The Stanley Parable Half Life 2 Mod
The Stanley Parable is an experimental narrative-driven first person game. It is an exploration of choice, freedom, storytelling and reality, all examined through the lens of what it means to play a video game. Half-Life 2 (stylized as HλLF-LIFE2), is a first person shooter videogame made by and published by Valve Software in 2004, a sequel to the original 1998 game Half-Life. Half-Life 2 also had some other sequels which were: Half-Life 2: Episode One and Half-Life 2: Episode Two. The Stanley Parable was originally a mod for that game. The original mod was released in 2011 on MODDB.
Becuase there's this thing on how the engine works. Maps go in the maps folder, textures go in the materials folder and models go in the models folder. Then the creators can do stuff with the resource folder like changing the menu. And also play with the scripts folder.In-fact you can make your very own mod if you locate your SteamApps/sourcemods folder. Originally posted by:Well then.whyWhen you go to the boss office don't enter the open door, try to get in the door behind the open one (i think typing facepunch will do it). You will see elevator. Disable the facepunch thing and go in.
The elevator's walls are actually portal 2 texture. Does it make sense now? Or Stanley Parable actually was going to be portal 2 mod?Ugh. The Stanley Parable was a Half Life 2 mod then the remake (this game) is a Portal 2 mod. It's a whole other game but some Portal 2 files are left behind. Originally posted by:YupI tried a easter egg to move materials to portal 2 and run authoring tools but it didnt workedUhmn.
Either you're inexperienced with the Source engine or I don't understand your grammar.I think you mean you tried replacing some textures in Portal 2 with Stanley Parable's textures. Then running Hammer to use them in the Portal 2 authorng tools correct?If so this is how you move textures. In your Stanley Parable oflder open up the folder 'materials'.In there if you take a texture you must take the.vmt and.vtf with the same name. Then put those in a Portal 2 materials folder. Originally posted by:YupI tried a easter egg to move materials to portal 2 and run authoring tools but it didnt workedUhmn. Either you're inexperienced with the Source engine or I don't understand your grammar.I think you mean you tried replacing some textures in Portal 2 with Stanley Parable's textures.
Then running Hammer to use them in the Portal 2 authorng tools correct?If so this is how you move textures. In your Stanley Parable oflder open up the folder 'materials'.In there if you take a texture you must take the.vmt and.vtf with the same name. Then put those in a Portal 2 materials folder.
No, i mean the one when you use the texture browser and use the search it should say something like 'don't mess the game' i forgot. Originally posted by:Uhmn. Either you're inexperienced with the Source engine or I don't understand your grammar.I think you mean you tried replacing some textures in Portal 2 with Stanley Parable's textures.
Then running Hammer to use them in the Portal 2 authorng tools correct?If so this is how you move textures. In your Stanley Parable oflder open up the folder 'materials'.In there if you take a texture you must take the.vmt and.vtf with the same name. Then put those in a Portal 2 materials folder. No, i mean the one when you use the texture browser and use the search it should say something like 'don't mess the game' i forgotThe texture browser should have all textures you'v put into the materials folder. Originally posted by:YupI tried a easter egg to move materials to portal 2 and run authoring tools but it didnt workedUhmn. Either you're inexperienced with the Source engine or I don't understand your grammar.I think you mean you tried replacing some textures in Portal 2 with Stanley Parable's textures.
Then running Hammer to use them in the Portal 2 authorng tools correct?If so this is how you move textures. In your Stanley Parable oflder open up the folder 'materials'.In there if you take a texture you must take the.vmt and.vtf with the same name. Then put those in a Portal 2 materials folder. Again, i was able to make custom maps now I can make half life source maps on portal 2 engine and test them (by that i mean i can get materials from hl source and use them in authoring tools. Originally posted by:Uhmn.
Either you're inexperienced with the Source engine or I don't understand your grammar.I think you mean you tried replacing some textures in Portal 2 with Stanley Parable's textures. Then running Hammer to use them in the Portal 2 authorng tools correct?If so this is how you move textures. In your Stanley Parable oflder open up the folder 'materials'.In there if you take a texture you must take the.vmt and.vtf with the same name. Then put those in a Portal 2 materials folder.
Again, i was able to make custom maps now I can make half life source maps on portal 2 engine and test them (by that i mean i can get materials from hl source and use them in authoring toolsGood for you. Originally posted by:Not in that meaning.
I mean I cannot get npcs to work. I tried loading Half Life Source's 'c1a0' but no events happen (the stupid door at start doesn't open)When I noclip it, nobody but the models and textures are there.I moved models, maps and materials folders (tbh, copied them instead of moving them) from hl1 to portal2 folder.Anyways maps are completely functional with exception for the damn npcs and some scripted doors.You're trying to recreate HL Source in Portal 2? You'll need to copy the vpks over. Try making a custom folder in Portal 2/portal2 or whatever. Then copy all the vpks in the hl source folder into the custom folder.
I'm not sure it'll work as I don't know hl source uses vpks but try it if it does. Originally posted by:Not in that meaning. I mean I cannot get npcs to work. I tried loading Half Life Source's 'c1a0' but no events happen (the stupid door at start doesn't open)When I noclip it, nobody but the models and textures are there.I moved models, maps and materials folders (tbh, copied them instead of moving them) from hl1 to portal2 folder.Anyways maps are completely functional with exception for the damn npcs and some scripted doors.You're trying to recreate HL Source in Portal 2? You'll need to copy the vpks over.
Try making a custom folder in Portal 2/portal2 or whatever. Then copy all the vpks in the hl source folder into the custom folder. I'm not sure it'll work as I don't know hl source uses vpks but try it if it does. No, I did try doing this in G-Mod by moving Models, Materials and Maps folder in garrysmod folder, everything is working fine even now, except the physics gun model broke:PEDIT: Nah, Portal 2's engine is much more updated than what Half-Life: Source usesOh man, srsly?
