General Technical/Pipeline Questions Created 9 years ago2015-03-21 19:23:26 UTC by Half-Rats Half-Rats

Created 9 years ago2015-03-21 19:23:26 UTC by Half-Rats Half-Rats

Posted 9 years ago2015-03-21 19:26:38 UTC Post #324858
For: GoldSource, HL1 Modification

Alright - I know many of these questions can be answered here on existing threads, but - only partly in regards to my specific queries...here we go...

So, recently, I decided to get back in business with Hammer and wished to create my own custom single-player story.
In LAYMAN'S terms; what will I need to do to be able to provide a functioning copy of the finished mod?

I wish to feature:

Custom Sounds

Custom models/re-skins (But use the Half-Life AI)

Custom Sentences (For the NPCs to speak)

Custom textures

Custom menu screen

No multiplayer

How should I set this up? What steps do I have to take to make this single-player story function on someone else's machine? I plan on sticking everything into a .zip file, but, the problem is, I'm not at all sure WHAT EXACTLY would go into this .Zip per se.

If I set up Hammer with the Half-life.fgd (Game configuration file), how will I add this custom content I listed above? Aside from the WAD files, I am sort of...lost in how to set everything up to use the Half-Life configuration in tandem with custom content that I create. And how would I go about packaging all of this up for distribution on ModDB and elsewhere? Thank you in advance.

The route I wish to go is similar to what Black Widow did with They Hunger back in the day. Adding new models over rigs for the enemies, reskinning and using the framework already laid out by Half-life code and animations.

Examples of what I wish to be able to do.

Example 1: Taking the shotgun, replacing the HUD model with my character's hands and a new shotgun model, and replacing the sounds and, GULP...adding CUSTOM animations. I already know I need a new worldmodel, which seems like the easiest part, fortunately.

Example 2: Putting a new model over top an old rig with animations and/or re-texturing the scientist/barney models and AI. ONLY problem I can think of is that they may try and play their idle sentences regarding HL1 events, and that would ruin immersion...

Last of all...how would I implement this to be able to place these things in hammer? And then how would I go about packaging all of this up for other people to play without it messing up their copy of Half-Life, lol?
Posted 9 years ago2015-03-21 19:41:03 UTC Post #324859
There's probably a full mod tutorial somewhere on this page, but here's a quick reference list.
Your mod directory folder is a folder inside your main Half-Life directory. The one used for Half-Life itself is called valve, but your custom mod folder should be the name of your mod (without any spaces (or just an achronym)).
In your mod folder and it's subfodlers is where you have to edit anything. First of all you'll want to create the liblist.gam file.
To add custom sounds, create a folder named sounds and add 8-bit 11025hz .wav files to subfolders of the sound folder.
For models, you add your .mdl files to a model folder. If you don't want custom coding, you have to name them exactly the same as the originals.
Textures must be added to custom .wad files in your main mod folder.
For the main menu screen, you need to make an 600x800 image file (I think it needs to be a 256-color .bmp) with your backgrounds grahics. Since Steam Half-Life (wich I use) loads the beckground differently, you'll have to run the file through a program wich generates a Steam compatible background.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-21 19:59:37 UTC Post #324860
Alright, so I've begun mapping already, and hammer is configured as such:

http://www.moddb.com/mods/half-rats-a-fever-dream/images/meh

I'm guessing I'd have to begin anew with the mod directory created? And put a new map folder inside of the mod directory? Same with compiled maps?

And, for the weapons, they are period weapons, and I'd like to be able to set the ammo capacity accordingly and use custom animations.
Posted 9 years ago2015-03-21 20:06:32 UTC Post #324861
To change the ammo capacity, you must unfortunately use custom coding.
The good news however, is that this small code change is extremely easy. Implementing completely new AI and weapon functionality is the hard stuff.

To get started, you'll need the Half-Life Source code, wich can be downloaded here: https://github.com/ValveSoftware/halflife
You'll also need Visual Studio 2010. There's the express version for free, unless you've bought a license for Visual Studio 2010, in wich case you should use it.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-21 21:07:41 UTC Post #324862
Which one do I grab from Github?

I was hoping to avoid the dreaded "C" word...But, if that's what it takes to get this puppy done right, then I'll do it...

Alright, so ammo capacity is easily doable for a beginner...
What about triggering custom reload animations? Or can I just place my own animation in place of the original shotgun reload when you press "R"?

Now that I think about it, I forgot about the slots. I'll need sprites for the HUD as well as to have slot framework in the code, correct? Phew...this is turning crazy.
Posted 9 years ago2015-03-22 12:53:00 UTC Post #324911
To download the source code, you click the "Download Zip" button near the right of the page.
All changes to HUD images is applied in the .spr files under the sprites folder. There's a tutorial for that somehwere on the internet. For the reload animations, just give all your animations the same names and order as in the original model and you should be fine.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-22 15:38:35 UTC Post #324916
Thank you for your help, by the way! I needed a Doctor! Now, what about all the default sounds that are connected to the weapons, NPCs? Can those be changed without code?
Posted 9 years ago2015-03-22 16:29:03 UTC Post #324919
You can change the sound files. Most NPC sounds can also be changed in sentences.txt. This not only apply to the sentences spoken by scientists, security guards and soldiers. All NPC sounds are defined in here, so you can have completely different names and folder for the different sound files.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-03-22 17:59:32 UTC Post #324923
Alright! That's fantastic!
Would the the same apply to the weapon sounds as the sentences or no? Because I looked in the sentences and didn't find anything relating to weapon sounds.

