download: 1drv.ms/u/s!AqDwfeNaCuN1jeIFEMDJqUqk3X0CNA?e=H9MJ6Z Note that these are being given as-is, this is a very basic conversion and the maps need to be loaded from the console. This is not a "mod", nor is it intended to be a fully playable experience.
Most of the retail maps crash the engine because they don't have textures baked in like Quake and the Alpha maps do. The other video on my channel is all the retail maps that I got to open on the engine, as for whatever reasons those ones also have baked textures.
It took a few years for me to figure out what exactly was wrong lol. There's an argument in the BSP compiler you can still set to get them to compile with baked textures, so at some point I'm gonna see about maybe recompiling up some decomps with it.
ive found out how to make my own alpha 0.52 maps with lighting using the baked textures and version changing routine using j.a.c.k. a few weeks ago. ive yet to find out how to convert mdls to the alpha format
Yep, it's also possible to use the version of Worldcraft included in the Alpha, but it's a mess to get set up and use obviously. Using JACK with the rad compiler set to bake the textures works wonderfully though. There's two model viewers someone compiled a while ago that can view both versions of the MDLs that the Alpha includes, so someone at some point dug into the files and figured them out. Something I've always meant to do personally as to make a converter to take models back and forth from the format.
I just quickly hex-edited the maps to the correct .bsp version to make them run in the retail game. It's a real quick dirty hack, you can grab them here. 1drv.ms/u/s!AqDwfeNaCuN1jeIFEMDJqUqk3X0CNA?e=H9MJ6Z
No model porting was done here, everything that is present in this video is either in retail or part of the map files themselves. As for converting retail models to the alpha, that's a tough one. People have made model viewers for the (3 I believe?) different MDL versions that the alpha files contains, but I've never seen anyone actually document the differences in the formats or found a convertor, and that's all a bit out of my wheelhouse, you'd probably need to know a thing or two about the MDL format and know how to find the various components in hex. That said, if you do manage to convert retail models to the alpha, definitely let me know, I'd absolutely love to see that.