[WIP] Orc Male

Thothie

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Eh, sprites, though the syntax is a bit different. The engine doesn't use the QC itself, somuchas the compiler does.
 

ceriux

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too bad, i'm sure msc would be much easier to fix/update if more qc was used. my personal opinion that hl failed when removing it. (done with off-topic) lets see more orc stuff! =)
 

SpiritVII

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I wonder if it would be possible to eventually whip up emotions for player models as well. If the engine supports up to 4 controllers, then it seems fit to set them up in this manner:

[index] - [axis/move] - [bone(action)]
0 - - - - - ZR - - - - - - - -Waist (Look left/right)
1 - - - - - XR - - - - - - - -Mouth (Speak)
2 - - - - - XR - - - - - - - -Arms/Head (Look up/down)
3 - - - - - XR - - - - - - - -Eyebrows (Demeanor)

Could also use those bones to set up new emote animations for players and npcs

Another idea, every model with this support could be used as a player model.


Bodygroups: Is there a way to get a full list of all the items/armor featured in the bodygroups?
 

Thothie

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Few problems with that - the most obvious being that the players don't have the eye-brow ridges of the orcs, and thus lack the ability to express themselves in this fashion. Less obvious is that there maybe issues getting that to propagate between clients - the waist controller auto-bends with the view angles, but that maybe engine side. I don't think the controllers work for player models the same as they do for others... Player models are always a bit funky, as the model doesn't exist on the client when in first person, and relaying the information that should be on it to the other players tends to be a funktastic process.

I wanted to add skins to the player model to make it more customizable, and maybe add some expressions, or red glowing eyes with dark energy contamination and such, but alas, skin changes on players won't propagate, and it took all of MiB's efforts just to get the submodels to propagate correctly - and even that be glitchy.

SpiritVII said:
Another idea, every model with this support could be used as a player model.

Yeeeah, except all those custom weapon, armor, and sheath models, that are specific to the current player model's bone structure. :(

SpiritVII said:
Bodygroups: Is there a way to get a full list of all the items/armor featured in the bodygroups?

On the player, or the orc?

The orcs should decompile alright - might be some texture skewing in the weapons though. I suppose I should link you the source again, seeing as how my host exploded:

http://www.mediafire.com/?gp0yyt5487z4u5n

Among the orcs, the submodel groups differ slightly by type, due to the potential for submodel group overflow. The Sorcs are the newest and have the widest range of both submodels and animations. (Which includes some extra social stuff, such as lounging, mugs of ale, etc.)

wJPZa.jpg

sorc.qc
Code:
 $bodygroup "body"
{
studio "orc_body1"
studio "orc_body2"
studio "orc_body3"
studio "orc_body4"
}

$bodygroup "head"
{
studio "orc_head_warrior"
studio "orc_head_archer"
studio "orc_head_berserker"
studio "orc_head_shaman"
studio "orc_head_ranger"
}

$bodygroup "weapon"
{
blank
studio "orc_axe_lhand"
studio "orc_steelorcbow_lhand"
studio "orc_steelorcbow_lhand_alt"
studio "orc_shortsword_lhand"
studio "orc_gaxe_lhand"
studio "orc_shield_sword"
studio "orc_saxe_lhand"
studio "orc_blood_lhand"

studio "orc_beef"
studio "orc_hammer_rhand"
studio "orc_mug_rhand"
}

Thuldar's unique armor is on a separate model in that package "sorc_fer/thuldar.mdl"

Envenomed, Zombied, and Flaming are skins, rather than submodels, and are on the base orc model:

orc.qc
Code:
 $texturegroup skinfamilies 
{
{ ArcherLegs.bmp ArcherTorso.bmp ArmorTorso.bmp Arms.bmp b1.bmp cowl.bmp f1.bmp f2.bmp Feet.bmp Legs.bmp Orcface.bmp RangerLegs.bmp RangerTorso.bmp tooth.bmp WarriorLoin.bmp WarriorTorso.bmp ArcherQuiver.bmp ArmorLoin.bmp marble.bmp bone2.bmp }
{ uArcherLegs.bmp uArcherTorso.bmp uArmorTorso.bmp uArms.bmp ub1.bmp ucowl.bmp uf1.bmp uf2.bmp uFeet.bmp uLegs.bmp uOrcface.bmp uRangerLegs.bmp uRangerTorso.bmp utooth.bmp uWarriorLoin.bmp uWarriorTorso.bmp ArcherQuiver.bmp ArmorLoin.bmp marble.bmp bone2.bmp }
{ bArcherLegs.bmp bArcherTorso.bmp bArmorTorso.bmp bArms.bmp bb1.bmp bcowl.bmp bf1.bmp bf2.bmp bFeet.bmp bLegs.bmp bOrcface.bmp bRangerLegs.bmp bRangerTorso.bmp btooth.bmp bWarriorLoin.bmp bWarriorTorso.bmp bArcherQuiver.bmp bArmorLoin.bmp bmarble.bmp bbone2.bmp }
{ vArcherLegs.bmp vArcherTorso.bmp vArmorTorso.bmp vArms.bmp vb1.bmp vcowl.bmp vf1.bmp vf2.bmp vFeet.bmp vLegs.bmp vOrcface.bmp vRangerLegs.bmp vRangerTorso.bmp vtooth.bmp vWarriorLoin.bmp vWarriorTorso.bmp vArcherQuiver.bmp vArmorLoin.bmp bmarble.bmp bbone2.bmp }
}