Because I found a workaround...where I can base the 1871 colt that is going to be in my mod with the exact mechanics of the colt python. I might just go with two weapons to make challenging gameplay. Replace the crowbar with a saber.
Posted 9 years ago2015-03-22 18:17:30 UTC Post #324924
there are tutorials on how to make mods. and it sounds liek you are very ambitious in your first time attempt.

You wish to feature:

Custom Sounds
  • Sounds are in the sounds folder of you mod folder. The sound you use must be added into maps you make using ambient generic if its an ambient sound, and other folders if they are part of code
Custom models/re-skins (But use the Half-Life AI)
You need to make models or skins if you have any (using a modelling program). models are in the models folder of your mod and will automatically replace default half life ones if you put your own model in there (if its the same name)

Custom Sentences (For the NPCs to speak)
in the sounds folder, there is a text file called sentences.txt which will point to other sounds that are your custom sound files if any.

Custom textures
textures are either wadincluded in maps or in wad files in the mod folder.

Custom menu screen
for WON - the folder path is gfx/shell/splash.bmp
for steam - I think its the resources folder
Example 1: Taking the shotgun, replacing the HUD model with my character's hands and a new shotgun model, and replacing the sounds and, GULP...adding CUSTOM animations. I already know I need a new worldmodel, which seems like the easiest part, fortunately.
Replacing the HUD requires replacing several files in the sprites folder. hud.txt, weapon_shotgun.txt and 640hud1.spr are some stuff you need to replace. Theres more though. Replacing your hands and doing custom animations need you to go into a modelling program to do that. Sounds for weapons are in the folder path sound/weapons and whatever weapon folder in there. The models for any one weapon is w_weapon, v_weapon, and p_weapon. These exist for each weapon in the game. (Although you dont really need the p_weapon file since its single player)
Example 2: Putting a new model over top an old rig with animations and/or re-texturing the scientist/barney models and AI. ONLY problem I can think of is that they may try and play their idle sentences regarding HL1 events, and that would ruin immersion...
you to go into a modelling program to do that. Replacing AI must be done in the coding program, if you could figure out the huge code stuff in there. You can use your own sentences.txt to change what the sci/barns say or use custom voice files.

Are you up for doing all of this? (in addition to the maps you make) If you can do ALL of this, your mod will be great. If you can't, then it will sadly end up with the other 20 dimbark mods
Posted 9 years ago2015-03-22 18:31:39 UTC Post #324927
Well, it's not EXACTLY my first time. And I believe I am! The sound is going to be the easiest part. I have a mid-sized project studio and have over a year's experience working with indie teams as a sound designer and composer and many years as an engineer. When I was 10-12 years old, I used to make multiplayer maps with Worldcraft and have little LAN parties. My mapping skills are alright enough to pass - I need to work on optimizing and lighting a bit - my weakest point is my modeling, but thankfully, I don't have to go all out with baking normals and all that crazy stuff with GoldSrc.

I'll probably just take barney, re-texture/reskin him, replace his sentences with custom voice and viola - a new character! Hopefully.

Another thing, which is neat - is that I believe I can replace the hazard suit sounds with my own voice - making cheeky remarks a la Garret from thief.

Check this:

http://www.moddb.com/mods/half-rats-a-fever-dream
Posted 9 years ago2015-03-22 18:34:12 UTC Post #324928
great! sounds like you have some experience.

However, it looks like you only have 1 map so far. Since mapping takes the longest to do, I highly suggest you have all your maps done if you can, then the other stuff arent as time-consuming as maps are.
Posted 9 years ago2015-03-22 18:51:56 UTC Post #324929
Yes - I like to plan things on paper - and the nature of the mod is a toughy. I'm keeping it short but sweet - My current challenge - I'm trying to keep the building size realistic, but at the same time facilitating "Waves" of enemies (Which will require some optimization on the map and some headroom to account for) so I think I'll have to test the entities WHILE I map, to make sure everything runs smoothly. Hate to make a detailed map and have the framerate go to hell when I implement the events. I'm going for a realistic and "cozy" feel that promotes a sense of comradery in troubled times, but at the same time isn't too cramped and allows the player to move and the AI not to get stuck.

AND, as you can see by that awful example, I've been mucking around with the World model for the new colt - the viewmodel, I'll have to check Valve's guide to keep it at an acceptable polygon count, hehe. I think that since I'm going for the python to base my colt of off - a powerful weapon, I'll use the Agrunt as a base for many of the enemies, and the headcrab zombie as filler. I'll also keep ammo a little scarce to balance things out.
Posted 9 years ago2015-03-23 00:36:14 UTC Post #324936
Alright, update...Hmmm, it seems like the Hi-Def pack overtook everything...so when I add a barney model in Hammer, it comes out as a hi-def barney. The only .MDLs I have found were the low-def ones from the Valve folder that I copied over. Pooooh....ugh. Modeling itself is kicking my ass. I do fine up until the Unwrapping process...GOD, I hate that part.

The good news is...My mod shows up in my steam games list, plays my map when i pick "New Game" and...my custom sentences work flawlessly. Replaced Barney's normal speech with some very strange stuff. Including a cat meow.
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