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Re: Making two or more models for a monster
Posted by tnkqwe on Fri Aug 1st at 6:14pm 2008

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Posted by tnkqwe on Fri Aug 1st at 6:14pm 2008
I have seen this thing in Afraid Of Monsters (AOM) for the zombies.But I want to do this for the a_slaves and a_grunts.Doese anyone knows how to do this?
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Re: Making two or more models for a monster
Posted by Le Chief on Sat Aug 2nd at 12:34am 2008
Other than that, some minor programming and some slight changes to your FGD will allow you to do this, but its probably just easier using Spirit of Half-life.
Posted by Le Chief on Sat Aug 2nd at 12:34am 2008
Accepted Answer
You can do this easily with Spirit of Half-life. All monsters have an option to use a custom model instead of the default one.
Other than that, some minor programming and some slight changes to your FGD will allow you to do this, but its probably just easier using Spirit of Half-life.
Re: Making two or more models for a monster
Posted by tnkqwe on Sat Aug 2nd at 6:13am 2008

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Posted by tnkqwe on Sat Aug 2nd at 6:13am 2008
OK.Helpful.
But I'm making the maps for OP4.So now I need to know how to join OP4 and Spirit...Hmmm...Maybe is in the coding.If I can use the OP4 and Spirit Source code...
But I can try this If I can find the codes.
But I'm making the maps for OP4.So now I need to know how to join OP4 and Spirit...Hmmm...Maybe is in the coding.If I can use the OP4 and Spirit Source code...
But I can try this If I can find the codes.
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Re: Making two or more models for a monster
Posted by Le Chief on Sun Aug 3rd at 5:03am 2008
Posted by Le Chief on Sun Aug 3rd at 5:03am 2008
Well, using opposing force is going to be a problem. There is no way to merge Spirit of Half-life and opposing force, and its difficult to create the opposing force monsters and weapons in Spirit of Half-life or even normal Half-life because Gearbox (The folks behind Opposing Force) never released the Opposing Force source code, although some people have done it.
Basically, these are your choices:
- Stick with Opposing Force and only be able to use one model per monster.
- Learn c++ and code in the opposing force monsters and/or weapons into Spirit of Half-life (There are a few tutorials and forum posts that explain how to implement the code for Opposing Force weapons/monsters).
- Ask the folks who have recreated the Opposing Force weapons and models for Spirit of Half-life to give you their code, models etc.. (Don't count on it).
- Use Spirit of Half-life and stick with the normal Half-life monsters.
Choose wisely
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Personally though, I would just stick with Opposing Force and take advantage of all those extra monsters and weapons added to the sandbox, allowing you to paint more fun into your maps, unlessss there are a few Spirit of Half-life features that are pretty important for what you want to do (Spirit of Half-life has some fantastic features that allow you to do some amazing things in Half-life).
Basically, these are your choices:
- Stick with Opposing Force and only be able to use one model per monster.
- Learn c++ and code in the opposing force monsters and/or weapons into Spirit of Half-life (There are a few tutorials and forum posts that explain how to implement the code for Opposing Force weapons/monsters).
- Ask the folks who have recreated the Opposing Force weapons and models for Spirit of Half-life to give you their code, models etc.. (Don't count on it).
- Use Spirit of Half-life and stick with the normal Half-life monsters.
Choose wisely
Personally though, I would just stick with Opposing Force and take advantage of all those extra monsters and weapons added to the sandbox, allowing you to paint more fun into your maps, unlessss there are a few Spirit of Half-life features that are pretty important for what you want to do (Spirit of Half-life has some fantastic features that allow you to do some amazing things in Half-life).
Re: Making two or more models for a monster
Posted by tnkqwe on Mon Aug 4th at 7:47am 2008

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Posted by tnkqwe on Mon Aug 4th at 7:47am 2008
Maybe it will be "- Learn c++ and code in the opposing force monsters and/or weapons into Spirit of Half-life (There are a few tutorials and forum posts that explain how to implement the code for Opposing Force weapons/monsters)"
But where are the tutorials?
Oh!And there is another thing.But I'll ask later.
And Gearbox made OP4,Blue Shift and helped for creating other games http://www.gearboxsoftware.com/index.php?p=games
But where are the tutorials?
Oh!And there is another thing.But I'll ask later.
And Gearbox made OP4,Blue Shift and helped for creating other games http://www.gearboxsoftware.com/index.php?p=games
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Re: Making two or more models for a monster
Posted by tnkqwe on Thu Aug 28th at 7:15pm 2008

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Posted by tnkqwe on Thu Aug 28th at 7:15pm 2008
No wait!
It's the FGD!
Now the question is back to the models.What is the way to create the Submodels(different models for a monster)?
It's the FGD!
Now the question is back to the models.What is the way to create the Submodels(different models for a monster)?
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Re: Making two or more models for a monster
Posted by Le Chief on Sat Aug 30th at 1:57am 2008
Posted by Le Chief on Sat Aug 30th at 1:57am 2008
Quoting tnkqwe
Now the question is back to the models.What is the way to create the Submodels(different models for a monster)?
Quoting aaron_da_killa
You can do this easily with Spirit of Half-life. All monsters have an option to use a custom model instead of the default one.
Other than that, some minor programming and some slight changes to your FGD will allow you to do this, but its probably just easier using Spirit of Half-life.
Other than that, some minor programming and some slight changes to your FGD will allow you to do this, but its probably just easier using Spirit of Half-life.
Re: Making two or more models for a monster
Posted by tnkqwe on Sat Aug 30th at 7:37am 2008

