Journal #5818

Posted 15 years ago2009-05-25 16:13:12 UTC
Notewell NotewellGIASFELFEBREHBER
WARNING: RANT.
You know what I hate about HL modeling? It's illogical and overly complicated. Every model has different bones and submodels, and there's no way to turn one NPC into another without renaming bones. It should work like this for all models:
1. ONE body, no two bodies like in Op4, the backpack attachments go in a category below.
2. Heads. No limit, but all the same thing, just heads, no arms or anything.
3. Weapons. This includes barney's guns, the Hgrunt's weapons, and the scientist's needle.
4. Extra submodels/acessories. Op4 backpack and anything a mod's npc might need.
5. ALL THE SAME BONES FOR HUMAN MODELS!!!!
If I want an Op4 medic mesh on a scientist model, I should be able to do it without pain, if I want a Female assasin mesh on barney, I should be able to do it, and there should be a way to tell milkshape and other softwares to ignore bones in the meshes, just for things like the example directly above.
Now, doesn't that sound easier?

5 Comments

Commented 15 years ago2009-05-25 16:47:55 UTC Comment #60308
Skeletons have to be different for each model because the mesh and skeleton both have to be lined up by the modeller. Vertices don't snap to bones, and vice versa under Goldsrc.

If every human used a common skeleton, they would all have to be the same size. You can turn one NPC into another by importing it's mesh onto the skeleton of another and reassign all of the vertices, though. It's pretty commonly done.
What is it that you're trying to do, anyway?
Commented 15 years ago2009-05-25 16:57:29 UTC Comment #60311
I'm just expiremeting with hacks, but my milkshape is expired, so I can't do what you're saying. I've tried other editors, but they don't have the texture power or low learning curve that milkshape has.
So far I've made a shotgun weilding massn model, a 'squadgrunt' hack, and a 'commandgrunt' hack, which I'm hoping to use in an op4 style mod someday, as friendly hgrunt variants. :)
Considering they're just hacks, I'd say they're OK, I'm using one in my custom models mod.
Commented 15 years ago2009-05-25 20:56:30 UTC Comment #60309
yup
Commented 15 years ago2009-05-25 21:04:03 UTC Comment #60312
If I can manage to download a C++ compiler at school, I'll be all set to begin the mod as soon as I finish Colony 42. :)
Commented 15 years ago2009-05-25 21:08:09 UTC Comment #60310
I'm pretty sure you need Visual Studio 6 to compile the SDK. Not 100% sure, but I know you need Visual Studio for Source, I assume it's the same.

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