Forum posts

Posted 1 month ago2024-02-19 17:02:38 UTC
in Forum dead? Post #348591
What others said. Not dead, but less active than before.

I end up being alone because people are on social media. And I'm not a social media guy, quit it around 2017

Still posting my maps here, starting with example maps in 2014 and my first finished map in 2018

This is the only place, so far, that I can interact with people from around the world. The other places I interact are art websites
MMProductions MMProductionsMapping project productions by MM
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Posted 2 years ago2021-12-21 14:03:04 UTC
in Post Your Photos Post #346148
DIY products are popular nowadays.
MMProductions MMProductionsMapping project productions by MM
Posted 2 years ago2021-12-19 20:42:06 UTC
in Post Your Photos Post #346131
DVDs are a rare thing these days, due to Netflix and Amazon services.
MMProductions MMProductionsMapping project productions by MM
Posted 2 years ago2021-11-27 17:02:03 UTC
in Post Your Photos Post #346076
Name of the equipments:

Sony system (WIP)
Aiwa system (WIP)

Sony PT-D3 - databank timer - released around '82-'84

Aiwa ZM-2700 - minisystem - released around '96

I use them to listen to music, alongside a quirky and weird Garrard/JVC clone.
MMProductions MMProductionsMapping project productions by MM
Posted 2 years ago2021-11-27 16:59:58 UTC
in Post Your Photos Post #346075
User posted image
User posted image
User posted image
User posted image
MMProductions MMProductionsMapping project productions by MM
Posted 2 years ago2021-11-27 16:58:38 UTC
in Post Your Photos Post #346074
Well, as promised, I was asked to post my photos. Here goes.
MMProductions MMProductionsMapping project productions by MM
Posted 5 years ago2018-05-15 19:55:50 UTC
in Strange error Post #339592
Nevermind, fixed it finally.

The error ocurred because I duplicated in my map both Medkits and HEV Rechargers from HL. The halflife-cs.fgd doesn't include them, and I couldn't put two Medkits and two HEV Rechargers, or the error would occur.

I only put one of each, and it worked.
MMProductions MMProductionsMapping project productions by MM
Posted 5 years ago2018-05-15 17:48:14 UTC
in Strange error Post #339591
Posted 5 years ago2018-05-15 17:31:14 UTC
in Strange error Post #339590
Also make sure you're using the newest version of Hammer
Do you mean Hammer 3.5?
MMProductions MMProductionsMapping project productions by MM
Posted 5 years ago2018-05-15 17:18:22 UTC
in Strange error Post #339589
Wait, I'll post an updated source file of my map.
MMProductions MMProductionsMapping project productions by MM
Posted 5 years ago2018-05-15 16:58:08 UTC
in Strange error Post #339588
Posted 5 years ago2018-05-15 16:58:00 UTC
in Strange error Post #339587
Here's the RMF source file for my map. I was testing it on Counter-Strike, both in 1.5 and 1.6 versions.
MMProductions MMProductionsMapping project productions by MM
Posted 5 years ago2018-05-15 16:34:57 UTC
in Strange error Post #339585
Thanks for replying.

As I said above, I can compile another maps flawlessly, but not this one I'm working.

I think WON version of HL/CS is easier to compile or test maps than Steam version. Maybe I'll try Steam version later.

I'm using also Hammer 3.4 version.
MMProductions MMProductionsMapping project productions by MM
Posted 5 years ago2018-05-15 15:58:12 UTC
in Strange error Post #339583
I didn't put the "{" character in any entity string value names.

