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Adjust maps entities for shared models. #27
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…bodygroup malortie/custom-hl-viewmodels#21
…eyvalue malortie/custom-hl-viewmodels#21
malortie/custom-hl-viewmodels#21
malortie/custom-hl-viewmodels#21
malortie/custom-hl-viewmodels#21
malortie/custom-hl-viewmodels#21
malortie/custom-hl-viewmodels#21
malortie/custom-hl-viewmodels#21
It turns out that All that's needed for the console model is to merge the sequence group file into the main model, the rest can stay as is. Though it might be a good idea to use the same sequence names for both the shared version and this one for consistency. |
I released v0.4.0-rc.2 which includes the separate console_civ_scientist.mdl. The map changes documentation has been adjusted - use of civ_scientist.mdl is removed for the console scientist. |
malortie/custom-hl-viewmodels#21
…y and new item keyvalue malortie/custom-hl-viewmodels#21
Since we're using a separate model for Rosenberg there should also be changes listed for that. |
malortie/custom-hl-viewmodels#21
I updated the map changes. See Dr. Rosenberg in:
|
malortie/custom-hl-viewmodels#21
The intro grunt animations are now renamed to match the changes. |
This should be transferred to https://github.com/SamVanheer/HalfLife.UnifiedSdk-CSharp since it lists all changes that were needed for maps to work with the new models. |
Used for documentation.
Because shared models need to play different sequences that have the same name across 3 games, the following adjustments need to be made to maps.
All maps
Change weapon_shotgun angles (Opposing Force and Blue Shift only)
Change:
Note: because the mesh is not fully centered along Z axis, rotating around the X axis (Roll) can cause the model to clip through the ground in some cases.
Some maps in Op4 and Blue Shift use "angle" keyvalue to set the yaw.
Change:
Adjust Male BlackOps heads
For all
monster_male_assassin
do the following:With keyvalue "head" "0" (White)
Add:
With keyvalue "head" "1" (Black)
Add:
Change:
With keyvalue "head" "2" (Black with thermal vision)
Add:
Change:
Opposing Force
of0a0
Commander grunt holding on
Change:
Change:
Change:
Sitting grunt medic
Change:
Sitting regular grunt
Change:
Sitting SAW grunt
Change:
Change:
Change:
Change:
Sitting engineer grunt
Change:
Change:
of1a1
PCV suit on table in treatments area
Add:
Reason: Opposing Force uses PCV model.
Scientist with headcrab stick
Add:
Change:
Reason: Scientist holds a specific item. Set the correct body value.
of1a2
Fence Otis
Change:
Reason: Otis fence sequence is now named otis_fence to allow to use the Barney fence sequence.
Change:
Reason: Otis wave sequence was renamed to avoid confusion.
of1a4b
Loader
Add:
Reason: To make the Loader use the correct crate texture.
of1a5
Vending machine Otis
Add:
Reason: This Otis uses the bald variant.
of1a5b
Vending machine Otis
Add:
Reason: This Otis uses the bald variant.
Abducted scientist
No longer needed: sciact01 is not referenced, and will not play.
Change:m_iszPlay to eye_wipe_op4Reason: A single LD/HD variant is used for Op4 and HL1 scientist model. Op4 eye_wipe is different from original so it was moved to a separate sequence.of4a3
Scientist holding a clipboard
Add:
Change:
Reason: Scientist holds a specific item. Set the correct body value.
Tentacle 1
Add:
Reason: Opposing Force tentacle2.mdl uses level 1,2,3 sequences with lower altitude.
Tentacle 2
Add:
Remove:
Reason: To use custom model instead of spawnflags.
of5a1
Male BlackOps Strafe left/right sequences
Change:
Reason: strafeleft now has motion extraction. strafeleft_cine is the same sequence without motion extraction.
Change:
Reason: straferight now has motion extraction. straferight_cine is the same sequence without motion extraction.
ofboot2
PCV suit mounted on wall
Add:
Reason: Opposing Force uses PCV model.
Blue Shift
ba_canal2
Dumped Otis 1
Change:
Add:
Reason: This Otis uses the bald variant.
Dumped Otis 2
Change:
Add:
Reason: This Otis uses the bald variant.
ba_maint
Console scientist
Change:
Change:
Change:
Sitting paper scientist
No longer needed: A separate model will be used for newspaper scientist.
Change:model to models/civ_scientist.mdlChange:m_iszPlay to paper_idle3Add:m_iszIdle = paper_idle1ba_outro
Dr. Rosenberg
Change:
Remove:
ba_security2
Shotguns in armory
Change:
Reason: Blue Shift shotgun world model has a different orientation.
Otis at shooting range
Change:
Add:
Reason: This Otis uses the bald variant, and holding a donut.
ba_teleport1
Dr. Rosenberg
Change:
Remove:
ba_teleport2
Dr. Rosenberg
Change:
Remove:
ba_tram1
Sitting paper scientist
No longer needed: A separate model will be used for newspaper scientist.
Change:model to models/civ_scientist.mdlChange:m_iszIdle to paper_idle3Scientist carrying coat
No longer needed. It will use a separate model.
Change:model to civ_scientist.mdlAdd:m_iszIdle = coat_idlem_iszMove = coat_walkba_tram2
Otis at cafeteria
Add:
Reason: This Otis uses the bald variant.
Otis with clipboard
Add:
Reason: This Otis uses the bald variant, and holding a clipboard.
ba_yard5a
Dr. Rosenberg
Add:
Remove:
Change:
Remove:
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