[WIP] Human Grunt Players (with a difference)

Show off work in progress models.
User avatar
Taggart
Beta Tester
Beta Tester
Posts: 48
Joined: Tue Jul 13, 2010 9:51 am
Location: Manchester, UK

[WIP] Human Grunt Players (with a difference)

Post by Taggart » Sun Sep 05, 2010 1:21 pm

Oh look someone's making the Human Grunts player models again.

Wait, something's not right here.

Image

That's right, they're DIFFERENT.

Basically, this is more of a test to see if I can properly compile working ingame playermodels for OC. I'm going to be doing every one of the 9 HL2 Citizen males, each of them with a new facemap provided by -Rusty-.

Every male has a choice of headgear (Standard helmet, Helmet with goggles, Helmet wearing goggles, Beret, Nothing) but they're on bodygroups, so I dunno how they'll work ingame. A few of the males I'm going to give a Black Beret instead of the Red one, for variety's sake, and I might make a woodland reskin ala the Friendly Grunts in Sven Coop.

I'll update as I get through each model, and especially when I have them ingame working.
Image

User avatar
Ny
Phone Donator
Phone Donator
Posts: 496
Joined: Sun Oct 05, 2008 3:22 pm
Contact:

Post by Ny » Sun Sep 05, 2010 3:04 pm

As much as I like new models being added. Models that are essentially the same as the next one annoy me.

Good work tho, these seem to have some high quality detail to them
:nyoron:

User avatar
Taggart
Beta Tester
Beta Tester
Posts: 48
Joined: Tue Jul 13, 2010 9:51 am
Location: Manchester, UK

Post by Taggart » Sun Sep 05, 2010 3:18 pm

All 9 Base compiles done.

Image

Ingame testing and bugfixing comes next.
Image

User avatar
fug4life
Beta Tester
Beta Tester
Posts: 4093
Joined: Mon Dec 11, 2006 10:35 am

Post by fug4life » Sun Sep 05, 2010 3:25 pm

Pretty good, no harm in having them out there, could be npc repalcements aswell as Player models You never know one day someone will make a huge grunt based map for oc.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database

User avatar
JerC
Donator
Donator
Posts: 914
Joined: Fri Jan 30, 2009 1:37 pm
Location: France

Post by JerC » Sun Sep 05, 2010 3:56 pm

Look nice!
Please don't take my posts before 2013 too seriously. It will be better for both you and I :c

User avatar
LivingWithGames
npc_helicopter
npc_helicopter
Posts: 932
Joined: Mon Mar 15, 2010 2:21 pm
Location: Peruibe , SP , Brazil
Contact:

Post by LivingWithGames » Sun Sep 05, 2010 10:27 pm

Very detailed,good work on these models.

User avatar
Gary
npc_advisor
npc_advisor
Posts: 1125
Joined: Sun Nov 09, 2008 7:21 am
Location: USA, FL
Contact:

Post by Gary » Mon Sep 06, 2010 1:52 am

Ent_fire !self setbodygroup "x, x"

Never tested it, as I don't have any player models with body groups. So I have no idea if it works, but you can try.

User avatar
Taggart
Beta Tester
Beta Tester
Posts: 48
Joined: Tue Jul 13, 2010 9:51 am
Location: Manchester, UK

Post by Taggart » Mon Sep 06, 2010 1:57 am

I'm thinking that'd require cheats

that's the only problem
Image

User avatar
Gary
npc_advisor
npc_advisor
Posts: 1125
Joined: Sun Nov 09, 2008 7:21 am
Location: USA, FL
Contact:

Post by Gary » Mon Sep 06, 2010 2:10 am

It might, could still try.

User avatar
Gary
npc_advisor
npc_advisor
Posts: 1125
Joined: Sun Nov 09, 2008 7:21 am
Location: USA, FL
Contact:

Post by Gary » Mon Sep 06, 2010 2:45 am

Well, maybe Neico could add basic support for it.

Something like a simple CVar, for now at least. That way it wouldn't need cheats to enable it, he could flag it as "FCVAR_ARCHIVE" and it would stay saved as well.

From the small amount of coding I know, I would assume such a feature would be relatively fast and easy.

User avatar
Taggart
Beta Tester
Beta Tester
Posts: 48
Joined: Tue Jul 13, 2010 9:51 am
Location: Manchester, UK

Post by Taggart » Tue Sep 07, 2010 5:49 pm

Okay, got them working ingame

just need to do icons now
Image

User avatar
Shana
Lead Developer
Lead Developer
Posts: 3001
Joined: Tue Aug 29, 2006 8:12 pm
Location: Germany
Contact:

Post by Shana » Tue Sep 07, 2010 9:24 pm

Bodygroup- and Skin chooser is something we have planned for the future, so you won't need to have 20 extra models clogging up the list and model cache anymore just to have a few different variations of a model.
Image

User avatar
Taggart
Beta Tester
Beta Tester
Posts: 48
Joined: Tue Jul 13, 2010 9:51 am
Location: Manchester, UK

Post by Taggart » Wed Sep 08, 2010 3:42 am

Veeery good.

Got icons done, now trying to get the transparency to work right


goddamn hate player icons


also currently recompiling after having fixed the body UVs, negating the need for me to clamp S/T on the textures, which'll bring filesize down.
Image

User avatar
Taggart
Beta Tester
Beta Tester
Posts: 48
Joined: Tue Jul 13, 2010 9:51 am
Location: Manchester, UK

Re: [WIP] Human Grunt Players (with a difference)

Post by Taggart » Wed Feb 09, 2011 10:37 pm

Image

bam test friendly skin

finished the icons now, may as well upload a friendly-skin-less version
Image

User avatar
fug4life
Beta Tester
Beta Tester
Posts: 4093
Joined: Mon Dec 11, 2006 10:35 am

Re: [WIP] Human Grunt Players (with a difference)

Post by fug4life » Wed Feb 09, 2011 11:53 pm

Any chance you can add a medic band for an arm and a ribbon for helmet as an extra friendly skin ;)

And yeah glad to see you back here, I'm still waiting on these!
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database

Post Reply