HL-MP Barney model modding problem Created 9 years ago2015-02-04 19:11:38 UTC by MMProductions MMProductions

Created 9 years ago2015-02-04 19:11:38 UTC by MMProductions MMProductions

Posted 9 years ago2015-02-04 19:11:38 UTC Post #323657
Hello, everyone. Here's my third thread/topic on TWHL.

I'm a beginner on game modding, as I said before. I do have a small problem with HL modding.

I'm deciding/attempting to create my first HL mod, and it will be a HL1 mod.

I know most people out there couldn't care for my project. It will be about an unused construction worker model, that was cut from retail HL version.

I tried to use a tutorial that JeffMOD suggested me on my first topic.

I already installed MilkShape 3D;

I decompiled the Barney model (I decided to use the MP Barney model and turn it into a worker model by reskinning it);

I tried removing that infamous "chrome" texture;

I tried also modifying it by vertex manipulation;

And, when I clicked "compile QC file" option, and saved the model, the MS3D log said that "barney_reference.smd doesn't exist.".

I did the best I could do, and I'm a beginner in HL modding. In game modding, in general.

Hope someone can give me some tips of how I can solve this problem. That's all.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-06 01:40:38 UTC Post #323689
Anyone?
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-06 03:53:05 UTC Post #323690
What did you export the edited SMD as? It needs to match what the QC file is trying to read in or it won't be able to compile.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-06 03:53:23 UTC Post #323691
Sorry if you didn't get an answer fast, but be assured that if anyone here has an answer for your question they'll definitely reply. As for myself, I don't know. But I'm sure someone will come along.
Posted 9 years ago2015-02-06 14:08:04 UTC Post #323696
Thanks for replying, fellas.

But, listen, JeffMOD, you have shown me a tutorial link on another topic out there, it says about HL model editing.

I tried to edit the MP Barney model to turn it on the character/protagonist for my HL mod. But when I compiled it again, it didn't work, as you said.

I think I should change the head of the MP Barney model, as the tutorial says. For this, I must edit the QC file, right? Correct me if I'm wrong.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-06 15:52:38 UTC Post #323697
My edited MP Barney model (for my HL mod about an unused construction worker model) looks like this on Half-Life Model Viewer:
User posted image
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-06 15:55:27 UTC Post #323698
The contruction model wasn't cut by the way. It's used in the intro tram ride. :)
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-06 16:02:36 UTC Post #323699
Alright, thanks for the replying, Urby.

But this construction worker model used in the HL intro is similar to the unused one. And wears a yellow helmet and a green outfit. And he's called, supposdly, Gus.

The cut/unused one is that:
User posted image
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-06 16:03:03 UTC Post #323700
My edited MP Barney model (for my HL mod about an unused construction worker model) looks like this on Half-Life Model Viewer:
User posted image
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-06 16:03:35 UTC Post #323701
Ditto, on MilkShape 3D:
User posted image
User posted image
User posted image
User posted image
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-06 16:03:47 UTC Post #323702
A close-up on his face, lol :P :
User posted image
User posted image
User posted image
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-06 16:09:34 UTC Post #323703
But this construction worker model used in the HL intro is similar to the unused one. And wears a yellow helmet and a green outfit. And he's called, supposdly, Gus.
That's the forklift driver model. The model in the image is also used right at the very start of the tram ride, off in the distance. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-06 16:17:20 UTC Post #323704
All right, pal.

But I have some doubts of how I can edit my modified MP Barney model, to turn it on the protagonist for my HL mod :P

I tried editing this MP model on several ways.

I tried editing the model, by manipulating its vertexes on MS3D (distorting his helmet and his face, a bit, to look more like the face of the supposedly cut worker model).