Seeing as how they'll be of no use, save in keeping the original order, here is, again, some of the artwork (symbols and such) used in those skins:
http://www.mediafire.com/?jqjm8sau23h8dk8


If you mean the player... Again, the player model is funky. The player model is under human/reference.mdl. If you open it up via JHLMV, you'll notice it's invisible until you set the submodels. The system basically has bits covered by armor set invisible - using visible male or female submodel parts for the exposed areas as required.

The armor and various other models that attach to that model are all over the funking place, including:
models/weapons/p_weapons1.mdl //these include floor and wielded models
models/weapons/p_weapons2.mdl
models/weapons/p_weapons3.mdl
models/weapons/p_weapons4.mdl

models/armor/p_armorvest_new.mdl
models/armor/p_helmets.mdl
models/armor/p_gowns.mdl

models/armor/packs/*.* //some of these no longer in use, not sure off hand
models/misc/p_misc.mdl


A few items in the models/weapons/ subfolders are still in use, but most are covered in these p_weapons models and in models/viewmodels - the idea being that everything should, eventually, be handled there, save crests, armor, and helms.

The orcs, for better or worse, don't have to deal with this complicated system of having all their weapons and armors in separate models - mostly because they don't have damn near a hundred of them to deal with.
 

SpiritVII

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Curious about the default controllers setup for half-life, I opened up both the HL Barney AI model and the HLDM player model. It looks like the default controllers are set up as follows:

Controller Setup - AI Model (barney.mdl)
$controller 0 "Bip01 Head" XR -60.000000 60.000000 (Look)
$controller 4 "Bone05" ZR 0.000000 45.000000 (Talk)
note: $controller 4? Now that's odd..

Controller Setup - Player Model (barney.mdl)
$controller 0 "Bip01 Spine" XR -30.000000 30.000000 (Look/Aim)
$controller 1 "Bip01 Spine1" XR -30.000000 30.000000 (Look/Aim)
$controller 2 "Bip01 Spine2" XR -30.000000 30.000000 (Look/Aim)
$controller 3 "Bip01 Spine3" XR -30.000000 30.000000 (Look/Aim)

This may or may not reflect what is happening in MS. I'll be doing some more investigation once I get the model set up for exports.
 

Thothie

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The custom Barney was probably ported from an NPC model, and it likely doesn't orient correctly in HLDM. (Though it may just orient differently, or if it's Svencoop, they may have an alternate system for that.) Again, not sure if this is handled code side or by the engine. Seems it *should* be handled code side, but Valve's decision making process, in that regards, is always haphazard. Not sure about the fifth controller though - it maybe you can have more than four.

[rant]Tis annoying that a dozen year old engine isn't open source, so we could just point to a custom exe. Hammer isn't open source either, and that'd open all sorts of possibilities. Folks have reverse engineered both Hammer and HL.exe, but the former I've never managed to get to run, and the latter isn't Steam compatible.[/rant]

The MSC player model seems to conform to the second set, various spinal bones used to orient with the player's view angles.

Incidentally, player models also have their axis set in their centers, rather than on the ground, which makes for some odd z+36 calculations every now and again.

Players are weird. Give me a monster any day. :p
 

Dridje

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To hell with an orc player model.

I want to be a giant, yo. A giant named Kanye.
:mrgreen:
 

Thothie

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"Kanye smash whiny Dridje thing!"
 

SpiritVII

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I'm still around, just had an external hard drive failure through the holidays and lost a lot of momentum. I see there's a contest underway..
 

zeus9860

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that sucks... yeah we have a contest on going, let's hope a few more people get in now :wink:
 
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