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1
Weapon Releases / Re: [CUSTOM] Ohio Ordnance HCAR
« Last post by Alex184 on May 20, 2018, 01:06:58 PM »
Amazing job!

Thanks Zoldat :)
2
Weapon Releases / [CUSTOM] Ohio Ordnance HCAR
« Last post by Zoldat on May 18, 2018, 11:14:10 AM »
Ohio Ordnance HCAR
The modernized version of WWII's Browning Automatic Rifle.


An interesting look at classic Browning rifle from WWII era, that I couldn't pass by  :)

It has two reload animations, two deploy animations, special ironsight shooting animation and two hands models to choose from - HEV hands and CSS gloves, although I wouldn't recommend the HEV one, to be honest, because due to holes and missing polygons in original Half-Life 2 mesh it looks bad  :(

Hope you'll like it  :)

Features:
-Two hands model - HEV hands(Half-Life 2) and Counter-Strike: Source gloves;
-Two reload animations;
-Two deploy animations;
-Working world models;
-Has distant gunfires sound for NPCs;
-Has the weapon icon.

The link: http://www.mediafire.com/file/24l11nl66okq8vc/hcar+for+smod.rar

Credits:

Model and textures: Visceral Games, EA DICE
Assets extraction: Admin from p3dm.ru(https://p3dm.ru/files/weapon/automaton/4539-hcar-.html)
Sounds:
-Firing and reloading sounds: Magmacow (https://gamebanana.com/sounds/35150 and https://gamebanana.com/sounds/26592 respectively)
-Cloth sound: NightmareMutant( https://gamebanana.com/sounds/21204)
-Weapon moving sound: Navaro( https://gamebanana.com/sounds/25628)
-------
Porting, rigging, animating and compiling into Smod/Half-Life 2 by me.

3
SMOD & SMOD2 / Re: [REQUEST] weapon model Compile
« Last post by Zoldat on May 16, 2018, 11:57:01 AM »
Sorry. Zoldat :'(
I recently had a problem with my computer, so I had to format it. I forgot to back up the SMOD I created. Will you be able to compile some models until you build the mod again?

https://gamebanana.com/skins/127523
https://gamebanana.com/skins/129292
https://gamebanana.com/skins/144321
https://gamebanana.com/skins/145993
https://gamebanana.com/skins/132433
https://gamebanana.com/skins/157729


This is your last request.
I do not have to rush because I am not busy.
I'm sorry to disappoint you. :'(

Sure, why not  :)
Don't worry, it's okay  8)
4
SMOD & SMOD2 / Re: [REQUEST] weapon model Compile
« Last post by cwwjddn on May 16, 2018, 11:40:22 AM »
Sorry. Zoldat :'(
I recently had a problem with my computer, so I had to format it. I forgot to back up the SMOD I created. Will you be able to compile some models until you build the mod again?

https://gamebanana.com/skins/127523
https://gamebanana.com/skins/129292
https://gamebanana.com/skins/144321
https://gamebanana.com/skins/145993
https://gamebanana.com/skins/132433
https://gamebanana.com/skins/157729


This is your last request.
I do not have to rush because I am not busy.
I'm sorry to disappoint you. :'(
5
SMOD & SMOD2 / Re: Mappadd "model" field doesnt work with npc_um_citizen
« Last post by Dazza-chan on May 09, 2018, 09:15:09 AM »
Luckily the replace model system works, but the problem is i need multiple different um citizens with specific models for certain maps. I can just use a lua function to get around that. It replaces the model after spawn. but i was just wondering if i could get the model keyfield working because it would be easier.

Code: [Select]
function ModelChange()

local ent = HL2.FindEntityByName(nil, "yournpcname")
if ( ent ~= nil ) then
HL2.SetModel(ent, "models/whateverfuckingmodel.mdl")
end
end
6
SMOD & SMOD2 / Re: Mappadd "model" field doesnt work with npc_um_citizen
« Last post by Onemanshow on May 06, 2018, 07:32:57 PM »
Sadly I'm almost certain that um_citizen doesn't support the "model" keyvalue. I'm guessing it either was removed for that NPC or that the convar takes priority over mapadd.

The next best solution I could think of is using the npc_replace_model script to override that NPC. If you need to use a different model for that NPC on a specific map you can set it up like this example:

Code: [Select]
NPCModelReplaceData
{
"default_map" {
"default_npc" {
// "models/alyx.mdl" "10"
// "models/barney.mdl" "10"
}
}

"d1_trainstation_01" {
"npc_um_citizen" {
"models/mossman.mdl" "100"
}
}
}

But if that doesn't work the convar probably overrides npc_replace_model as well, and in that case there's no good solution other than changing the convar on map load. :-\
7
SMOD & SMOD2 / Re: [REQUEST] weapon model Compile
« Last post by cwwjddn on May 05, 2018, 02:41:22 PM »
Thank you very much!
8
SMOD & SMOD2 / Mappadd "model" field doesnt work with npc_um_citizen
« Last post by Dazza-chan on May 05, 2018, 12:21:09 PM »
Has anyone experienced an issue with using the model keyfield for npc_um_citizen? Whenever i try to use it it's always completely ignored in favour of  the "um_citizen_model" convar. For example:

Code: [Select]
"npc_um_citizen"
{
"origin" "-815 2315 24"
"keyvalues"
{
                        "model" "models/mossman.mdl"
}
}

In this the "model" field is ignored and the npc uses the normal um citizen model. this is an issue for me however as my mod relies heavily on npc_um_citizen npcs.
9
SMOD & SMOD2 / Re: [REQUEST] weapon model Compile
« Last post by Zoldat on May 05, 2018, 06:45:59 AM »
The job is done  8)

Now before using the models please read these notes:

-Magpul M4A1, Galil ACE and PKM use ar2 animations, whereas Colt 635 and Groza use smg1 animations and Scorpion use pistol animations.
-Magpul M4A1, Colt 635 and Scoprion had some issues with textures: M4A1's magheld texture didn't show up in Smod, Colt 635 was too shiny and Scorpion's world model had missing texture due to typo. Copy and paste materials from my archive over original files to have these problem fixed.
-Scorpion's sound script lines in the model were written wrongly, but don't worry, I fixed them.
-And lastly, Magpul M4A1 has two world models - with silencer and without it. To have suppressor on viewmodel as well, copy and paste this after "WeaponSpec" opening bracket in you weapon_custom txt file:

Code: [Select]
        "Activities"
        {
            "PrimaryFire"        "ACT_VM_PRIMARYATTACK_SILENCED"
            "Reload"    "ACT_VM_RELOAD_SILENCED"
            "Idle"    "ACT_VM_IDLE_SILENCED"
            "Deploy"    "ACT_VM_DRAW_SILENCED"
        }


Here's the link: http://www.mediafire.com/file/vf4d7ipt92fw5q2/requested_weapons_pack.rar

Enjoy  ;D
10
SMOD & SMOD2 / Re: [REQUEST] weapon model Compile
« Last post by Zoldat on May 03, 2018, 12:29:41 PM »
I think I could help you, cwwjddn  :)  Stay tuned, maybe I would do the thing today  :D

Thank you! Slow down!

You're welcome  ;) But what do you mean "slow down"?

I do not have to rush because I am not busy. :)

Ok, I see  :)
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