Forum posts

Posted 9 years ago2015-02-06 14:08:04 UTC
in HL-MP Barney model modding problem Post #323696
Thanks for replying, fellas.

But, listen, JeffMOD, you have shown me a tutorial link on another topic out there, it says about HL model editing.

I tried to edit the MP Barney model to turn it on the character/protagonist for my HL mod. But when I compiled it again, it didn't work, as you said.

I think I should change the head of the MP Barney model, as the tutorial says. For this, I must edit the QC file, right? Correct me if I'm wrong.
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Posted 9 years ago2015-02-06 01:40:38 UTC
in HL-MP Barney model modding problem Post #323689
Anyone?
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Posted 9 years ago2015-02-04 19:11:38 UTC
in HL-MP Barney model modding problem Post #323657
Hello, everyone. Here's my third thread/topic on TWHL.

I'm a beginner on game modding, as I said before. I do have a small problem with HL modding.

I'm deciding/attempting to create my first HL mod, and it will be a HL1 mod.

I know most people out there couldn't care for my project. It will be about an unused construction worker model, that was cut from retail HL version.

I tried to use a tutorial that JeffMOD suggested me on my first topic.

I already installed MilkShape 3D;

I decompiled the Barney model (I decided to use the MP Barney model and turn it into a worker model by reskinning it);

I tried removing that infamous "chrome" texture;

I tried also modifying it by vertex manipulation;

And, when I clicked "compile QC file" option, and saved the model, the MS3D log said that "barney_reference.smd doesn't exist.".

I did the best I could do, and I'm a beginner in HL modding. In game modding, in general.

Hope someone can give me some tips of how I can solve this problem. That's all.
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Posted 10 years ago2014-12-09 23:20:26 UTC
in My first Half-Life Mod... Post #322716
Hello. Sorry for the late reply, Qwertyus.

You words helped me a lot! I'm already starting with mapping now hehehe :P

I'll see my HL1 mod on the Source Engine very soon, I believe that!
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Posted 10 years ago2014-12-08 18:01:29 UTC
in My first Half-Life Mod... Post #322695
Thanks again for replying, mates! :P

Unfortunately, that's true. A few people out there cares for Half-Life modding universe :(

Maybe I should port my Half-Life mod for Source Engine on an near future, but I won't get much attention anyway, I think.

Most people out there aren't caring for HL series anymore. Correct me if I'm wrong.

Anyway, thanks for the good words. See ya later!
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Posted 10 years ago2014-12-05 01:21:45 UTC
in How can I show/advertise my HL mods futu Post #322656
Hum, alright. Thanks, suture :P

I'll be already planning the maps for my mod, hehehe :P

I think find HL mod scripters is kinda hard, but not impossible. It's because I would like to add new weapons on my HL mod.
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Posted 10 years ago2014-12-04 23:02:03 UTC
in How can I show/advertise my HL mods futu Post #322653
Thanks for replying, mate :P

But I'm working on a HL1 mod project, and most people are using HL2/Source to create their mods recently.

By the way, I'm thinking also to port my HL1 mod for Source Engine on an near future, hehehe :P

On this mod I'm planning, the protagonist will play as a construction worker from Black Mesa Facility. I would like also to put new/extra weapons.

So that's all. Thanks for replying, anyway.
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Posted 10 years ago2014-12-04 22:24:08 UTC
in How can I show/advertise my HL mods futu Post #322651
Hello, everyone. This is my third thread/topic on TWHL.

I'm still a beginner as I said a few topics ago. Actually, I'm between a beginner-intermediate level on Half-Life modding. Hehehe, lol!

I already know how to create maps for HL (I usually create for CStrike, nevermind that :p).

And I also know how change player models/textures for HL (multiplayer usually, as I'm testing a construction worker skin for my future HL project , and with the MP Barney model).

That's all I can do, I think. I'll learn about the next modding stages with the time.

The only question I wanna do is:

When I reach a certain point on HL modding, e.g. reaching a intermediate or expert skill level on HL modding, how can I advertise, show to everyone my future mod projects for HL?

I already know where I can do that, but the question is:

How? How if I didn't even started to develop my mod, or recruit a team yet?

So, that's all, and hope I'll have my HL modding dreams (projects) come true :P

Fell free to post, comment, and help ^_^

PS: The real name for the topic is: "How can I show/advertise my HL mods future projects?"
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Posted 10 years ago2014-12-04 16:30:19 UTC
in My first Half-Life Mod... Post #322646
So, anyone else would like to answer my questions here? :P

Anyone?
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Posted 10 years ago2014-11-28 20:59:54 UTC
in My first Half-Life Mod... Post #322528
Well, I don't know where I can begin on HL modding.