I also tried to remove that stupid chrome texture on his helmet, but when I clicked Compile QC model, it didn't work, unfortunately :P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-07 02:41:39 UTC Post #323711
I'm still not very experienced with the intricacies of this kind of stuff, but perhaps you could try compiling the .qc with GUI StudioMDL. If that doesn't work, perhaps try posting the content of the .qc file here so we can see if there's anything obviously wrong with it.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2015-02-07 03:26:19 UTC Post #323712
Yeah, the contents of your .QC and a screenshot of your source file folder would be really helpful so we can see all the info you have at your disposal.
Notewell NotewellGIASFELFEBREHBER
Posted 9 years ago2015-02-07 11:05:48 UTC Post #323716
Why do you want to edit the player model so badly anyway? If it's a single player mod then you'll never see it right? If you're using it for cutscenes, surely the original model would do?

The best method would be to decompile both the player model and the construction model and then apply the entire mesh of the construction model to the players bones. That's a lot of work though.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-07 15:10:31 UTC Post #323723
Hey, fellas, thanks for the cool replies :P

Your words helped me a lot!

But, listen, Urby, I decided to edit the player model for my HL mod (it will be possibly a single-player mod) because too many people on HL community uses the cheat "thirdperson" while playing HL on their computers.

It wouldn't make much sense to put Gordon player model on my mod, in my opinion. I know several HL mods that have different protagonists, but some of them uses Gordon as player model. (HL mods like Azure Sheep, Brave Brain, for example...)

Also, several single-player HL mods uses custom player models on them, although most people aren't seeing it (HL mods like Cleaner's Adventures, Half-Life: Visitors, for example...)

And, about the QC files, I really need to send for some of you here, so you can see if there's something wrong with it, as TJB said.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-07 19:10:26 UTC Post #323726
I never use the thirdperson cheat when playing a mod like ever.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 9 years ago2015-02-07 19:37:56 UTC Post #323727
Didn't even know it was a thing. Third person half life sounds... Awful.

I can confirm that people doing that in The Core will see Gordon.

Or, I might make a player model that makes it a bad idea. Like a screen filling flat plane with a photo of a penis on it. Hmmm.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-07 23:21:05 UTC Post #323734
Urby, if you don't do that now I will be very disappointed in you.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2015-02-07 23:29:14 UTC Post #323735
Hahaha
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 00:41:40 UTC Post #323739
Well, anyone? Do anyone know what I gonna do with my edited MP Barney player model? :P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-08 09:07:13 UTC Post #323752
You're yet to paste the content of your .qc file...

Or, as I said
The best method would be to decompile both the player model and the construction model and then apply the entire mesh of the construction model to the players bones.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-08 23:53:52 UTC Post #323794
Hum, I'm thinking to change the head of my edited MP Barney player model to the construction model one. :P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-08 23:55:41 UTC Post #323795
But for this, I must copy the QC file codes from construction model and pit it into the QC file from player model, right? Correct me if I'm wrong. :P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-09 00:21:40 UTC Post #323797
Nope, all you need is the textures and the mesh from the original construction model and assign it to the bones of the player model. You don't need to EDIT the .QC file at all when doing simple model hacks like that.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 01:23:01 UTC Post #323800
Alright. I just need to change the texture of it, right? Because my modded construction model will have outfit colors a bit different, compared to the original construction worker.

I'll explain you later. I'll post here an artwork of the protagonist of my HL mod :P

And I'll compare the outfit color from my modded character, to the original construction model one.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-09 01:24:43 UTC Post #323801
Otherwise, I'll download a construction worker model adapted for HL-MP, and give credits to the original author, if he/she will allow it, of course... :roll: :P :confused: :biggrin:

EDIT: I don't know if doing that will make any sense :P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-09 01:25:51 UTC Post #323802
I think I must edit the construction worker model the way as you said, Urby. It will take a while, but it will worthwhile.
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-09 08:08:02 UTC Post #323810
"Urby knows best. He's a God damn genius." - everyone ever
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2015-02-09 15:21:10 UTC Post #323826
Nah.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 9 years ago2015-02-09 15:44:51 UTC Post #323828
Here's the content of my QC file:

$modelname "C:\Users\Silveira\Downloads\5482\Workshop 2\player.mdl"
$cd "\Users\Silveira\Downloads\5482\Workshop 2\"
$cdtexture "\Users\Silveira\Downloads\5482\Workshop 2\"
$cliptotextures

