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Author Topic: zombie scientist and zombie barney in same model file  (Read 12295 times)

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sansuni

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zombie scientist and zombie barney in same model file
« on: May 05, 2010, 12:25:44 AM »



i'm working on some idea that adds security zombie model to the half-life and half-life source... i was able to forge 2 models in to one file (like scientist face model file) but when i use the model file only scientist zombie appears... if anyone can work this out the file is yours...




http://www.2shared.com/file/jLZVBI_M/zombie.html
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waqwarrior

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Re: zombie scientist and zombie barney in same model file
« Reply #1 on: May 05, 2010, 12:48:20 AM »

Half-Life, by default, only has one zombie skin. I believe it's in the code. So you'd have to modify the zombie code to tell it to look for other submodels. You couldn't do this in HL:S because no SDK was released.
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sansuni

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Re: zombie scientist and zombie barney in same model file
« Reply #2 on: May 05, 2010, 12:11:39 PM »

Half-Life, by default, only has one zombie skin. I believe it's in the code. So you'd have to modify the zombie code to tell it to look for other submodels. You couldn't do this in HL:S because no SDK was released.


don't say i'ts impossible... you can add this to half-life enchanged than... there is gotta be a way to do this :D
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bloodsurfer

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Re: zombie scientist and zombie barney in same model file
« Reply #3 on: May 05, 2010, 07:06:38 PM »


don't say i'ts impossible... you can add this to half-life enchanged than... there is gotta be a way to do this :D
HL:E is for half-life, not for Half-life Source, not the same engine
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D3ads

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Re: zombie scientist and zombie barney in same model file
« Reply #4 on: May 05, 2010, 07:48:35 PM »

Eh, I thought that HL:E was a modification of HL: Source? ???
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bloodsurfer

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Re: zombie scientist and zombie barney in same model file
« Reply #5 on: May 05, 2010, 08:07:45 PM »

Eh, I thought that HL:E was a modification of HL: Source? ???
If that's not a joke I'll have to ball kick you trough TCP/IP
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waqwarrior

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Re: zombie scientist and zombie barney in same model file
« Reply #6 on: May 05, 2010, 08:31:08 PM »

Amen to that, bloodsurfer!

The thing is, because no HL:S SDK was released, you can't make the moficiations you're striving for.
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alcina

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Re: zombie scientist and zombie barney in same model file
« Reply #7 on: June 20, 2010, 10:26:49 AM »

Not to mention the fact you wouldn't be able to see the changes in Half-Life (Unless you edited the original code, and even then you would have to edit the maps.)

Still, it's not impossible if you don't mind enduring a lot of blood sweat and tears. :)
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bloodsurfer

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Re: zombie scientist and zombie barney in same model file
« Reply #8 on: June 20, 2010, 12:48:52 PM »

Not to mention the fact you wouldn't be able to see the changes in Half-Life (Unless you edited the original code, and even then you would have to edit the maps.)

Still, it's not impossible if you don't mind enduring a lot of blood sweat and tears. :)
Nope, if can change the code to randomly pick up a model, then the model will show up ingame without any change in maps
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Matt

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Re: zombie scientist and zombie barney in same model file
« Reply #9 on: June 23, 2010, 12:49:47 AM »

For HL1, you have two options.

First method : - Editing the code
You would need to actually edit the code to make it pick a random model on spawn. The code for this is very simple, and is probably the best way of doing this.

Second method : - Editing the maps
You would need to use ripent to export an entity list, go through, and for each zombie you want to be a separate body you would need to add this to the entity
Code: [Select]
"body" "1"This method requires no code changes, but can take a lot of work if you want to change a lot of zombies.


I have no suggestions for Half-Life: Source though.
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brahma

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Re: zombie scientist and zombie barney in same model file
« Reply #10 on: July 17, 2010, 12:55:17 PM »

Reupload the file. 2shared FAIL  >:(
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sansuni

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Re: zombie scientist and zombie barney in same model file
« Reply #11 on: October 03, 2010, 10:07:45 PM »

For HL1, you have two options.

First method : - Editing the code
You would need to actually edit the code to make it pick a random model on spawn. The code for this is very simple, and is probably the best way of doing this.

Second method : - Editing the maps
You would need to use ripent to export an entity list, go through, and for each zombie you want to be a separate body you would need to add this to the entity
Code: [Select]
"body" "1"This method requires no code changes, but can take a lot of work if you want to change a lot of zombies.


I have no suggestions for Half-Life: Source though.

can you show us how to do that? i've tried to do it but i failed..
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mathew!

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Re: zombie scientist and zombie barney in same model file
« Reply #12 on: June 22, 2011, 08:49:48 PM »

can you show us how to do that? i've tried to do it but i failed..

Download gcf scape, extract the .ent file, open this with notepad, then remerge it after, i'd advise you backup your original as this will alter it.
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