I demand more with fixed hitboxes...lol
Yeah... I've always noticed that. If a HL:S model is replaced and used as a npc, the hit boxes get jacked and you can only hit them on the legs or below to do damage. Only for GMOD though.
That will only happen if you use model manipulator.
Alright then, I'll just have to wait until I figure out how to code lua correctly
Anyway, could you port any of these in your spare time?
Maybe not the Baby or Sewmo, considering they use 2 different models.
Those Cry of Fear models will look really cool in Garysmod.
hello. Sorry to bump this, and sorry to ask this, but i do not have the time to read throughout all of the thread and the search button does not work.
Is there a version of the Half Life port models in mdl format? For use in hammer?
All Source models are in .mdl format.
Sorry for the late answer. Yes i found the models, but the editor crashes when trying to open some of them....
I've seen those HL1/HLDM players and the Back Alley from CS 1.6 on the Workshop and, according to some pictures I saw in this topic, I assume you did them.
I gotta say I'm really interested on this, I loved the way the map actually works perfectly that it doesn't seen like I'm playing it on Gmod/Source Engine. Could I have some info on how to port maps?
Thanks in advance! :)
The HLS/HLDMS stuff is from me, yes. The maps are from my friend CrazyChicken, though.
Cool, but is there any information I can use to at least try to convert maps? :P
Thanks for the help! Nice work, by the way. I'm interested on this because I've always wondered how good would Blue Shift look on Source with pretty models and stuff, and this thread makes me think it is possible :) (and many other stuff)
Well if you do try to port maps, I hope you have better luck doing so than when I did when I was trying to port a model. It did NOT want to cooperate.
Yay, this thread's back! Pardon the minor bump.
I found a TFC skinpack a while back and figured out how to recompile Goldsource models in Source format:
I also did the CS 1.6 Leet, but I had to comment out most of his animations as they seemed to make StudioMDL hang.
However, they naturally don't have ragdoll functionality and I'm not sure how to do that without actually, you know, editing the model (I only have Maya installed right now, and its SMD exporter is fucking busted, so I'd have to spend a bit of time installing Max etc.) I'd release it without for SFM, but I don't want to get yelled at by GMod folks.
The skeletal rig should be the same as the ones used for hldms. try taking one of the phymodels from that as a test to see if it works.
Any chance someone could look at the Leet Crew .qc and see if there's anything wrong? The multi-line sequences cause studiocompiler to just kind of lock up unless they're commented out.
Try changing XR into LR?
Code:SMD MODEL E:\SteamLibrary\decompwork\cs1\leetout/crouch_aim_onehanded_blend1.smd SMD MODEL E:\SteamLibrary\decompwork\cs1\leetout/crouch_aim_onehanded_blend2.smd SMD MODE StudioMDL Thread complete
That leet reminds me...
I finally got this map on the Workshop. I can't remember when the actual release was.
My plan of explaining map porting is indefinitely put on hold thanks to finals.
Good luck on it! Hope to see the tutorial soon, but don't rush your school and stuff :)
Sorry about the bumpidy bump.
Could you port the Earth's Special Forces (ESF) models?
Could someone please link me to somewhere I could get Richard Boderman in GMOD?