Work-In-Progress: Colt 1911 Created 17 years ago2007-03-15 21:38:01 UTC by RotatorSplint RotatorSplint

Created 17 years ago2007-03-15 21:38:01 UTC by RotatorSplint RotatorSplint

Posted 17 years ago2007-03-15 21:38:01 UTC Post #215987
Some of you have been in the IRC, and most likely know about this, but I figured I'd share it with the rest of the community.

For the past 3 months or so, I've been slaving over my first custom weapon model. This Colt 1911 will replace the original Half-Life 2 pistol. After the seemingly endless pain and suffering (lots of errors appeared while I was working with it), I finally have a fully-functioning, partially-animated, and horribly-textured gun in-game, and shooting things!

A Google Video of the gun working in-game.

Or the actual .avi, if you want the video uncompressed (Google Video will somethimes make my video files choppy).

And a screenshot of what it looks like in XSI.

The entire gun was made from scratch, including every skeletal animation. I based the animations off of the original HL2 ones, just to serve as a base. I may reanimate it when I have a little more experience under my belt.

It's my first ever custom gun, so it's not really anything fancy. However, I would like to know what you all thing of it so I can make some improvements (of course, disregarding that putrid texturing job I've done).

Thanks :D
Posted 17 years ago2007-03-15 22:15:41 UTC Post #216001
I like it, but that's not saying much, considering the original was a steaming pile of shit. Looked like a friggin' toy gun, and a really wimpy one. The sounds were even worse, so I'd replace those, too.

Hell, all the weapons in HL2 felt shitty to me, except for the Pulse Rifle and maybe the shotgun.
Posted 17 years ago2007-03-15 22:44:30 UTC Post #216007
Good modelling/animating - nice custom gun. Need reflections on it (now looks like plastic; metal need some desturated reflections). And basic pistol sound in hl2 is suxx, for .45 need something more impressive :badass:
Posted 17 years ago2007-03-15 22:47:27 UTC Post #216009
Yup, lookin' into all of that. I don't know where I'm going to get some better sounds... I guess I could borrow some CS:S sounds until better ones come my way.

And, of course, that texture will look far better when the finished version is released.
Posted 17 years ago2007-03-15 22:50:54 UTC Post #216011
Rip them from your favorite action movie, Rotator.
Posted 17 years ago2007-03-15 22:52:35 UTC Post #216013
I'm more concerned about sounds not 'fitting,' not necessarily about matching the gun, but more just sounding 'correct' in-game.

I suppose that must be left to play-testing.
Posted 17 years ago2007-03-16 10:33:43 UTC Post #216036
Take the .357 sounds from HL1.
Posted 17 years ago2007-03-16 15:38:14 UTC Post #216071
It will be able to shoot pretty fast, so I don't know if the .357 will work. I'll give it a try, though, and see how it sounds.

The USP may fit it well too.

EDIT: Oops, I misread your post (thought you were talking about HL2). I don't have HL1, so I don't have those sounds avalible to me :
Posted 17 years ago2007-03-16 16:02:34 UTC Post #216075
I don't have HL1
ugh.

as for the gun - looks great.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-03-16 17:08:12 UTC Post #216086
Tonns of sounds can be found here: http://www.fpsbanana.com/sounds
Also here (in "skins" section) i have get some pretty good looking gun texture files & vmt's.
Posted 17 years ago2007-03-22 18:45:32 UTC Post #216730
I have the beta version of the gun avalible for testing. Here you go!

I've done a bunch of work on the texture, and added the firing sound from the USP. It's much more satisfting than that awful HL2 pistol sound!

Let me know what you all think!
Posted 17 years ago2007-03-22 19:45:22 UTC Post #216736
Kickass work RotatorSplint, this gun looks so much sexier than the Hl2 pistol. I think I've found a new favourite weapon! :D
Posted 17 years ago2007-03-22 19:49:27 UTC Post #216738
Horray!

