Getting Custom Models To Work Created 18 years ago2006-03-15 00:03:33 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Created 18 years ago2006-03-15 00:03:33 UTC by HeAdCrAb KILLA HeAdCrAb KILLA

Posted 18 years ago2006-03-15 00:03:33 UTC Post #168348
I was just wondering how I would go about getting custom models to work in a Half-Life map. I wanted to put some of the models that VALVe did not use in HL (from the SDK) such as the Diablo and Mr Friendly. Is there any way to do it. Whey I apply the model to the monster_generic, the model is there but it doesn't do anything...productive. Does this require coding, cuz if it does, fuck it. I just want them to attack and such. I've seen it done b4 (obviously) I just dont kno how.

NOTE: I will be putting the models into a Half-Life map for a HL mod.
Posted 18 years ago2006-03-15 00:42:08 UTC Post #168355
Errr whoops, I lied slightly. I didn't find these monster models in the SDK I found them in the pak0.pak file that came with my original (sierra) version of Half-Life. I just don't kno how to make them work in my maps. This has probably been covered b4 but i cant find n e thing on it.
Posted 18 years ago2006-03-15 03:15:18 UTC Post #168362
Well, I'd say they don't attack unless they are a monster. Say with the kingpin, this might be possible with any model, but my example is the kingpin. Get the kingpin model from the that pak file. Then, make an alien slave in your map, as the custom model have it as the kingpin model. I know there's a way to get mdls from pak files, so none of that it's not possible shit ;)

Tell me if this helps at all, or if it just confused u.
Posted 18 years ago2006-03-15 03:59:54 UTC Post #168365
Well I have a better suggestion- create their AI! Although you may try replacing a monster's body with the kinpin's but I think it wouldn't fit the skeleton so the animations will abit horrible.
Posted 18 years ago2006-03-15 06:27:11 UTC Post #168383
q[Well I have a better suggestion- create their AI!]q

Oh yeah, create their AI. Best solution ever. But pretty hard for someone who has never coded in C++ before. So that won't work.

Best alternative solution i think, would be to use monster_generic's for those models, and use scripted sequences to mimic any AI.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2006-03-15 18:05:09 UTC Post #168493
Well, that sucks. That kinda ruins my plans to use most of the custom models. You can't just ADD a custom model to an existing one with the halflife.fgd - there is no "custom model" field with a browse button like in the svencoop.fgd. Are you talking about Spirit? I don't use Spirit so that wouldn't work either.

[Update] Doesn't work with Spirit either, i just tried.
Posted 18 years ago2006-03-15 20:34:50 UTC Post #168524
The only problem with using the scripted_sequences is that I actually want these monsters to attack the player and other entities. This is impossible to do with my level of skill isnt it : ? I should really try to code more often. Hell, I cant even change my fucking mod's HUD color! WTF.
Posted 18 years ago2006-03-15 20:39:29 UTC Post #168528
Maybe could you ask nicely for someone to code the monsters you want to use? No, don't ask me. I don't code at all :P
Posted 18 years ago2006-03-15 22:48:57 UTC Post #168545
Well, that would be cool if someone could do that for me or at least show me how to do it. I have C++ installed and very little coding ability already so maybe that would be a possibility. Idk, I'm a little confused with this whole custom/unused model stuff.
Posted 18 years ago2006-03-15 22:53:19 UTC Post #168547
Those models were just cut from the game. Happens all the time - stuff gets made but for some reason it doesn't get into the game. Time constraints, design issues, whatever...

To use them as actual enemies, you're going to have to do quite some coding. Not something I'd attempt with your experience level. It may be a nice challenge on the other hand... you decide... ;)
Posted 18 years ago2006-03-16 00:26:04 UTC Post #168561
I totally agree with you Captain. As far as the challenge part goes, I'm already dealing with one in that I'm putting together my first HL mod. I really cant get sidetracked because I'm just breezing right through with the mapping now. I pretty much know most of what it takes to make good maps so it should be smooth sailing.
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