$scale 1.0

// 3 attachments
$attachment 0 "Bip01 R Hand" 20.000000 2.000000 5.000000
$attachment 1 "Bip01 R Hand" 15.000000 1.500000 3.750000
$attachment 2 "Bip01 R Hand" 30.000000 3.000000 7.500000

// 4 bone controllers
$controller 0 "Bip01 Spine" XR -30 30
$controller 1 "Bip01 Spine1" XR -30 30
$controller 2 "Bip01 Spine2" XR -30 30
$controller 3 "Bip01 Spine3" XR -30 30

// 20 hit boxes
$hbox 3 "Bip01 Pelvis" -4.914118 -4.652171 -7.072556 4.191144 5.825690 7.072556
$hbox 6 "Bip01 L Leg" 2.787111 -3.866330 -3.237659 19.027792 5.113195 3.468172
$hbox 6 "Bip01 L Leg1" 0.398159 -4.159710 -2.975712 18.441036 4.191144 3.080491
$hbox 6 "Bip01 L Foot" -0.618194 -2.451820 -2.755677 3.971110 8.382289 2.294651
$hbox 7 "Bip01 R Leg" 2.588032 -3.866330 -3.311004 18.996361 5.113195 3.541517
$hbox 7 "Bip01 R Leg1" 0.324814 -4.159710 -2.975712 18.441036 4.128277 3.111924
$hbox 7 "Bip01 R Foot" -0.586760 -2.451820 -2.294651 3.992066 8.382289 2.787111
$hbox 3 "Bip01 Spine1" -3.405304 -5.762823 -5.762823 5.060807 5.762823 5.762823
$hbox 2 "Bip01 Spine2" -0.062867 -5.794257 -7.952694 8.382289 7.334503 7.952694
$hbox 2 "Bip01 Spine3" -2.357519 -7.135422 -6.611530 6.810609 5.333232 6.611530
$hbox 2 "Bip01 Neck" -3.258615 -1.571679 -3.143358 2.147961 3.667252 3.143358
$hbox 1 "Bip01 Head" 0.094301 -3.834897 -3.143358 8.811881 5.333232 3.143358
$hbox 4 "Bip01 L Arm" 0.984919 -3.017624 -4.327355 5.699955 4.484525 3.667252
$hbox 4 "Bip01 L Arm1" -2.263218 -2.451820 -2.682332 12.112410 3.572950 2.493731
$hbox 4 "Bip01 L Arm2" 0.618194 -1.896493 -2.294651 11.263701 2.975712 2.525164
$hbox 4 "Bip01 L Hand" 0.000000 -1.047786 -2.095572 3.143358 1.571679 3.667252
$hbox 5 "Bip01 R Arm" 1.445945 -2.975712 -3.730118 5.961902 4.515958 4.515958
$hbox 5 "Bip01 R Arm1" -1.969838 -2.588032 -2.263218 12.374354 3.436738 2.944278
$hbox 5 "Bip01 R Arm2" 0.461026 -2.064138 -2.451820 11.096056 2.849977 2.326086
$hbox 5 "Bip01 R Hand" 0.000000 -1.047786 -2.095572 3.143358 1.571679 3.667252

$bodygroup body
{studio "../dmatch/lowcount/barney/lbarney_reference"
studio "../dmatch/highcount/barney/barney_reference"}

I won't post here the QC sequence lines because some people will think I'm spamming the topic. Lol!
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-14 21:03:26 UTC Post #324129
I would not recommend using construction.mdl as it does not have a mouth and if you made him speak his mouth wouldn't move. There are better made versions of that model in other mods like Azure sheep.
Posted 9 years ago2015-02-14 22:24:43 UTC Post #324133
Alright. Where can I get the fixed* construction worker model?

*e.g. the version used in Azure Sheep, the one with scientists animations and with ability of opening his mouth to talk :P
MMProductions MMProductionsMapping project productions by MM
Posted 9 years ago2015-02-14 22:25:28 UTC Post #324134
I don't refer to the High Definition version made by some HL fans, by the way.
MMProductions MMProductionsMapping project productions by MM
You must be logged in to post a response.