Maybe I'll do the modeling step later, as for some users it is a bit hard :|

I'll start with the main menu editing. I already did a splash picture for my future HL1 mod :P
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Posted 10 years ago2014-11-28 01:05:57 UTC
in Blue Shift as a "mod" Post #322518
Among these topics out there, I posted a thread/topic about my wish/dream of creating my own HL mod :)
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Posted 10 years ago2014-11-28 01:03:56 UTC
in Blue Shift as a "mod" Post #322517
Thanks for replying, Urby! :P

I think too that's the reason why Gearbox didn't put Multiplayer Mode on Blue Shift.

Maybe for the BS developers, it wouldn't make much sense implementing MP on Blue Shift, as you said, as BS uses the same features as HL1, but few things changed.
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Posted 10 years ago2014-11-28 00:40:07 UTC
in Blue Shift as a "mod" Post #322513
I don't know. I didn't checked it yet. Maybe.
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Posted 10 years ago2014-11-27 23:35:33 UTC
in Blue Shift as a "mod" Post #322509
By the way, where can I download "Blue Shift: Unlocked"?

I would like to test it.
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Posted 10 years ago2014-11-27 23:07:28 UTC
in Blue Shift as a "mod" Post #322508
Thanks for replying, fellas, hehehe :P

I'll try this "Blue Shift: Unlocked" mod later.

Also, I mentioned above on my post about the "Multiplayer Mode".

If Blue Shift is Single-Player, I don't know if I can even find at least a Multiplayer mod for Blue Shift.

Everything I found is a Co-op mod for Blue Shift on ModDB, though it is a bit buggy.
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Posted 10 years ago2014-11-27 21:43:51 UTC
in Blue Shift as a "mod" Post #322504
Hello, everyone. Here's my second thread/topic on TWHL.

I'm a beginner on video-game modding, as I said on my debut topic posted a few weeks ago here.

One of most curious things evolving the Half-Life game series is the fact the second famous expansion pack for HL, Blue Shift, have just one playing mode, the Single-Player.

But some people were unsatisfied with that, and I don't know why Gearbox didn't put Multiplayer mod on BS :P

But there's a curious thing I discovered yesterday. I have installed the WON version of Blue Shift on my computer these days. As everyone knows, it is SP (Single-Player) and SA (Stand-Alone title). However, I like BS as it is :P

But, due to my curiosity, I copied my "bshift" folder and put it on my HL (WON version too) directory, just to see what would happen.

So, I selected the custom game menu on original HL, and selected "Blue Shift", then clicked "Activate" button.

Strangely, the BS original menu appeared without errors, apparently. After that, I clicked "Done" button to return to the main menu.

And I saw a thing doesn't appear on original BS menu. In other words, the "Multiplayer" and "Custom Game" buttons.

After that, every time I tried to run the game, e.g. selecting a "New Game", "Multiplayer Mode" or the "Hazard Course", the game crashed, and a window popped up saying: "Could not link client.dll function: HUD_PlayerMove."

I wonder why this strange thing ocurred with me. I don't refer to the fact of the game crash, but to the main menu layout being the same as BS one.

If the BS "Custom Game" and "Multiplayer" buttons appeared for me, maybe both should be the unused options that was cut during BS development, I think.

Maybe the HL custom game engine has read it as a "mod", a thing that also occur with Opposing Force, but OF is a expansion pack made by Gearbox too.

I don't know exactly why this happened. I don't know how, but it happened :P

So, that's all. Hope someone can help or clarify my doubt. Feel free to coment here :P
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Posted 10 years ago2014-11-18 02:17:31 UTC
in My first Half-Life Mod... Post #322346
Hum, thanks for reply, Jeff. Your words helped me a lot!

I think there's no need of implement the changing outfit color system on my construction worker model, as it is one of most difficult tasks.

I think I'll create two versions for construction worker model for MP.

One of them will be the regular construction worker, the another one will be the protagonist for my HL mod :P
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Posted 10 years ago2014-11-17 18:46:00 UTC
in My first Half-Life Mod... Post #322341
Hello, everyone. This is my first thread/topic on TWHL.

I'm a beginner on video-game modding, and I registered my account here on this site.

One of my plans for the future is create a HL1 mod, in which the player will control a construction worker from Black Mesa Research Facility.

I found a couple of months ago on internet some photos of an unused construction worker model, probably from BETA version of HL, that unfortunately was cut.

I'm planning on future to reuse, edit and make it as a player model.

But it's very hard to do that, because I should have a knowledge about C++ and I should download Half-Life SDK and some development tools. And I'm a beginner, as I said!

Also, I put the construction worker texture on the multiplayer Barney model, and it worked without errors, but I noticed the texture was a bit unproportional.

Also, how can I do to run my player model flawlessly, and how can I make it customizable, e.g. changing the player's outfit colors?

So, that's all, and hope someone will be able to help me here =P
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