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1
Models / Skins / Re: HL2 zombie QC-s
« on: January 27, 2009, 04:43:01 PM »
Oh man thanks. <3  Now i can use my new models, haha my dog is run!

2
Models / Skins / Re: HL2 zombie QC-s
« on: January 26, 2009, 10:35:53 PM »
Yeah, but i'll make new animations and bones, not just reskins. ::)

3
Models / Skins / Re: HL2 zombie QC-s
« on: January 26, 2009, 07:54:54 PM »
I made SMD for every sequence and animation ( placeholders ofc ) but still nothing, the zombie is just stay and spamming this Tantrum animation .-.-

There is a bone what need to moving animations or something like that? :- /

4
Models / Skins / HL2 zombie QC-s
« on: January 26, 2009, 04:32:07 PM »
Hello

I have a little problem about zombie modelling, when i finished my zombie model and get it into HL2 my zombie is just staying ad spamming "tantrum" animation. When i get closer the zombie hit me, etc, but i cant force it to move. I have this problem with headcrab, fast zombie too.

I have the reference model with my own bones, placeholder animations for walk, idle, attack animation. I must make ragdoll, physics reference?



here is the QC ( its just a dump model what can walk/attack/stay ) run is the idle - run1 the walk - hit is the attack animation

Code: [Select]
$cd "C:\Grey\zombie"
$modelname "Zombie/classic.mdl"
$model "studio" "zombie_ref.smd"

$poseparameter move_yaw -90.00 90.00
$cdmaterials "models\zombie_classic\"
$surfaceprop "zombieflesh"

$illumposition 2.972 6.562 31.757
$attachment "eyes" "joint1" 0.00 0.00 -0.00 rotate -0.00 0.00 -50.00
$eyeposition 0.000 0.000 64.000

$sequence run "run" loop ACT_IDLE 1 fps 30.00
$animation a_WalkS "run" loop fps 34.000000
$animation a_WalkSE "run" loop fps 34.000000
$animation a_WalkE "run" loop fps 34.000000
$animation a_WalkNE "run" loop fps 34.000000
$animation a_walk1 "run" loop fps 34.000000
$animation a_WalkNW "run" loop fps 34.000000
$animation a_WalkW "run" loop fps 34.000000
$animation a_WalkSW "run" loop fps 34.000000

$animation a_walk3 "run1" loop fps 34.000000
$sequence run1 "run1" loop ACT_WALK 1 fps 34.00 {
  { event AE_ZOMBIE_STEP_LEFT 7 }
  { event AE_ZOMBIE_SCUFF_RIGHT 10 }
  { event AE_ZOMBIE_STEP_RIGHT 21 }
  { event AE_ZOMBIE_STEP_LEFT 31 }
  { event AE_ZOMBIE_SCUFF_RIGHT 34 }
  { event AE_ZOMBIE_STEP_RIGHT 44 }
  blendwidth 9
  blend move_yaw -180.000000 180.000000
 a_WalkSE a_WalkE a_WalkNE run1 a_WalkNW a_WalkW a_WalkSW a_WalkS
}

$sequence Tantrum "run" loop ACT_ZOMBIE_TANTRUM 1 fps 30.00

$sequence attackB "hit" ACT_MELEE_ATTACK1 2 fps 60.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_RIGHT 25 }
}

$sequence attackC "hit" ACT_MELEE_ATTACK1 2 fps 60.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_LEFT 25 }
}

$sequence attackD "hit" ACT_MELEE_ATTACK1 2 fps 60.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_LEFT 25 }
}

$sequence attackE "hit" ACT_MELEE_ATTACK1 2 fps 60.00 {
  { event AE_ZOMBIE_ATTACK_SCREAM 5 }
  { event AE_ZOMBIE_ATTACK_BOTH 25 }
}

Thanks if someone can help.  ::)

5
Gold Source RELEASES / Re: Plasma Beta Alpha Release
« on: December 31, 2008, 11:54:27 PM »
If you take some prop models and reskin it are OK, but making a deathmatch mod from only stealed things.  ::)

6
Mods / Re: [HL1]Half-life: zombie edition.
« on: November 02, 2008, 03:40:51 PM »
The beta is very cool, i like the effect of the metamorphosis but its too long. Ok its now realistic but this 1min waiting is corrupt my playing. This mod is a very good and original idea with good coding. So grat, nice work.  :D

7
Mods / Re: Mistake SP mod
« on: October 24, 2008, 11:57:28 PM »
Quote
Since this is on the first page, hopefully I'm not technically "bumping" it up.

Nop, and i waiting for your feedback  :)

8
Textures / 2D Art & Audio / Re: hud battery
« on: October 06, 2008, 08:34:08 PM »
Omg, i'll this shadow into my mod  ::), so cool.

9
Mods / Re: Half-Life Episode Two
« on: September 06, 2008, 12:58:12 AM »
No, this is your bad D3ads, you have big claims.  ;D  ;D
LOL what an EPIC FAIL at 0:17 in the video   :D

10
Mods / Re: [Mod concept; Your opinion really matters] Shiver
« on: September 04, 2008, 08:46:48 PM »
Yeah, you can make good mods with your coding skills too, mutating player, machine player - like Coozins say -, third person camera, platform game, skill system, etc. You would be able to do a very good mod, just get a good story  ;)

11
Mods / Re: [Mod concept; Your opinion really matters] Shiver
« on: September 04, 2008, 06:06:01 PM »
Again, horror mod with:
- no zombies
- no "wtf, there's a lamps, why it's so dark there"
- no hordes of monsters
- no little scary japaneese girls
- no ghosts
- no katanas, chainsaws, SMGs, automatic weapons, divine blades, holy crosses and other stuff
- no madness or narcotics
but with:
- every (I'll try that) monster is unique or at least they won't be clones
- you will at last see your body
- you will die in a few strikes from EVERY monster and from one or two from bosses
- you will have to create "DIY weapons"
- you will have to heal yourself with not only plain "panacelline" medkits, but with bandages, painkillers and stuff
- etc.

Not enough, theres lot of movies, games about zombies and its very popular theme, but if u see 28 weeks later or left4dead its give us something special what makes it to very cool... u have to find that little thing.  And dont ignore zombats   >:( ;D

Minuit: lol naice  ;D

12
Mods / Re: [Mod concept; Your opinion really matters] Shiver
« on: September 04, 2008, 01:28:52 PM »
Everybody does horror mods recently... but if u have a rare plan, do it.  ;)
I would like a mod like Quake2 with good action, metal music and coop mode.
Engine -> goldsource ofc ( maybe with paranoia sdk )

13
Mods / Re: [HL1]Half-life: zombie edition.
« on: August 23, 2008, 05:02:30 PM »
Nice mapping, i like the dark places with my little headcrab  :P . Btw i dont find any bugs at the test, coding are perfect, just like the game idea  ;).

14
Gold Source RELEASES / LD junk car
« on: August 21, 2008, 01:19:25 AM »
Just some hour and some google texture, its not bad to a DeathRally style minigame or just prop for a "omgnuclearwardestroyeverything" mod.  ::)



Download: http://hlmods.extra.hu/car.rar

15
Mods / Re: [HL1]Half-life: zombie edition.
« on: August 12, 2008, 03:24:28 PM »
Yeah, i suffer with the same problem.
Unfortunately hard to find a good coder, they are buried or dunno.  :-\

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