My first Half-Life Mod... Created 9 years ago2014-11-17 18:46:00 UTC by MMProductions MMProductions

Created 9 years ago2014-11-17 18:46:00 UTC by MMProductions MMProductions

Posted 9 years ago2014-11-17 18:46:00 UTC Post #322341
Hello, everyone. This is my first thread/topic on TWHL.

I'm a beginner on video-game modding, and I registered my account here on this site.

One of my plans for the future is create a HL1 mod, in which the player will control a construction worker from Black Mesa Research Facility.

I found a couple of months ago on internet some photos of an unused construction worker model, probably from BETA version of HL, that unfortunately was cut.

I'm planning on future to reuse, edit and make it as a player model.

But it's very hard to do that, because I should have a knowledge about C++ and I should download Half-Life SDK and some development tools. And I'm a beginner, as I said!

Also, I put the construction worker texture on the multiplayer Barney model, and it worked without errors, but I noticed the texture was a bit unproportional.

Also, how can I do to run my player model flawlessly, and how can I make it customizable, e.g. changing the player's outfit colors?

So, that's all, and hope someone will be able to help me here =P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2014-11-17 20:58:15 UTC Post #322342
This tutorial could help you with model hacks. It'll go over the basics of editing a model to change stuff like geometry, so you could take the construction model and put it on player animations if you like. You'll also want some player model animation files that haven't been distorted by a decompiler - ambient.impact has a download for that.
As for changing outfit colours, that's a completely different beast. I have no idea how to actually implement it, and I'm not certain that anybody outside of Valve has actually released a player model that's capable of it. Hopefully you can find something for that, but I wouldn't know where to look.

Once the MP player model is done, you can check out the In The Beginning series of tutorials for Hammer to start learning how to map for HL. From there you'll have the foundation for model hacks and mapping that you can then refine to eventually make your mod. I think our tutorial section has some basic coding tutorials to run through once you get the code SDK, as well.

Best of luck, and happy modding! ^_^
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2014-11-18 02:17:31 UTC Post #322346
Hum, thanks for reply, Jeff. Your words helped me a lot!

I think there's no need of implement the changing outfit color system on my construction worker model, as it is one of most difficult tasks.

I think I'll create two versions for construction worker model for MP.

One of them will be the regular construction worker, the another one will be the protagonist for my HL mod :P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2014-11-28 20:59:54 UTC Post #322528
Well, I don't know where I can begin on HL modding.

Maybe I'll do the modeling step later, as for some users it is a bit hard :|

I'll start with the main menu editing. I already did a splash picture for my future HL1 mod :P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2014-12-04 16:30:19 UTC Post #322646
So, anyone else would like to answer my questions here? :P

Anyone?
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2014-12-08 13:35:56 UTC Post #322690
I really feel sad to say this but for the halflife universe, there is so tiny people left around who care about it, ofcourse it doesn't mean you cant make your own mod but it won't get much attention.. sometimes I just think why we didn't live early 1980..

anyway if you want to start, I think mapping is the first easy thing you can do, try to learn how to make simple room and make sure it works okay, there is lots of tutorials (including this site) how to configure valve hammer editor. I can say modelling is much more different with mapping it has own expertise, same thing with coding, it won't be easy to do everything so you might need a team (if you can find anyone)

I hope you will achieve what you want, strength of mind is the key to complete something, good luck...
Posted 9 years ago2014-12-08 15:16:24 UTC Post #322691
For player models to change colours, you'll have to edit the palette file and make sure the name of the texture you want to change colours on is named DM_Base.bmp. I've done it in the past so if you really want the playermodel to change colours I can give you the full explanation later.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 9 years ago2014-12-08 18:01:29 UTC Post #322695
Thanks again for replying, mates! :P

Unfortunately, that's true. A few people out there cares for Half-Life modding universe :(

Maybe I should port my Half-Life mod for Source Engine on an near future, but I won't get much attention anyway, I think.

Most people out there aren't caring for HL series anymore. Correct me if I'm wrong.

Anyway, thanks for the good words. See ya later!
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2014-12-08 23:23:45 UTC Post #322701
Worker's model always presented in the game files. It wasn't presented only as NPC in the Half-Life scenario, but some mods used it often enough, including SD-version of this model, with scientist's animations instead of rough original ones.

P. S. If you want to create your own mod about construction worker, you should definitely start from the mapping. Try to make some good maps, and only after this think about models and coding. In fact, coding should be the last thing about which you should care, if you are beginner. It's simplier to use existing game posibilities, and many good mods have been started and finished only with mapping, plus some cosmetic changes in models, sounds and interface.
Posted 9 years ago2014-12-09 23:20:26 UTC Post #322716
Hello. Sorry for the late reply, Qwertyus.

You words helped me a lot! I'm already starting with mapping now hehehe :P

I'll see my HL1 mod on the Source Engine very soon, I believe that!
MMProductions MMProductionsMapping project productions by MM
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