new monsters Created 19 years ago2004-08-03 14:20:09 UTC by cyanide cyanide

Created 19 years ago2004-08-03 14:20:09 UTC by cyanide cyanide

Posted 19 years ago2004-08-03 14:20:09 UTC Post #47724
ok, so ive made my own monster, its in mod/models/monster.mdl
how do i put this new monster into a map?
Posted 19 years ago2004-08-03 14:57:15 UTC Post #47735
If you want your monster to have behavior of a certain monster, such as a zombie or hgrunt, you need to rename monster.mdl to zombie or hgrunt.mdl. Then, put a hgrunt or zombie in your map and youre good to go.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-03 16:06:50 UTC Post #47745
so u cant have a duplicate of the same monster but slightly different
ie:
monster_zombie -normal HL zombie
monster_zombie2 -modded skin/new custom monster
Posted 19 years ago2004-08-03 16:12:08 UTC Post #47747
This requires you to change the model itself. It can be done with the help of bodygroups, like the grunt model that has 4 heads (bodygroup: heads) and 3 weapons (bodygroup: weapons)*. Now when you turn on SmartEdit in a monsters properties, you can add keys. Add a key named 'body' and give it a value. This value corresponds with a unique combination of body-group options.

*The third 'weapon' is void, you get this when a grunt dies and loses his weapon.
Posted 19 years ago2004-08-03 16:13:37 UTC Post #47749
So yes, it's possible to have different versions of an enemy, just like how the grunts have several appeareances, but it does require some modelling knowledge.
Posted 19 years ago2004-08-03 16:24:36 UTC Post #47752
If you want two different types of zombies with new animations though, you'd have to add new code and make a new mod.

You can also change the skins and such by adding new skins to the models' skingroups. Afaik, these are chosen randomly.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-08-03 16:36:37 UTC Post #47754
how do i add a new skingroup to a model?
how do i ad a new body to a model? lol argh.
Posted 19 years ago2004-08-03 16:49:53 UTC Post #47756
It may help greatly when you decompile the hgrunt.mdl and look at it's .qc file and it's .smd files. It's not so difficult to find out yourself then, as you already know how to model...
Posted 19 years ago2004-08-03 16:50:56 UTC Post #47757
Afaik, from a little modelling experience, this is all set in the .qc file you get when you decompile a model. Check the forums section of HIT under 'Help Desk', there is some useful information on modeling there that may help you.

http://hl-improvement.com
RabidMonkey RabidMonkeymapmapmapfapmap
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