Here's a lil' preview of what i'm (for some reason) working on. It's a detail texture (or rather just using detail_texture system for high res texture replacement) pack for Half-Rats Parasomnia mod for Half-Life. I haven't even finished the mod since i'm too much of a wuss but once i finish this pack the graphics will distact me from the spooks and I'll be able to get through (flaw-less logic, I know)
Still in early stages, as only about 1/10 of the textures are done. There's about 700 of them so i'll probably finish in a week or two. If i'm able to keep myself motivated and doing it. The process isn't hard but it's repetitive and tedious.
If you ask me why the hell am i trying to up the graphics of a goldsrc game i would probably tell you that I don't even know myself. But my guess it's that it's a kind of a simple engine to work with and I like bringing out it's potential. It's just charming in a way not many new engines are.
While I'm not actually active that much here, but looking forward to being.. I'm amazed that Half-Life community is active after all these years. Well I didn't say it was not at some point, but it just fascinates me..
By the way using high textures may cause buffer overflow on some versions of the engine, possible Out of memory error and such.
Most people are that actually play are using much better hardware than when the game was released. The slight performance hit is negligible for the "pop" factor that the detailed texture system can bring to a level. It isn't hard to do especially once you have a baseline of textures. Wish I wasn't so lazy not to be doing this more myself lol. I last time I messed with it was with Docrock's Deadwood map. Not the best pics or location but should give others not using it an idea of what it can bring to a level.