model chargers pack (works with vanilla HL!) [v1.0.1]

Half-Life HL
model chargers pack (works with vanilla HL!) [v1.0.1] by kimilil
Posted 2 months ago2024-04-16 10:44:27 UTC • Completed • Half-Life
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Name
model chargers pack (works with vanilla HL!) [v1.0.1]
By
kimilil kimilil
Type
Model
Engine
Goldsource
Game
Half-Life
Category
Completed
Included
MDL
Created
2 months ago2024-04-16 10:44:27 UTC
Updated
2 months ago2024-04-18 09:22:54 UTC
Views
379
Downloads
87
Comments
2
Rating
5.00 (2)

model chargers pack

version 1.0.1, by kimilil [see changelog below]
This pack contains models that represent a slightly higher-detail wall-mounted first aid and HEV chargers, created by yours truly. It's somewhere between LD and HD (let's call it MD).

The models are specifically crafted to be able to become a drop-in replacement of the vanilla brush entities by exploiting the idiosyncracis of Half-Life and GoldSrc. This setup will work on vanilla Half-Life, but doesn't go further than what vanilla Half-Life supports (e.g. no USE animation or controller bones because the vanilla SDK code doesn't support it.)

What's included

  • Health charger model
  • HEV charger model
  • Ohm's charger model
  • A sample map
  • Sample map source for example on how to use in your own maps

Requirements

  • VHLT 3.4+

Installing

  1. Extract the .mdl files to:
    <steam library>/steamapps/common/Half-Life/<game folder>/models
    e.g.
    D:/steamlibrary/steamapps/common/Half-Life/valve_addon/models
  2. Extract the .bsp file to:
    <steam library>/steamapps/common/Half-Life/<game folder>/maps
    e.g.
    D:/steamlibrary/steamapps/common/Half-Life/valve_addon/maps

How to use - READ CAREFULLY

Part A: Template entity[ies]

  1. Create a monster_furniture or cycler entity for each model you want to use. Give it a name.
  2. Set the entity's model to one of the models.
  3. Put this entity someplace inaccessible in the map.

Part B: func_healthcharger/ func_recharge entities

  1. Create ONLY ONE origin brush (i.e. brush with User posted image ORIGIN texture) for each entity. The center of the brush should be flush to the wall, and the vertical center should be 56u above the floor.
  2. Tie this brush to entity (func_healthcharger/ func_recharge).
  3. Set the entity's angle to face perpendicularly away from the wall.
  4. Turn off SmartEdit mode and add the following keyvalues:
zhlt_usemodel = <name of template entity>
sequence = 1

Part C: Lighting and clipping

  • To add clipping, place a User posted image CLIP brush with the size of the chargers (usually 32w 48h 8d) where the chargers would've been.
  • To have the model take a more fitting lighting (rather than taking the lighting off the floor), add a small brush textured with black_HIDDEN just below the origin brush from Part B. Tie this brush to a func_detail entity and set "Passable" to Yes. Then add a light entity slightly above this brush and with values 255 255 255 10 (adjust brightness to taste). Sloping this brush to point away from the wall should give better result with the flashlight.
See sample .rmf file included for example setup.

Tools used

  • J.A.C.K. - principal brushwork
  • FRAGmotion - secondary model work, animation
  • Paint.NET - texture editing
  • Sven Co-Op SDK's studiomdl
  • Crowbar - frontend for studiomdl

Special Thanks

  • The303 - GoldSrc model guide
  • The TWHL Half-Life community, as always.

LICENSE

(c) 2024 kimilil, released under CC-BY-NC-SA 4.0
INFO: https://creativecommons.org/licenses/by-nc-sa/4.0

Textures used are (c) Valve Software and Gearbox Software, used herein under fair use.

CHANGELOG

2024-04-16 [v1.0.1]

  • Update sample map
  • Added sample map source for example setup

2024-04-16 [v1.0]

  • Initial release

2 Comments

Commented 1 month ago2024-04-19 22:27:04 UTC Comment #106142
You have to keep doing it.. no one created a masterpiece on their first try.
Commented 1 month ago2024-04-24 22:24:32 UTC Comment #106156
Amazing

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