If things continue to work out so well, I'll begin work to replace that SMG too. I'll see if I can get a better firing sound for both. Saddly, I can't add my own sounds in other than replacing the existing sound files as modding Half-Life 2 won't let me override the existing script files in the .GCF, so I imagine that the reload sound for that part of the new SMG won't work out well D:

I need to learn to make a Source Mod :)
Posted 17 years ago2007-03-22 19:56:02 UTC Post #216739
You can 'borrow' the sounds from some of the counter-strike source weapons, I have the pistol firing sounds replaced with one of the cs:s sounds and it sounds a lot better.
Posted 17 years ago2007-03-22 20:09:48 UTC Post #216740
>>as modding Half-Life 2 won't let me override the existing script files in the .GCF

As i now - if you place sound(texture, model, etc) file in same directory with same name - Source will use this file, unstead of use GFC-packed file with smae path/name.
Posted 17 years ago2007-03-22 20:39:29 UTC Post #216745
Yep, that's what I did.

My problem is that I need to alter aforementioned script files to reference sounds you'd hear in, for instance, the reload sequence, but I can't do that :(

Oh well, I'm going to go learn how to make a Source Mod and start from there.
Posted 17 years ago2007-03-22 21:44:39 UTC Post #216747
I thought it was going to be an original Colt 1911 (the one that actually IS from 1911).

And that's the thing, it should be renamed (I.E. a model that was created in 1989 should be the colt 1989 :tired: )
Posted 17 years ago2007-03-22 22:45:42 UTC Post #216748
Oh well :D Albeit, it'd be hard to get reference pictures of a gun that's nearly 100 years old.

I had no good reference for the texture work (The one in the download, and... well... the one in the first post, for that matter :D ). Still, though, I'm very pleased with how the gun has turned out.

Now it's time to begin work on the world version of the gun!
Posted 17 years ago2007-03-22 22:51:26 UTC Post #216749
yeah its neato anyways. gj on it and everything
Posted 17 years ago2007-03-23 03:08:10 UTC Post #216753
Cant wait til you finish that. Id love to use that in place of the regular HL2 pistol. Make the rounds more powerfull too if you can cause the 9mm rounds are kinda weak.
Posted 17 years ago2007-03-23 10:19:27 UTC Post #216768
Wouldn't the world version just be the gun you already modelled lying on the floor?
Posted 17 years ago2007-03-23 17:13:19 UTC Post #216793
@J3r3my: Thanks! I'll look into making it more powerful. I'm not sure if directly altering skills.cfg will end up defaulting to the original values after I restart the game, though, as what happens when you alter bullet dammage in the console. I'll give it a shot (no pun intended :D )!

@Caboose: This model (the view model) would not serve well as a world model. It's far too high poly (over 2500). Additionally, it has the hands attached to it which I can't have, as well as the entire front and right side polygons deleted for optimization.

What I'll do is model the world model in two parts: A detailed one for up-close, and a level-of-detail model for distances. After all, I have those guys with TNT2s to worry about :D
Posted 17 years ago2007-03-24 11:46:29 UTC Post #216909
Here's the latest version, which now includes a world model, so the cops will be holding Colt1911s too! Just overwrite the existing files, and you're good to go.

I'm still working on its texture and alignment with the hands. It will be more acurate in the next installment.

http://www.sendspace.com/file/23nvsq
Posted 17 years ago2007-03-24 22:57:27 UTC Post #216996
In Colt1911sheet.vmt i can recommend replace value of "$envmapcontrast" from 1 to 0.99 or 1.01 (then "$envmapcontrast" = 1 - sometimes $envmapsaturation parameter dont works).
Posted 17 years ago2007-03-25 00:57:35 UTC Post #217004
I'm not sure I understand what it is you want me to do. Are you telling me to kick up the contrast on the reflections a bit?
Posted 17 years ago2007-03-25 02:35:24 UTC Post #217005
No, just dont use value "1" (or "-1" or "0") for "$envmapcontrast" variable. Source have bug with that values - variable $envmapsaturation dont work, than "$envmapcontrast"= "1" (or "-1" or "0"). With "0.99" unstead of "1" all works fine oO
Posted 17 years ago2007-03-25 21:10:00 UTC Post #217068
Ahh, I see.

I'll see if it makes a difference with it :) . It's somewhat hard to tell as the color of the gun is black, and most of the areas I play-tested it in were open with white-ish skies, or dark Ravenholm maps.
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