HIT Forums

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - SureShot

Pages: [1] 2 3 ... 5
Game News / 007 Quantum of Solace - PC Demo
« on: October 08, 2008, 12:46:45 PM »
Just tried the QoS demo.  5 minutes.  5 fucking minutes is what they give us?  20 minutes would have been nice, instead of running round about 10 tunnels, a few QTE events (neat idea mind you with the mouse cursor shiz) and shooting about 15 bad guys.

Looks nice though, but not really a great place to demo ... an underground area with dirt, mud, water and masonry ... doesnt scream UBER COLOUR PALETTE.  Can't wait to play the full thing though.

I reckon it could be a fantastic game, but a little more of a show in the demo would have gone a long way.  The ending showreel makes me want it more.



Game News / C&C3 Demo Released
« on: February 27, 2007, 10:49:20 PM »
I'm surprised this didnt turn up sooner.


Came out last night, and it is superb for a demo.  No MP, just a few SP missions and Skirmish.  But it does throw in a few cutscenes from the proper game.  Runs like a dream on my rig (6600GT, 2gb ram, 3800 CPU) on high to max settings.  Fuckin' good game EA, you have my pre-order on ze way.

And my favourite part of the new part of the saga?

I heart the Ion Cannon  :o

Tutorials / WIP Rendering Tutorial [VTM]
« on: November 11, 2006, 09:22:24 PM »
I was bored.

Basic render setup for a WIP model

Recorded: November 11th, 2006 using Camtasia Studio,
encoded with TSCC codec, the codec is available at:

Duration of this VTM is 18:09
Recorded in 3d Studio Max v9.0


Gold Source Tutorials / Handy Model Compiling/Decompiling Tools [HL1]
« on: October 21, 2006, 03:25:26 PM »
Ok, so in the past I've been badgered by people to explain why some compile qc outputs come up with strange errors, even when the compile files are nigh on perfect.  Or how to flip animations or complete models with and without gflip.  So I thought it'd be in everyones best interest to have all the necessary files needed for compiling in one place.

First on the list is a compilation of Compiling and Decompiling Executables.  For those of you who STILL use MS3D's standard plugins for such things, these may save you a lot of woe and aggravation.  The following files are included in the first attached .rar file.

  • Studiomdl (Transparency Version) - If you seem to have problems compiling models with transparency, this updated one should make life a little easier.
  • Studiomdl (1.6 Player Version) - Any good compiler for Half Life will tell you that this is the most stable and all-round best compiler of the lot, use for everything.
  • Kratisto's Decompiler (v1.2) - Again, as with ALL HL1 decompilers it has the uv-shift bug, but unlike other decompilers it doesnt fudge the model up
  • MdlFlip - This is the barebones program that GFlip uses as it's base, unlike GFlip this is a DOS based program, and allows you to flip individual animation smd's.  Those with GFlip problems will love this, but it's a tad longwinded in comparison
  • GFlip 1.2 - This program is a bit like looking for the holy grail, you can never find a working link.  No longer.

Next, are the Model Viewing/Manipulation Programs.  Not everybody makes their models the same way, or using the same program, but the basis for compiling them in HL1 format is the same.

  • Milkshape 3D (1.7.10 latest version) - Lovely little program for making low-polygon models, manipulating them and exporting to a LOT of different game formats.  It does have a 30 day trial, but it's cheap as anything.
  • Jed's Half Life Model Viewer v1.35 - Ah, Jed.  What would we do without Jed.  Well for one thing we'd have to live with the Original HL1 HLMV.  And we dont want that do we.  Little tip, using the studiomdl/mdldec of your choice from the above list, put them in the same folder as JHLMV and point the viewer towards them in options.  You can now compile through HLMV directly :) and it also doubles as a .pak/.gcf/.wad viewer
  • Jed's GUI Studiomdl - Again, making compilers lives easier.  This app acts as a GUI Wrapper Frontend for the otherwise DOS based studiomdl.  It doesn't close post-compile so you can see the error log if there were any.  Again, point it to your prefered studiomdl.exe for ease of use.
  • Nem's GCFScape - Acts as a winrar style interface that allows you to open the Valve .gcf format for all their games using Steam.  Also opens .wad/.pak/.bsp/.xzp files.  Great for when you need the original files for a model.

Now, some of you might be saying "Well I made Model A in ProgramX but I have no way of opening the file in milkshape".  Most compilers would bite the bullet and say export it as a .3ds, as it's pretty universal.  Only problem with that is the fact it unwelds the vertices on some models, or completely ruins the smoothing normals on the model.  Ergo, we need to export to a problem free format that Milkshape understands and can work with no problem.  Here are some Plugins for various modelling software packages that export the the .SMD format, the heart and soul of a HL1 .MDL file.

Now for the optional extras.  Say you want to edit the sounds that accompany your model, and you want a cheap and cheerful way of doing so.  Here are a list of suitable Audio Editing Programs to work on HL Sounds.  Remember to save your .wav files in the following format - WAV/16bit/22050Khz/Mono

And lastly, everybody uses notepad to edit .qc files, or most people do.  However I like to use Notepad2, since it includes syntax highlights so you can see what you're doing better.


So hopefully, now that I've supplied you with the means to compile a model with minimum fuss (and if there is any "fuss" it'll tell you why), you'll be knocking out compiles woe-free in no time.  Saying that, a vast number of you guys probably know all this anyway, but it's a good place to come if your new to the scene.