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Posted by tnkqwe on Sat Aug 30th at 7:37am 2008
Afraid Of Monsters is using the HL.DLL and it has 11 models for a zombie.And I'm using the OPFOR.DLL.I'have seen the AOM's FGD:
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_zombie : "Scientist Zombie"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "original"
1 : "no"
2 : "turken"
3 : "nono"
4 : "polisen"
5 : "bruden"
6 : "rymden"
7 : "groenus"
8 : "originalei"
9 : "vitei"
10 : "graglass"
]
The answer is in the FGD,not in the coding.So how can I create the SUBMODELS?
@PointClass base(Monster) size(-16 -16 0, 16 16 72) = monster_zombie : "Scientist Zombie"
[
body(Choices) : "Body" : -1 =
[
-1 : "Random"
0 : "original"
1 : "no"
2 : "turken"
3 : "nono"
4 : "polisen"
5 : "bruden"
6 : "rymden"
7 : "groenus"
8 : "originalei"
9 : "vitei"
10 : "graglass"
]
The answer is in the FGD,not in the coding.So how can I create the SUBMODELS?
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Re: Making two or more models for a monster
Posted by Le Chief on Sat Aug 30th at 9:07am 2008
Posted by Le Chief on Sat Aug 30th at 9:07am 2008
Nuh, the answer is in the code.
The purpose of the FGD is to create a middle man between the code and Hammer. Since Hammer can not read the code, a text file containing all the entities and their properties that would be useful for hammer to know is inside the FGD file. Remember, all the entities and their properties are contained inside the code, Hammer has no idea what entities are in the code, so the FGD tells it what entities are inside the code.
What you are seeing is all of the options for a specific entity so that hammer can knows what options to display, options such as targetname, render fx or whatever and all the flags.
Inside the code however, for the entity "Scientist Zombie", is lines of code saying, ok, for the option "3" (which humans will see as "nono"), we need to pre-cache this model into the game, than we need to apply it to this npc. There is also something that says, "ok, now this entity is called "PointClass, monster_zombie, Scientist Zombie", in the FGD file, so whenever I am reading the bsp file and I see hammer has placed something inside my map called "PointClass, monster_zombie, Scientist Zombie" I know that it wants a Scientist Zombie there.
The purpose of the FGD is to create a middle man between the code and Hammer. Since Hammer can not read the code, a text file containing all the entities and their properties that would be useful for hammer to know is inside the FGD file. Remember, all the entities and their properties are contained inside the code, Hammer has no idea what entities are in the code, so the FGD tells it what entities are inside the code.
What you are seeing is all of the options for a specific entity so that hammer can knows what options to display, options such as targetname, render fx or whatever and all the flags.
Inside the code however, for the entity "Scientist Zombie", is lines of code saying, ok, for the option "3" (which humans will see as "nono"), we need to pre-cache this model into the game, than we need to apply it to this npc. There is also something that says, "ok, now this entity is called "PointClass, monster_zombie, Scientist Zombie", in the FGD file, so whenever I am reading the bsp file and I see hammer has placed something inside my map called "PointClass, monster_zombie, Scientist Zombie" I know that it wants a Scientist Zombie there.
Re: Making two or more models for a monster
Posted by tnkqwe on Sat Aug 30th at 8:14pm 2008

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Posted by tnkqwe on Sat Aug 30th at 8:14pm 2008
You have a point.But how can I do the coding for OP4 knowing that there is no code in the internet.
Quote
aaron_da_killa said:- Learn c++ and code in the opposing force monsters and/or weapons into Spirit of Half-life (There are a few tutorials and forum posts that explain how to implement the code for Opposing Force weapons/monsters)
Where can I find the tutorials?
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Re: Making two or more models for a monster
Posted by tnkqwe on Tue Sep 9th at 6:12pm 2008

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Posted by tnkqwe on Tue Sep 9th at 6:12pm 2008
I'm waiting for an answer!
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Re: Making two or more models for a monster
Posted by tnkqwe on Wed Sep 10th at 9:17pm 2008

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Posted by tnkqwe on Wed Sep 10th at 9:17pm 2008
And I'm still waiting for an aswer for the tutorials.
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Re: Making two or more models for a monster
Posted by Le Chief on Fri Sep 12th at 7:18am 2008
Posted by Le Chief on Fri Sep 12th at 7:18am 2008
Oh, right, ummmm let me have a look and I'll get back to you in a day or whatever.
Re: Making two or more models for a monster
Posted by tnkqwe on Fri Sep 12th at 7:57am 2008

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Posted by tnkqwe on Fri Sep 12th at 7:57am 2008
OK than!I'm will be waiting...and waiting...
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Re: Making two or more models for a monster
Posted by Le Chief on Fri Sep 12th at 8:57am 2008
Posted by Le Chief on Fri Sep 12th at 8:57am 2008
Sorry, I need to search for em. Most of the tutorials are in the form of forum posts which are buried away on various websites.
Try searching the Spirit of Half-life forums. I remember a few are there.
Also, try this for some coding practice
. I would have linked ya to that same tutorial on this website but I just updated it and its going through approval.
Try searching the Spirit of Half-life forums. I remember a few are there.
Also, try this for some coding practice
Re: Making two or more models for a monster
Posted by Riven on Sat Sep 13th at 12:13am 2008

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Posted by Riven on Sat Sep 13th at 12:13am 2008
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Re: Making two or more models for a monster
Posted by Le Chief on Sat Sep 13th at 7:25am 2008
Your able to approve the tutorials?
Posted by Le Chief on Sat Sep 13th at 7:25am 2008
Quoting Riven
The article has been approved now, you can reach it here.
-Sorry for the delay smiley
-Sorry for the delay smiley
Your able to approve the tutorials?
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