Map Specific Models.


Tekkobra
05-09-2003, 07:39 AM
Let's focus on something positive for a while, shall we?

Vandori brought this fine idea to my attention earlier this week. Wouldn't it be a phenominal idea to have map specific models? For snow maps we could have snow camo, heavy winter gear etc..

I nice pea-dot for forest maps and a nice oak leaf, or grey for city maps...

That would r0x. :D

CptMuppet
05-09-2003, 07:41 AM
As I said on the old forums:

Stick different skins on the different .mdls, its not that hard 2 do...
Then stick a variable for the mapper in either the worldspawn or the map .cfg for which skin to use on the map.

Truewrestler
05-09-2003, 07:44 AM
Admin mods can/could do this right?

Tekkobra
05-09-2003, 07:45 AM
Originally posted by CptMuppet
As I said on the old forums:

Stick different skins on the different .mdls, its not that hard 2 do...
Then stick a variable for the mapper in either the worldspawn or the map .cfg for which skin to use on the map.

And this is something that could be easily added/modified in the map qc and submodels correct?

CptMuppet
05-09-2003, 07:47 AM
As an example: Look at the hostage model in ur Counter Strike/Models folder using Half Life Model Viewer... you will see that it has multiple skins. The skins used on a CS map are selected from within worldcraft by the mapper.

Decompile the hostage model with one of the MDL decompilers 2 see how 2 make skins ( I forget which decompiler generates the right type of QC file, but its a good EG for you to use :) )

I dont think it would be too hard for the DOD team to implement in the next version... hint hint!

Tekkobra
05-09-2003, 07:50 AM
Originally posted by CptMuppet
As an example: Look at the hostage model in ur Counter Strike/Models folder using Half Life Model Viewer... you will see that it has multiple skins. The skins used on a CS map are selected from within worldcraft by the mapper.

Decompile the hostage model with one of the MDL decompilers 2 see how 2 make skins ( I forget which decompiler generates the right type of QC file, but its a good EG for you to use :) )

Ahh... So that is how it is done. Very simple. Can you imagine a nice white axis camo on snow maps, whilist a lovely pea-dot on the forest.

Ohh...... baby.

Tekkobra
05-09-2003, 07:51 AM
Originally posted by Tekkobra
Ahh... So that is how it is done. Very simple. Can you imagine a nice white axis camo on snow maps, whilist a lovely pea-dot on the forest.

Ohh...... baby.

Come to think of it...

If I set up a 32 man server, does anyone want to help me set it up, then test this idea? I think it's the greatest thing since coffee.

I know Vandori is going to help, who is in??

Inflatablewoman
05-09-2003, 07:51 AM
its a cool idea... Suggestions forum?

Kraut-Killer
05-09-2003, 07:51 AM
me wanna test this!:D

awesome!

05-09-2003, 08:05 AM
i'd love it, hostile intent has this :D

i don't feel as "into it" when im running around on zalec with pea-dot camo :eek:

gabagoo
05-09-2003, 08:05 AM
sounds good to me
but what are the different skins going to be for zee allies ? trenchcoats maby ?

Inflatablewoman
05-09-2003, 08:08 AM
Won't this require code changes to work ???

/me watches with intrest, this would be so cool.

Inflatablewoman
05-09-2003, 08:09 AM
Originally posted by gabagoo
but what are the different skins going to be for zee allies ? trenchcoats maby ?

A trench coat would require a model change.

Tekkobra
05-09-2003, 08:09 AM
Hmm... I will get with Vandori and Cpt. Higgins on the skins and I will need someone to set the server up properly and edit all of the map.

Plus we need someone to make snow camo. I will get with the aforementioned on it.

Tekkobra
05-09-2003, 08:11 AM
Ok. I am going to lease a 32 man server, feel free to contribute $$ , if not no big deal...

CptMuppet
05-09-2003, 08:13 AM
Originally posted by Inflatablewoman
Won't this require code changes to work ???

/me watches with intrest, this would be so cool.

I don't know, but if they're in regular contact with VALVE then it shouldn't be too hard... especially if CS:CZ has map specific player models.

gabagoo
05-09-2003, 08:17 AM
Originally posted by Inflatablewoman
A trench coat would require a model change.
isnt that what this is about :confused: or am i missing something:confused:

Tekkobra
05-09-2003, 08:19 AM
Originally posted by gabagoo
isnt that what this is about :confused: or am i missing something:confused:

Yes, this is what that is about. BTW is everyone getting the new compiler down? I love the new transparencies, especially the ragged torn flags... kickass idea.