Maybe there's an used texture with "{" character in its name in my map.
MMProductions MMProductionsMapping project productions by MM
Posted 5 years ago2018-05-15 15:47:18 UTC
in Strange error Post #339582
Here's the log:

** Executing...
** Command: Change Directory
** Parameters: "C:\Sierra\Half-Life"

** Executing...
** Command: C:\Sierra\VALVEH~1\tools\WINDOW~2\hlcsg.exe
** Parameters: "c:\sierra\valve hammer editor\maps\cs_managements" -texdata 8192

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:\Sierra\VALVEH~1\tools\WINDOW~2\hlcsg.exe "c:\sierra\valve hammer editor\maps\cs_managements"-texdata 8192
Entering c:\sierra\valve hammer editor\maps\cs_managements.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 8388608 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

36 brushes (totalling 216 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (3.75 seconds)
SetModelCenters:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (2.70 seconds)

Using Wadfile: \sierra\half-life\valve\halflife.wad
  • Contains 412 used textures, 97.63 percent of map (3116 textures in wad)
Using Wadfile: \sierra\half-life\valve\liquids.wad
  • Contains 1 used texture, 0.24 percent of map (32 textures in wad)
Using Wadfile: \sierra\half-life\valve\xeno.wad
  • Contains 0 used textures, 0.00 percent of map (264 textures in wad)
Using Wadfile: \sierra\half-life\cstrike\cstrike.wad
  • Contains 0 used textures, 0.00 percent of map (123 textures in wad)
Using Wadfile: \sierra\half-life\cstrike\cstraining.wad
  • Contains 2 used textures, 0.47 percent of map (24 textures in wad)
Using Wadfile: \sierra\half-life\cstrike\torntextures.wad
  • Warning: Larger than expected texture (240172 bytes): 'TK_STONEWALLHI'
  • Warning: Larger than expected texture (306812 bytes): 'TK_CLAYROOF'
  • Warning: Larger than expected texture (272812 bytes): '{TK_PLANTLG'
  • Warning: Larger than expected texture (327212 bytes): '{TK_PLANTSM'
  • Warning: Larger than expected texture (235412 bytes): 'TK_TORNMAP'
  • Contains 5 used textures, 1.18 percent of map (162 textures in wad)
Using Wadfile: \sierra\half-life\cstrike\cs_dust.wad
  • Contains 1 used texture, 0.24 percent of map (28 textures in wad)
Using Wadfile: \sierra\half-life\cstrike\dmc.wad
  • Contains 1 used texture, 0.24 percent of map (93 textures in wad)
added 70 additional animating textures.
Texture usage is at 4.65 mb (of 8.00 mb MAX)
7.45 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:\Sierra\VALVEH~1\tools\WINDOW~2\hlbsp.exe
** Parameters: "c:\sierra\valve hammer editor\maps\cs_managements"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:\Sierra\VALVEH~1\tools\WINDOW~2\hlbsp.exe "c:\sierra\valve hammer editor\maps\cs_managements"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10500...11000...11500...12000...12500...13000...13500...13836 (0.95 seconds)
BSP generation successful, writing portal file 'c:\sierra\valve hammer editor\maps\cs_managements.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9074 (0.52 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...7674 (0.42 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...5000...5500...6000...6500...7000...7500...8000...8500...9000...9500...10000...10324 (0.66 seconds)
8.56 seconds elapsed

--- END hlbsp ---

** Executing...
** Command: C:\Sierra\VALVEH~1\tools\WINDOW~2\hlvis.exe
** Parameters: "c:\sierra\valve hammer editor\maps\cs_managements"

hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlvis ---
Command line: C:\Sierra\VALVEH~1\tools\WINDOW~2\hlvis.exe "c:\sierra\valve hammer editor\maps\cs_managements"
Error: ParseEntity: { not found

--- END hlvis ---

** Executing...
** Command: C:\Sierra\VALVEH~1\tools\WINDOW~2\hlrad.exe
** Parameters: "c:\sierra\valve hammer editor\maps\cs_managements" -sparse

hlrad v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlrad ---
Command line: C:\Sierra\VALVEH~1\tools\WINDOW~2\hlrad.exe "c:\sierra\valve hammer editor\maps\cs_managements"-sparse
There was a problem compiling the map.
Check the file c:\sierra\valve hammer editor\maps\cs_managements.log for the cause.
--- END hlrad ---

** Executing...
** Command: Copy File
** Parameters: "c:\sierra\valve hammer editor\maps\cs_managements.bsp" "C:\Sierra\Half-Life\cstrike\maps\cs_managements.bsp"

