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Developers Discussion => Mods => Topic started by: Chakotay on December 09, 2010, 04:58:06 PM

Title: [WiP] Resident Evil Valiant
Post by: Chakotay on December 09, 2010, 04:58:06 PM
Hello, i'd like to take the time to present a nice HL1 mod called  "Resident Evil Valiant"

Name: Resident Evil - Valiant
Mode: Singleplayer
Mod: Half Life 1 / Spirit of Half Life
Content: Custom Models/Maps/Textures/Sounds
Levels:  5 so Far but mostly Unfinishede
Finished:  Unknown
Style: Zombies and Grunts
Team:  
1 Mapper (me)
1 part-time mapper
1 part time coder (only doing the hud)
Story: This Mod Takes place in the Resident Evil Universe, ur part of the Raccoon City Police Department when Hell Break loose and Zombies invade the City, ur Police Chopper is Flying around the City when being hit and Forced to land.
Pictures:
Startarea 1+2
(http://st-gb.de/pics/10000.png)
(http://st-gb.de/pics/10001.png)

Umbrella Laboratories1
(http://st-gb.de/pics/30000.png)

Umbrella Laboratories2
(http://i42.tinypic.com/2a9s02w.jpg)

Backyard
(http://st-gb.de/pics/30001.png)

Sewers
(http://st-gb.de/pics/40000.png)

Outside
(http://i38.tinypic.com/2jf0oyv.jpg)

and now for the Special Effect, a new HUD made of 3 ECG Sprites in Red green and yellow displaying the Health :))


(http://st-gb.de/pics/400.png)
(http://st-gb.de/pics/401.png)


questions? ask me :)
Title: Re: [WiP] Resident Evil Valiant
Post by: Kruk on December 09, 2010, 05:21:22 PM
Keep the mod up ;]
But don't use hl1 original stuff it's just too old XD

btw not long ago i started a horror map if you what i can give you the source of it.
http://hl-improvement.com/forums/mapping/wip-map-cs_xblack/ (I wont finish it XD).
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on December 12, 2010, 12:36:59 PM
Keep the mod up ;]
But don't use hl1 original stuff it's just too old XD

btw not long ago i started a horror map if you what i can give you the source of it.
http://hl-improvement.com/forums/mapping/wip-map-cs_xblack/ (I wont finish it XD).


thx i still hope i find a coder soon, hard working hehe :)
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on December 13, 2010, 10:43:19 PM
(http://st-gb.de/pics/vc2008x1.png)

i decided to take  a go on coding myself, i changed CoF to Recoil as u see in the screens, i shot at each of the 6 positions a few times and they have almost 100% accuracy.

also i deactivated a few weapons wich are unneeded like Satchel, Tripmine, Egon etc...



so now i could need a mapper helping to improve and fix stuff :)
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on December 23, 2010, 03:45:08 PM

(http://st-gb.de/pics/12345.png)
(http://st-gb.de/pics/steam.png)


Gamesize: around 105mb
Maps: 1.bsp 3.bsp 4.bsp 5.bsp
Custom Models: 74
Custom WADs: 4

Background is subject to Change if i get summing better.
Title: Re: [WiP] Resident Evil Valiant
Post by: bloodsurfer on December 23, 2010, 04:50:47 PM
Change that font dude
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on December 23, 2010, 04:58:36 PM
Change that font dude

to? this is the "not worse" looking blood texture i could find.
Title: Re: [WiP] Resident Evil Valiant
Post by: Kruk on December 23, 2010, 06:19:29 PM
Its hard to read ;p

Change it to something simple gothic.
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on December 23, 2010, 07:41:03 PM
Its hard to read ;p

Change it to something simple gothic.

gothic doesnt have blood :/
Title: Re: [WiP] Resident Evil Valiant
Post by: bloodsurfer on December 23, 2010, 09:35:05 PM
And blood make that font unreadeable
Title: Re: [WiP] Resident Evil Valiant
Post by: KylerAdams on December 24, 2010, 09:09:04 AM
http://www.customaniacs.org/forum/fonts-font-ids/

Have a field day.

Use the official RE font, not some crappy, barely readable goth/blood thing. :S

Also, that USP does look quite familiar. :o

I'm impressed. Either way... hit me up on steam if you'd like me to do a set of models for you. :P
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on December 24, 2010, 03:38:28 PM
http://www.customaniacs.org/forum/fonts-font-ids/

Have a field day.