HL:S is so damn outdated, even entcreate wasnt yet added:P. Originally posted by:You're trying to recreate HL Source in Portal 2? You'll need to copy the vpks over.
Try making a custom folder in Portal 2/portal2 or whatever. Then copy all the vpks in the hl source folder into the custom folder. I'm not sure it'll work as I don't know hl source uses vpks but try it if it does. No, I did try doing this in G-Mod by moving Models, Materials and Maps folder in garrysmod folder, everything is working fine even now, except the physics gun model broke:PEDIT: Nah, Portal 2's engine is much more updated than what Half-Life: Source usesOh man, srsly?
HL:S is so damn outdated, even entcreate wasnt yet added:P HL: Source is pretty old. BlackMesa, I'm pretty sure runs on Portal 2's Source version and it is a complete remake of Half-Life.
Half-Life 2 turns 12 this year, and thanks to its powerful, if a bit creaky Source engine it remains as popular with the modding community as ever. Over the years we've seen all manner of excellent mods emerge, adding co-op or competitive multiplayer, shiny graphical updates, new story content, and even full conversions that bear little or no resemblance to the original game.It's the latter two we're going to focus on today, as we round up the best single-player Half-Life 2 mods. We've chosen mods that stand up as separate adventures, sometimes set in worlds far removed from Combine Earth.The Stanley ParableThis is the story of a man named Stanley. Or rather, it's the story of the story: a deviously clever, reactive adventure that second-guesses your every move. As Stanley—or, perhaps more accurately, as the player controlling Stanley—you're free to follow or ignore the various instructions the wonderful narrator bellows over you, resulting in a tangled, branching story that rewards your curiosity, imagination, and defiance.
The original Source mod was later expanded into a, one our Phil thought extremely highly of in.Download:,. Minerva: MetastasisAdam Foster's Minerva comes close to the quality of Valve's own Half-Life 2 Episodes—in fact, Valve was so impressed Foster joined the company. It's a sizeable story, about the length of an official chapter, with considered level design and a high level of polish.
You begin the game strapped to the underside of a helicopter, before being dropped on a mysterious island with a sinister secret.Download:. Mission Improbable sends you on a mission to repair a Resistance radio tower. The CitizenGordon Freeman ends the Half-Life series as a crowbar-wielding superhero, a figure of legend in the Half-Life universe. Two-part mod The Citizen provides a new angle on the world, casting you as an ordinary oppressed citizen of City 17. Obviously, said ordinary man soon acquires a gun and starts killing people, but you might snap too if you called that dystopia home.Download:. Get a LifeThis lengthy, ambitious mod swings from horror to all-out action.
Occasional cutscenes tell the story of a subway technician suffering from leukaemia, but Get a Life's unlucky hero Alex also has to contend with the mod's new limb damage system, which causes effects like dizziness and limping, depending on where he's hit by enemies.Download:. Mission ImprobableYour mission, should you choose to accept it, is to step into the sneakers of Gordon Freeman and set off to repair a Resistance listening post. This impressive Episode Two mod begins with Gordon rowing to a distant coastline: a coastline that reminds you just how pretty the venerable Source engine can look in the right hands. The right hands in this instance are a couple of established game devs, and their experience shines through pretty much every crevice of this slick, well-paced adventure.Download:. Looking for a good laser puzzle?
Try Research and Development. Research and DevelopmentThanks to its then-revolutionary ragdoll physics, a lot of time in Half-Life 2 was spent throwing chairs at NPCs, or flinging teacups with the gravity gun. In that spirit, Research and Development does away with offensive weapons altogether, leaving just a couple of secondary tools to let you manipulate gravity or order Antlions about. Puzzles are the order of the day here, and it's surprising just how easily Half-Life 2's toolset translates to this new focus.Download:. Nightmare House 2Where there are modding tools, horror mods are sure to follow. You don't need to have played the original—in fact, it's included as a prologue, giving you the chance to explore both a haunted house and a spooky hospital.
The horror on offer here is mainly of the jump scare variety, so if you were hoping for the psychological horror of Silent Hill, move on to the next item in the list. Nightmare House 2 is basically FEAR—it even features its own creepy ghost girl—but more FEAR is hardly a bad thing.Download:. Silent Hill: AlchemillaThe impressive Alchemilla drops you in the world of Silent Hill, endless fog, Dark World and all.
Half Life 2 Cheats
Not only have the developers nailed the grimy aesthetic of Team Silent's classic series, they've matched its colour palette, borrowed its sound effects, and recreated its lonely atmosphere. It's such an uncanny representation that it may take you a while to notice there are no enemies traipsing around, but then those games were hardly known for their satisfying combat.Download:.WaterUntil now everything we've featured has been strictly first-person, but Water bucks that trend. In fact, it bucks a lot of trends, given that it's a third-person puzzley adventure starring a mermaid. Yes, a mermaid. While you're (initially at least) limited to a fantasy city's waterways, this smart mod soon finds ways to get you exploring land too, using a number of innovative systems. The developers of Water went on to make From Earth, another, similarly inventive Source mod.Download:. Black MesaWell, we couldn't ignore Black Mesa, could we?
The Stanley Parable Half-life 2 Mod
For the unaware, this recreates the original Half-Life in its sequel's shinier engine, and it's been in development since dinosaurs roamed the Earth. Much more than a simple port, Black Mesa updates Valve's game with fancier assets, new voice acting, a reworked campaign and more. The team have also excised Half-Life's much-maligned Xen section, albeit only temporarily until it's been remade to be, somehow, good. While the older mod is free, you'll find the newer version on, accompanied by a price tag.Download:.