** Executing...
** Command: Copy File
** Parameters: "c:\sierra\valve hammer editor\maps\cs_managements.pts" "C:\Sierra\Half-Life\cstrike\maps\cs_managements.pts"

** Executing...
** Command: C:\Sierra\HALF-L~1\hl.exe
** Parameters: +map "cs_managements" -game cstrike -dev -console +deathmatch 1
MMProductions MMProductionsMapping project productions by MM
Posted 5 years ago2018-05-15 00:12:40 UTC
in Strange error Post #339576
I can compile another maps perfectly, but not this one I'm working.
MMProductions MMProductionsMapping project productions by MM
Posted 5 years ago2018-05-15 00:07:45 UTC
in Strange error Post #339575
I've finished my map correctly, but its compilation doesn't seems to be working. Here's the reason:

Error: ParseEntity: { not found

Questions?
MMProductions MMProductionsMapping project productions by MM
Posted 7 years ago2016-05-11 20:04:54 UTC
in Monster properties Issue Post #330097
I used trigger_hurt and worked fine with me :P
MMProductions MMProductionsMapping project productions by MM
Posted 7 years ago2016-05-01 00:23:05 UTC
in Monster properties Issue Post #330004
How can I put an already dead alien (in this case, Alien Slave) on my map on Valve Hammer Editor?
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-03-01 21:26:59 UTC
in Half-Life elements: unused sounds Post #324491
Hello, everyone. I'm creating an another topic here.

I'll talk about something peculiar. No, it won't be about HL modding. I'll talk more about HL modding on next topics I'll do.

I would like to talk something about HL engine. I discovered something peculiar and curious thing a long time ago.

I was checking HL files (Steam version), and I discovered some HL sound files, most of them are used, some of them are not used in retail version of HL.

Some of them were from the Black Mesa Announcement System, most known as VOX (eg. that obscure voice that says "Access Denied", and something similar).

All of them on "vox" folder, obviously. And I saw some files on "plats" folder, maybe its name suggests that is from "plataforms" (eg. elevators or doors, I think).

And some of these sounds from "plats" folder are used, some not. But one of them has draw attention of me. The file is "elevmove1.wav". It can be heard on this video of the intro of Blue Shift at 1:10 minutes:

https://www.youtube.com/watch?v=K5iVSz_1yss

As you can see, at this part, the train stops and the rail moves, and the supposed unused sound play. I already played HL1 several times and I didn't saw this sound anywhere!
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-27 22:42:03 UTC
in Half-Life mods: unreleased sequels Post #324463
Hum, right. Thanks for replying, 2games :P

Unfortunately this is ocurring due to these problematic and weird updates on HL2/Source modding.

Unfortunately that's the big reality.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-27 19:06:19 UTC
in Half-Life mods: unreleased sequels Post #324460
Thanks for the tip, rufee :P

I already got some old infos about HL1 and their mods. I'll try accessing this website later.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-27 15:27:58 UTC
in Half-Life mods: unreleased sequels Post #324458
Hum, right. Thanks for the good words, Urby.

As I said several topics ago, I'll be planning my own HL1 mod.

I'm thinking of creating some future sequels for it, hahaha! :P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-27 15:21:15 UTC
in Half-Life mods: unreleased sequels Post #324456
Hello there. This is my fifth topic here.

I would like to talk about a peculiar subject here. And it's related to the HL1 mods and HL2 mods in general.

Most of you out there, are members from HL community in general, and most of you know clearly too many HL1 and HL2 mods.

One of curious questions I want to do is: One of most famous HL1 mods, called "Half-Life: Visitors" was scheduled to have a sequel called "Half-Life 2: Visitors - Asylum Earth", with a plot similar to the original HL2.

But when I acessed its page on ModDB, it said the mod (Asylum Earth) had its development ceased.

I know that most of HL1 mods have their sequels and/or expansions cancelled, due to the terms of use from ModDB, probably.

Another example of this is a cancelled expansion pack for "Half-Life: Brave Brain", which is one of most famous HL1 mods. Not exactly an "expansion pack", but it was a port of this HL1 mod for Source Engine.

