Applying 2nd set of skin on model? Created 9 years ago2015-09-26 17:36:59 UTC by 23-down 23-down

Created 9 years ago2015-09-26 17:36:59 UTC by 23-down 23-down

Posted 9 years ago2015-09-26 17:37:21 UTC Post #327027
Hi folks..

For the lest 3 days I'm attempting to create a 2nd set of clothes for my scientists. As far as I can tell the bone structure is identical and so are most of the used animations.

My attempt was it to use 2 body groups of
scientist_body_male.smd

while I called my 2nd body group
scientist_body_maleD.smd

Afterwards I literally copied over the entire contents of that 2nd scientist set and changed all BMP & SMD names with an additional D at the end. So that they're unique and not interfering with one another.

I did the same inside the smd. files linking to the new filenames exp: scientist_coatD.bmp

For some reason though it doesn't work. When I attempt a compile jed's modelviewer crashes. (64bit I heard it runs unstable on win7) When I just use 1 of the body groups it actually does compile but naturally the heads are alone as their specific body group isn't loaded.

Do you know of any scientist models that might actually have done this already - having 2 body groups or could any of you help me on this one perhaps?

I'm trying to get 2 sets because 1 part plays in Black Mesa while another part plays in another facility and it would look silly if they share the same uniforms. I know that spirit would handle these things fairly easy although that's not an option regarding the mod.

Any help would be appreciated.
greetings 23-Down
Posted 9 years ago2015-09-26 21:38:25 UTC Post #327029
I can't understand what does this mean - second set of clothes? If this means that you want to add an alternative body to the scientist's model, then it's possible to do, but you need a special coding to make this change to work correctly in the game. For example, OF models have 6 versions of body for scientist's model and this model doesn't work properly with common HL code. So even when you want to increase a number of bodies, you already need to adapt your mod's code to this change.

The problem is that scientist's model already has 2 bodyroups (except the body itself): heads and syringe. So if you just increase a number of bodies (for example, you take OF model and put it into HL), you see added bodies instead of syringe's model in the game.

So technically it's possible to make any number of bodygroups and "subbodies", but this doesn't work correctly in game specifically for such complicated models, as scientist's (or hgrunt, or barney) model. But you can increase a number of bodies for simple models (as zombie, for example) which don't have additional bodigroups at all (this was used to increase a number of types of zombies in "Afraid of Monsters", for example).

By the way, I'm still ready to help with those models in Military Duty, but I'm really busy with other projects and have no free time to do it now. But you still can count me in (I think in the next month I'm ready to help).
Posted 9 years ago2015-09-27 03:32:35 UTC Post #327031
Hi Qwertyus.

Yes sure I would like that.. I've made several enhancements by now for Military Duty but I'm rather low on time myself at the moment so I do understand how it must be for you. No worries.

Regarding the Scientists. Would it be possible to rewrite the Scientists all together in a similar fashion than the Zombies are handled for example? Or would that require massive changes to the models & game code itself?

And yes with 2nd clothes group I meant indeed additional body groups so you did understand me correct. What I want to accomplish is to have the regular scientists in their white coats and with their little Black Mesa ID tags and a 2nd group in all aspects the same except that they wear black coats and different ID tags with a different Company name - Delta Complex. I do have the textures and even created some myself for that matter but as you pointed out getting them to load properly is problematic.

Regarding Hgrunts I think I remember that problem. I once had like 14 different Head faces on them and when they died or played certain animations their faces or entire uniforms constantly changed textures.

So is there really no workaround to this?
Posted 9 years ago2015-09-27 03:57:52 UTC Post #327032
It's a code issue. You'd have to edit the code to support the new submodels properly.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 9 years ago2015-09-27 12:38:46 UTC Post #327034
This is where Spirit of Half-Life comes in very handy. You can select custom models for every npc. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-09-27 17:34:02 UTC Post #327042
Thanks you guys for your input..

I see what I can do..
Posted 9 years ago2015-09-27 18:09:41 UTC Post #327044
Yep, if you want additional models for any monster/NPC, Spirit of Half-Life is the best solution without coding. You just create another model and place it on a map, and it works like the same NPC, but with another look. Otherwise you can use new model only in scripted sequences (without real posibility to act as proper NPC).
You must be logged in to post a response.