Use the official RE font, not some crappy, barely readable goth/blood thing. :S

Also, that USP does look quite familiar. :o

I'm impressed. Either way... hit me up on steam if you'd like me to do a set of models for you. :P

k added u :)
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on December 26, 2010, 09:06:11 PM
Clean Labcoat with Umbrella Keycard

(http://st-gb.de/pics/c1a0.png)
Title: Re: [WiP] Resident Evil Valiant
Post by: hlfan on December 26, 2010, 11:11:24 PM
How are the zombies?

Like resident's evil, old-school? (slow-walking movement, and they only moan),

Resident Evil 5 ones? (intelligent, speak, port weapons and stuff. a.k.a "A shit")

Or the new-era ones (like The Walking Dead and Left 4 Dead 1 & 2, they run, scream, make noises, and they can barely use resources that they got near them as weapons)

Just asking  ::)

And, for the scientist, It would be cool if you put some scientist in anti-bio-hazard-clean-suit :P
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on December 26, 2010, 11:42:15 PM
i was hoping for Zombie wich you shoot and they loose Flesh or bodyparts just like in... i dont know... either BrainBread or Zombie Panic was it.

but i got Zombie Models (oldscool ones) wich will moan (kinda crappy sound might get replaced if i find a better one) and if you shoot them, theres a chance they fall over and a few seconds later stand up again to attack you another time. 
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on March 07, 2011, 07:55:29 PM
so i have reopened 4.rmp to work on it and got Hours of "LeafTread" and when i run it on FAST i get alot of

Quote
** Executing...
** Command: Change Directory
** Parameters:


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\steamapps\xtlghmurdock\half-life\Rev\maps\test.map" "C:\Program Files\Steam\steamapps\xtlghmurdock\half-life\Rev\maps\test.map"


** Executing...
** Command: C:\Users\ADMINI~1\Desktop\hlstuff\ZHLT\hlvis.exe
** Parameters: -fast "C:\Program Files\Steam\steamapps\xtlghmurdock\half-life\Rev\maps\test"

g_fastvis = true
hlvis v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\Users\ADMINI~1\Desktop\hlstuff\ZHLT\hlvis.exe -fast "C:\Program Files\Steam\steamapps\xtlghmurdock\half-life\Rev\maps\test"
1291 portalleafs
4565 numportals

-= Current hlvis Settings =-
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 2 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max vis distance [ 0 ] [ 0 ]
priority [ Normal ] [ Normal ]

fast vis [ on ] [ off ]
full vis [ off ] [ off ]


BasePortalVis:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (1.33 seconds)
Warning: Leaf portals saw into leaf
Problem at portal between leaves 167 and 172:
(2160.609 2353.034 44.592)
(2171.051 2327.505 28.000)
(2172.417 2324.435 28.000)
(2160.375 2354.063 48.644)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 168 and 195:
(1996.772 2286.456 56.886)
(1996.849 2286.492 56.883)
(1995.168 2290.076 59.275)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 194 and 193:
(1740.000 1929.093 119.080)
(1740.000 2165.517 67.344)
(1996.772 2286.456 56.886)
(1998.570 2282.860 57.785)
(2092.112 2085.407 106.825)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 205 and 209:
(2278.656 2097.078 120.740)
(2277.804 2098.579 117.385)
(2269.221 2110.420 89.454)
(2254.724 2103.276 91.000)
(2267.872 2092.996 119.678)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 230 and 274:
(2193.000 2083.000 110.000)
(2189.775 2081.500 110.080)
(2184.515 2079.053 110.256)
(2184.732 2079.154 114.520)
(2193.000 2083.000 114.114)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 282 and 233:
(2225.037 2127.017 110.000)
(2225.009 2127.004 109.231)
(2257.802 2142.257 107.619)
(2257.855 2142.281 108.125)
(2257.951 2142.326 110.240)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 311 and 306:
(2171.042 2077.397 123.969)
(2171.281 2076.589 124.294)
(2177.353 2079.272 124.172)
(2177.294 2079.390 124.122)
(2177.000 2079.941 123.882)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 318 and 308:
(2137.717 2087.053 124.505)
(2137.654 2087.257 127.068)
(2130.038 2083.732 127.440)
(2129.821 2083.418 125.099)
(2129.829 2083.399 124.850)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 358 and 369:
(2154.391 2292.604 85.592)
(2155.367 2293.045 85.554)
(2165.599 2297.617 85.268)
(2155.198 2291.025 89.956)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 366 and 369:
(2170.509 2255.800 88.491)
(2155.508 2290.054 85.783)
(2154.391 2292.604 85.592)
(2158.195 2285.160 106.155)
(2169.330 2259.843 109.885)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 367 and 366:
(2163.109 2270.894 87.293)
(2155.624 2287.572 85.974)
(2153.539 2292.220 85.626)
(2160.522 2280.164 119.733)
(2169.753 2259.583 121.262)
(2169.999 2259.001 120.997)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 381 and 385:
(2118.677 2365.972 67.460)
(2127.362 2347.009 68.919)
(2127.855 2345.934 69.006)
(2131.440 2338.377 72.588)
(2142.257 2315.623 83.879)
(2118.271 2368.000 79.963)
(2117.813 2368.000 68.884)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 426 and 428:
(3056.000 1168.000 202.590)
(3056.000 1156.000 202.643)
(3058.250 1168.000 204.176)