It also said on the page of the mod (the Source Engine port for Brave Brain) that it had its development ceased and it would be consequently archived.

I wonder: is there any reason for cancellation of these HL1 Source Engine ports or these HL1 mod sequels? Just a basic question.

So, I'll be waiting for the answer. Hope you'll understand. That's all.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-21 19:56:13 UTC
in HL extra weapons Post #324327
I'll be also planning my mod for both WON and Steam versions.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-21 17:13:21 UTC
in HL extra weapons Post #324321
I can help you code new weapons. I wanted to make a big HL mod too, but it took me way to long to make maps. I was hoping that people could give me old unfinished maps or something and I can just combine them all to make a big mod, with custom weapons and monsters.
Thanks for replying, 2games :P

I'm planning a big HL1 mod too, it will feature all HL Opposing Force weapons. And some Team Fortress Classic weapons.

Listen, I'll try to send you a private message, and I'll send you the weapon models I'll code for my HL mod, the weapon models I got, right?

I'll also decide the story for my HL1 mod, and I also created the protagonist for it. I'm also a Valve Hammer editor mapper, lol! :P

Most elements for my HL1 mod I'll be creating myself, but if necessary I can hire some coders/mappers or modellers for it. Only if doing this will be easy, of course...

I'll send you also via private messages, the player model from my HL1 mod, right?

So, that's all. Thanks for helping anyway.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-14 22:25:28 UTC
in HL-MP Barney model modding problem Post #324134
I don't refer to the High Definition version made by some HL fans, by the way.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-14 22:24:43 UTC
in HL-MP Barney model modding problem Post #324133
Alright. Where can I get the fixed* construction worker model?

*e.g. the version used in Azure Sheep, the one with scientists animations and with ability of opening his mouth to talk :P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-13 16:13:50 UTC
in Blue Shift as a "mod" Post #324090
While we're on the subject - Why are so many people amendment to stick with WON HL?
Because one of the attractive elements on WON version of HL is the old main menu, that had/still have a cool layout and buttons, unlike Steam version, of course. Something like that.

I think the reason of people staying with WON HL it's because its aesthetic is very old school, cool, awesome and bring to them several old childhood memories related to gaming, hehehe :P

But I think that wouldn't hurt to use both versions, WON and Steam ones.

Most HL fans has complained that Steam version of Blue Shift doesn't feature that classic blue HUD, instead that, using the rough HL yellow HUD.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-13 00:43:18 UTC
in Blue Shift as a "mod" Post #324057
And about of me "putting 'bshift' folder into HL folder...", I mean this:

Original BS menu:
User posted image
The stupid trick I made, lol :P
User posted image
Modded BS menu (hence the name of the topic "Blue Shift as a 'mod'"):
User posted image
And I wonder: why did this happen with me? Did anyone else do/try to do that? It seems to be very weird, right?
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-13 00:39:35 UTC
in Blue Shift as a "mod" Post #324056
HL main menu (WON version I installed recently).
User posted image
OpFor main menu (WON version too).
User posted image
BShift main menu (WON version too, lol :p)
User posted image
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-13 00:37:19 UTC
in Blue Shift as a "mod" Post #324055
This thread didn't had replies a few months ago. But I'm back.

I mean I installed recently WON version of HL on my computer, as I said before. I also installed Blue Shift, Opposing Force, and a few old HL mods (WON version too, all of them).

Here's a quote of a phrase I said several months ago on this topic. I'll post some pics of what I've done recently:
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.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-10 22:29:42 UTC
in HL extra weapons Post #323935
Hello there. This is my fourth topic here.

As I said on previous topics I made, I'm creating a HL1 mod.

It will be about a construction worker from Black Mesa. Its model will look like the unused/cut construction worker from retail version of HL.

One of the interesting things is that I'll add new extra weapons (OpFor and some TFC weapons ones together :P :biggrin: ;) :sarcastic: :glad: ).

The HL mod will also include some of the Opposing Force enemies and the BETA/cut enemies from HL (eg. Chumtoad, Archer, Mr. Friendly, Panthereye...).