CptMuppet
05-09-2003, 08:22 AM
Originally posted by gabagoo
isnt that what this is about :confused: or am i missing something:confused:

Actually, a trench coat MIGHT NOT require a different model!!
What u could do: have more than one "bodygroup" for the model (like the multiple heads for Scientists and Soldiers in SP HL) but each "bodygroup" could have different bodies: Ie bodygroup 1- regular style; bg 2- trench, etc. Endless possibilities!

gabagoo
05-09-2003, 08:23 AM
i have the compiler but it doesnt work for player models yet
but i read somewhere that karitsko is fixing this problem:D

Tekkobra
05-09-2003, 08:29 AM
Ok I will move this to MSA and let's organize this idea...

I will pay for the testing server, unless someone wants to donate one. Then we can run only maps that have been modified to accept the new code.

Inflatablewoman
05-09-2003, 08:40 AM
Originally posted by gabagoo
isnt that what this is about :confused: or am i missing something:confused:

Ahhh I thought it was just changing skins, but changing the whole model. Wow.

Glidias
05-09-2003, 08:47 AM
Are you sure this can be done?

I checked documentation on Worldspawn entity. There is no mention of this.

I have no idea how map .cfgs work. currently in DoD v1.0, they are all blank!!! HAHAHA!

It only has a few variables. If you define your own variable by removing the SmartEdit, will it get registered? This gives me an idea....Perhaps, maps can depend on worldspawn variables or some sort of globals on the server itself to determine the state of buildings and various maps assets (destroyed, intact) and various objectives (fufilled, not yet fufilled) and hahaha have a campaign system! You will hop from map to map, and it will always appear different!

Even better, have different worldspawns possible? Multiple worldspawns? Let worldspawn have a master?? Of cos, currently only 1 worldspawn is allowed by standard hl rules. But it would be really cool to say, experience a map with differnet worldspawns and different info_doddetects (<- info_doddetects are possible because you have Masters and you can have multiple entities of this, but not worldspawns...so its possible to restart the round and it starts to rain/snow all of a sudden!). But imagine: with different worldspawns, means different Sky Image, differnet Wave height, different Chapter Title, different default Light Level, etc. LOL, we're talking about experiencing a map on the server, loading it once and it appaers night, loading it again and it appears morning, another time and it appears evening. Also, you've got wave height to lamely simulate tides (well, its not water level though...just water choppiness...so maybe storminess( Perfect for RPGs like the Mastersword HL mod mmrpg! Too bad no time to explore the HL sdk source code to see whether this can be hacked and changed.

Map specfic models with .cfgs and worldspawn?? I don't think so. SHow me. I mean, if it was the case, it would have 'appened long ago already.

05-09-2003, 09:40 AM
Man, I've been here forever and I feel like such a n00b....

WHERE ARE THE MSA FORUMS hehehe :D

CptMuppet
05-09-2003, 12:53 PM
Originally posted by Glidias
Are you sure this can be done?

I checked documentation on Worldspawn entity. There is no mention of this.


Open Hammer > Use the Counter Strike FGD > Make a monster_hostage entity > under the properties of the hostage, you can choose skin/model...

I certainly know that the very minimum ATM (and in 3.1) was that different models could be used (one of the official 3.1 PARA maps used wehrmacht VS 101st although I cant remember which) I remember reading some 3.1 docu ages ago about choosing models for maps (I cant remember how though :( )

05-09-2003, 02:20 PM
I hope you guys can figure this ut & pull it off! This would be so sweet!

Spork
05-09-2003, 02:24 PM
ill help test

Long live Rn !

05-09-2003, 02:57 PM
do this for the v_models as well. Be cool to see gloves on your GI/Soldat in a snow map...

gabagoo
05-11-2003, 11:01 AM
:o

Moosedori
05-12-2003, 03:40 AM
Good job thinking with your heads, guys.
I don't think that we can pull anything off with the map specific skins without the help of the Dev team.

I would totally dig having specific skins for certain maps. Hell, I'll offer to do all the skins myself!