Warning: Leaf portals saw into leaf
Problem at portal between leaves 427 and 426:
(3053.653 1260.000 203.829)
(3056.000 1260.000 202.179)
(3056.000 1168.000 202.590)
(3053.653 1168.000 204.000)

average leafs visible: 711
g_visdatasize:166125 compressed from 209142
1.40 seconds elapsed

----- END hlvis -----

and there seems to be no way to locate it cuz he doesnt create a pointfile, google says "hard to locate such errors" and i havent changed anything since the last compile, i have deleted the left half of the map and compiled = same error, restores left and deleted right half = same error so i have come to an point were i cant find any errors even put thr whole outside of the map into NULL, still no help.

so i worked on map5 wich puts you to te sewers andthen the forrest part

(http://st-gb.de/pics/50000.png)

This Building.... i dont know what it will me, a laboratory, police station or prison or some sort...

(http://st-gb.de/pics/50009.png)

HIRING:

Mapper: 1-2
Modeller for Props and NPC: 1
Coder: 1

Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on March 09, 2011, 01:22:26 PM
(http://st-gb.de/pics/50000%5B1%5D.png)
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on March 12, 2011, 12:02:54 PM
(http://www.st-gb.de/pics/50001.png)
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on March 21, 2011, 11:56:41 PM
FUUUUU please ignore the last 2 screens, my computer crashed and all lost so i had to use a backup

also a friend i dont want to name told me a website he doesnt want me to name where u get dozends of HL1 models so i beefed up everything a bit

(http://st-gb.de/pics/30006.png)
.
(http://st-gb.de/pics/30000%5B1%5D.png)
.
(http://st-gb.de/pics/30001%5B1%5D.png)
,
(http://st-gb.de/pics/30002.png)

and a late screen to show how much work is involved in that mod and that it takes months to do all the maps

(http://st-gb.de/pics/1212.png)
Title: Re: [WiP] Resident Evil Valiant
Post by: platoon on March 22, 2011, 01:06:42 AM
in the first 2 screen shot,
wall is too high and texture big than models, lower the level of rooms
either than, make a better light environment, than it will be better atmosphere (maybe lots of darkness)
suit and zombie model very good but computer models replace with hl2 models, it need to be creative and better
and that dead bag is taken from paranoia, sorry but its not that good to take models from another mod without permission but i don't know what you did

nice anyway and sorry my English... keep up the work...
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on March 22, 2011, 10:22:13 AM
its from paranoia?  well sorry i downloaded every single model from "that page i cant mane" though its all selfmade :/
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on March 23, 2011, 12:03:30 PM
not made by myself, looks epic

(http://st-gb.de/pics/123.png)
(http://st-gb.de/pics/124.png)
(http://st-gb.de/pics/125.png)
Title: Re: [WiP] Resident Evil Valiant
Post by: Loris29 on March 25, 2011, 06:41:04 PM
Demo or Full version ?  :-X
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on March 26, 2011, 11:47:06 PM
Demo or Full version ?  :-X

not yet heh theres alot of stuff still to do, but if its fnished its gonna be full version, u only need hl1 to play it.
Title: Re: [WiP] Resident Evil Valiant
Post by: Chakotay on April 18, 2011, 12:27:12 AM
(http://st-gb.de/pics/w.png)