I already downloaded today the HL SDK, version 2.3. I tried to check out the tutorials on this forum, but they were very hard to understand.

I can't edit the HL weapon codes, because I'm very afraid of my game/mod crash.

Hope someone will be able to give some tips and instructions, of how I can finish these elements of my future HL mod soon.

So, that's all. Hope you understood.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-09 15:44:51 UTC
in HL-MP Barney model modding problem Post #323828
Here's the content of my QC file:

$modelname "C:\Users\Silveira\Downloads\5482\Workshop 2\player.mdl"
$cd "\Users\Silveira\Downloads\5482\Workshop 2\"
$cdtexture "\Users\Silveira\Downloads\5482\Workshop 2\"
$cliptotextures

$scale 1.0

// 3 attachments
$attachment 0 "Bip01 R Hand" 20.000000 2.000000 5.000000
$attachment 1 "Bip01 R Hand" 15.000000 1.500000 3.750000
$attachment 2 "Bip01 R Hand" 30.000000 3.000000 7.500000

// 4 bone controllers
$controller 0 "Bip01 Spine" XR -30 30
$controller 1 "Bip01 Spine1" XR -30 30
$controller 2 "Bip01 Spine2" XR -30 30
$controller 3 "Bip01 Spine3" XR -30 30

// 20 hit boxes
$hbox 3 "Bip01 Pelvis" -4.914118 -4.652171 -7.072556 4.191144 5.825690 7.072556
$hbox 6 "Bip01 L Leg" 2.787111 -3.866330 -3.237659 19.027792 5.113195 3.468172
$hbox 6 "Bip01 L Leg1" 0.398159 -4.159710 -2.975712 18.441036 4.191144 3.080491
$hbox 6 "Bip01 L Foot" -0.618194 -2.451820 -2.755677 3.971110 8.382289 2.294651
$hbox 7 "Bip01 R Leg" 2.588032 -3.866330 -3.311004 18.996361 5.113195 3.541517
$hbox 7 "Bip01 R Leg1" 0.324814 -4.159710 -2.975712 18.441036 4.128277 3.111924
$hbox 7 "Bip01 R Foot" -0.586760 -2.451820 -2.294651 3.992066 8.382289 2.787111
$hbox 3 "Bip01 Spine1" -3.405304 -5.762823 -5.762823 5.060807 5.762823 5.762823
$hbox 2 "Bip01 Spine2" -0.062867 -5.794257 -7.952694 8.382289 7.334503 7.952694
$hbox 2 "Bip01 Spine3" -2.357519 -7.135422 -6.611530 6.810609 5.333232 6.611530
$hbox 2 "Bip01 Neck" -3.258615 -1.571679 -3.143358 2.147961 3.667252 3.143358
$hbox 1 "Bip01 Head" 0.094301 -3.834897 -3.143358 8.811881 5.333232 3.143358
$hbox 4 "Bip01 L Arm" 0.984919 -3.017624 -4.327355 5.699955 4.484525 3.667252
$hbox 4 "Bip01 L Arm1" -2.263218 -2.451820 -2.682332 12.112410 3.572950 2.493731
$hbox 4 "Bip01 L Arm2" 0.618194 -1.896493 -2.294651 11.263701 2.975712 2.525164
$hbox 4 "Bip01 L Hand" 0.000000 -1.047786 -2.095572 3.143358 1.571679 3.667252
$hbox 5 "Bip01 R Arm" 1.445945 -2.975712 -3.730118 5.961902 4.515958 4.515958
$hbox 5 "Bip01 R Arm1" -1.969838 -2.588032 -2.263218 12.374354 3.436738 2.944278
$hbox 5 "Bip01 R Arm2" 0.461026 -2.064138 -2.451820 11.096056 2.849977 2.326086
$hbox 5 "Bip01 R Hand" 0.000000 -1.047786 -2.095572 3.143358 1.571679 3.667252

$bodygroup body
{studio "../dmatch/lowcount/barney/lbarney_reference"
studio "../dmatch/highcount/barney/barney_reference"}