[File not found]

Gold Source RELEASES / [TS] Kimono and Stoke's DE
« on: July 26, 2006, 04:08:54 PM »

MKXIX Desert Eagle:
Model: Stoke
UVUnwrap: bullethead
Skin: Kimono / Stoke
Animations: Default
Compile/Render: SureShot

Replaces: Desert Eagle for The Specialists Mod [HL1]


Say hi to the new members of the family  :blush:

har har.

Models / Skins / Umbrella Incorporated 8" .44 Magnum Revolver
« on: June 30, 2006, 04:24:01 PM »

PC 2557.

Just messing around.  Thought I've fucked around with Schmung's beretta before to make a STARS hack, why not do something with one of his latest concoctions.

Game News / [HL2 SP] ShantyTown
« on: June 22, 2006, 03:21:46 PM »
Similar to WeekdayWarrior, and by the same college



Models / Skins / STOP. PARATIME.
« on: June 17, 2006, 04:32:54 PM »
Schmung's Model

Still workin'

Models / Skins / Ze Germans make ze M4?
« on: June 06, 2006, 09:01:19 PM »

Click for 2000x1000 render

Something I threw together a couple o' days back.  Gonna compile for AK47.

And I'm deadly serious.

Oh, suggestions before I start compilin' ?


Model si by Chrono and is like 2 years old.  Ankalar and Prod's UVW's.

Found the model knocking about on my hdd.  3x512's.  And I'm going for the C&C GDI type vibe

Crits, suggestions etc etc.

Models / Skins / "There's room for only one Snake, and one Big Boss"
« on: April 28, 2006, 10:44:58 PM »

First of a few MGS inspired hacks.  Keep those eyes peeled on this topic for others as I finish them.

Oh and crits etc wouldnt go amiss.  If you see something different in the accompanying image of the weapon in the ACTUAL game, I've probably not included it for a good reason or another ;)

Tutorials / Brand that Rig!
« on: April 15, 2006, 10:45:02 PM »
H'ok, this is kind of adapted from a few tutorials I saw a while back on branding your PC.  Nothing too flashy but meh, adds a bit more of a personal touch to your install or if you've built the machine for someone else it can be a little easter egg for them :) .

By default, the System Properties->General tab (right-click My Computer, or double-click System in Control Panel) contains information on the Windows version, processor, memory, registered user and registration identity.

However, through an .ini file, optional items include the manufacturer and model, a small picture, and a button leading to a separate page of support information.  Since the information is not held in the registry as such, no reboot is required after editing.  But is in an old-style .INI file, which can be created in any plain-text editor including Windows Notepad.

lol maek it say leetpc!?!1one

This file can have two sections.  The first section, has a section header called [General], and within that section -  two entries:

Code: [Select]
Manufacturer=Text goes here
Model=Text goes here

The second section, headed [Support Information], is optional, but if present adds a button with that label to the page. The entries after that heading should be in the form:

Code: [Select]
[Support Information]
Line1=<some text>
Line2=<more text>
Line3=<yes, more text>

note - The limit on the number and length of lines seems limited only by the 64 KB general limit on .INI files.  So you could put a short story in there, but ... yeah >.>

So mine would look something like this:

Code: [Select]
Manufacturer=Custom Built by Toby

[Support Information]
Line1=This is about all the help you're gonna get

Save the file as "OEMINFO.INI" , then copy it to either:
%systemroot%/system (for Windows 98/ME computers)
%systemroot%/system32 folder (for W2K/XP/2003 computers)

Leading brands may not apply

Now to create a bitmap that will replace the existing logo (if any) found in the system properties.  The limits of this file are that it must be within certain dimensions, most common is sized 180 x 120 (but smaller will do to, MS stating 172 x 172 is ze maximum)

It also must be 256 colour, so nothing too extravagant ;)

So in your favourite image editing program, whip up something in that resolution (your own logo, your face, your gf's arse, whatever) and save it as 256 colour bitmap / indexed.

You may want the image to have transparent areas instead of a square each time.  For this you could pick a colour as the background (something like R:255 G:0 B:255) and picking that as the transparent texture before saving.

Or create the image without a background, and save it as .gif and transparency.  Then open the .gif again and save as a 256 colour bitmap with transparency.  Now the .gif indexing process will have sorted the pallete for you.

Now save this image as "OEMLOGO.BMP" , then copy it to either:
%systemroot%/system (for Windows 98/ME computers)
%systemroot%/system32 folder (for W2K/XP/2003 computers)

Open up your System Properties, and wahey.  Sup branded stats :)

Mine sucks, but you can do what you like with it really:

Sys. Properties

Support Information

There are probably more options, but I think they relate to the older OS's like 98 and such.

Have fun -.-*

Custom Content / Pimp Thy Beretta
« on: April 11, 2006, 09:42:46 PM »
Sort of RE based, cba to make a WIP topic.

Practically finished.  I've mapped the suppressor and compensator rig.  If anybody fancies mapping the rest, my inbox lies in waiting.

Oh, and suggestions or whatever welcome.

« on: April 08, 2006, 11:31:11 PM »

INGAME : http://sureshot.bullet-head.net/releases/vp_ing.jpg

Model: Fallschirmjager
Skin: the_tub
Animations: Hav0c
Sounds: Capcom (RE4)
Compile: SureShot

Replaces : Glock
World models : Yes
Custom Animations & Sounds: Yes

Terms and Conditions apply to these files and their usage/redistribution. For full details see http://www.csnation.net/skins/terms.html

Personal Disclaimer: NOT to be re-released ANYWHERE without my own, or the respective author's consent.


Pages: [1] 2 3 ... 5