I won't post here the QC sequence lines because some people will think I'm spamming the topic. Lol!
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-09 01:25:51 UTC
in HL-MP Barney model modding problem Post #323802
I think I must edit the construction worker model the way as you said, Urby. It will take a while, but it will worthwhile.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-09 01:24:43 UTC
in HL-MP Barney model modding problem Post #323801
Otherwise, I'll download a construction worker model adapted for HL-MP, and give credits to the original author, if he/she will allow it, of course... :roll: :P :confused: :biggrin:

EDIT: I don't know if doing that will make any sense :P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-09 01:23:01 UTC
in HL-MP Barney model modding problem Post #323800
Alright. I just need to change the texture of it, right? Because my modded construction model will have outfit colors a bit different, compared to the original construction worker.

I'll explain you later. I'll post here an artwork of the protagonist of my HL mod :P

And I'll compare the outfit color from my modded character, to the original construction model one.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-08 23:55:41 UTC
in HL-MP Barney model modding problem Post #323795
But for this, I must copy the QC file codes from construction model and pit it into the QC file from player model, right? Correct me if I'm wrong. :P
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Posted 9 years ago2015-02-08 23:53:52 UTC
in HL-MP Barney model modding problem Post #323794
Hum, I'm thinking to change the head of my edited MP Barney player model to the construction model one. :P
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Posted 9 years ago2015-02-08 00:41:40 UTC
in HL-MP Barney model modding problem Post #323739
Well, anyone? Do anyone know what I gonna do with my edited MP Barney player model? :P
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Posted 9 years ago2015-02-07 15:10:31 UTC
in HL-MP Barney model modding problem Post #323723
Hey, fellas, thanks for the cool replies :P

Your words helped me a lot!

But, listen, Urby, I decided to edit the player model for my HL mod (it will be possibly a single-player mod) because too many people on HL community uses the cheat "thirdperson" while playing HL on their computers.

It wouldn't make much sense to put Gordon player model on my mod, in my opinion. I know several HL mods that have different protagonists, but some of them uses Gordon as player model. (HL mods like Azure Sheep, Brave Brain, for example...)

Also, several single-player HL mods uses custom player models on them, although most people aren't seeing it (HL mods like Cleaner's Adventures, Half-Life: Visitors, for example...)

And, about the QC files, I really need to send for some of you here, so you can see if there's something wrong with it, as TJB said.
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Posted 9 years ago2015-02-06 16:17:20 UTC
in HL-MP Barney model modding problem Post #323704
All right, pal.

But I have some doubts of how I can edit my modified MP Barney model, to turn it on the protagonist for my HL mod :P

I tried editing this MP model on several ways.

I tried editing the model, by manipulating its vertexes on MS3D (distorting his helmet and his face, a bit, to look more like the face of the supposedly cut worker model).

I also tried to remove that stupid chrome texture on his helmet, but when I clicked Compile QC model, it didn't work, unfortunately :P
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Posted 9 years ago2015-02-06 16:03:47 UTC
in HL-MP Barney model modding problem Post #323702
A close-up on his face, lol :P :
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Posted 9 years ago2015-02-06 16:03:35 UTC
in HL-MP Barney model modding problem Post #323701
Ditto, on MilkShape 3D:
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Posted 9 years ago2015-02-06 16:03:03 UTC
in HL-MP Barney model modding problem Post #323700
My edited MP Barney model (for my HL mod about an unused construction worker model) looks like this on Half-Life Model Viewer:
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Posted 9 years ago2015-02-06 16:02:36 UTC
in HL-MP Barney model modding problem Post #323699
Alright, thanks for the replying, Urby.

But this construction worker model used in the HL intro is similar to the unused one. And wears a yellow helmet and a green outfit. And he's called, supposdly, Gus.

The cut/unused one is that:
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Posted 9 years ago2015-02-06 15:52:38 UTC
in HL-MP Barney model modding problem Post #323697
My edited MP Barney model (for my HL mod about an unused construction worker model) looks like this on Half-Life Model Viewer:
User posted image
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