Now, if the dev team wanted to contact me and we work something out for this. Well, that would be very awesome. (hint, hint.) :D

Sly Assassin
05-19-2003, 04:30 AM
Any luck with this idea at all? I'd also love to see this idea work and I'm sure all NZ Doders would love it too :D

05-19-2003, 12:33 PM
OYE OYE...

I think I actually have the solution to all your wildest DOD dreams...

Now that sounds a bit presumptuous but I have a working solution to the problem of getting different v,p,w models/sounds and more to load up in DOD depending on the map !!!!

Let me ellaborate. I guess you are all like me changing every week your models, sprites, sounds and the rest as soon as you see a new one apearing in the DOD Editing Forum. I was growing bored of having to back up my models installing and un-installing all the files manually each time I did a model/sound update. So I got my trusted C++ compiler out (NERD ALERT!!) and created a pretty cool program that does LOADS for my favourite DOD.

Here are the specs:

1) Automatically installs any DOD files. Hence no need to know where the files are located in your DOD install. The program finds the file for you and replaces it.

2) Automatically backs up Original DOD file whenever you update one. For instance if you give it v_colt.mdl it will automatically update the colt model but also keep safe the DOD original colt.

3) Automatically revese to DOD standard install. So if you messed up somehow.. and your FPS gets to 30... you can restore all the originals by the click of a mouse.

4) BEST OF ALL, it supports some kind of configuration mechanism and that's how you can get it to automatically load different models/sounds depending on the map you want to play :D

Still with me ?

If you guys are interested just reply to the message and I'll tell you more.

PS it's also dead simple to use (just click on a shortcut to get it going..) and super small (0.5 Meg) so it could be packaged with any model-set.


BiggusD.

Draft Dodger
05-19-2003, 01:09 PM
Let me understand this:

I'm playing on a server and find out the next map is dod_kalt. I think, "Yes! A snow map! I want to load up my custom snow models real quick."

I have to disconnect from the server, double click on 'snowmodels.exe', and all my player models are changed to snow camo. Then I rejoin the server, (hopefully no one took my spot), and I play with snow camo.

Then the next map is dod_forest. I say, "Yay! Forest camo!", disconnect from the server, run 'forestmodels.exe' which switches my player models to my downloaded forest camo. I rejoin the server and play with forest camo.

Then the next map is dod_caen. I say, "I like the default British models," so I exit the server, run 'defaultmodels.exe' which switches my player models from forest camo to the default models. I rejoin the server and play with the default models.

Did I get it right? All that disconnecting and reconnecting is kind of a pain, but Alt-Tabbing in Half-Life to run the .exe while still in the server kills my sound. Your program sounds like a quick way to switch models, with the resources available. Good thinking.

Moosedori
05-19-2003, 01:26 PM
That's an awesome program, would really simplify installation of skins a lot. Would like to see that. Would be really handy if you've got 6+ skin sets to get installed and choose from.

Dodger has a point though, about disconnecting and reconnecting. It would be a real pain in the butt. But it would be our only option, I'm afraid.

Also, you can't alt-tab out of HL and swap out the models. Once HL loads the models, it will only use those models until the program closes.

All my tests with hot-swapping models and sounds have come up with either the files not copying over, HL crashing, or no effect being made.

To see anything really come of this, we're gonna need the help of the Dev team. They gotta code in the feature.

I'm willing to donate my skins and work with them to get all the maps covered, but 'till then all we can do is swap models and reload HL.

Tekk, go bug them about it. You know the dev team. :D

05-19-2003, 03:37 PM
Good point Draft Dodger, it's not quite as it works but as Vandory rightly said. One cant seem to be able to load models dynamically.

What can easily be done though is to use All seeing eye and setup one config per map. Once that's done, when you join a server that is listed in the forest map section of Allseeingeye, the tool loads the models for that map and kicks off halflife. :D
So it's fairely seemless.

I've got to say I use this program so I can play at anytime any combination of configurations for instance I have a config that selects Vandori's 82nd para models, one that selects jaja's p_models pack and one that selects Devin Kryss SS V3.
I have created a shortcut on my desktop that calls up those 3 configs toguether and hey presto I've got a spanking new looking dod. As you can see you can combine any combination of configs to make unique DOD look&feel.

I think ultimatly this tool can simplify models releases/install for noobs since they pretty much don't have to know anything to install or un-install models/sounds/sprites/scripts and the rest.

Vandory if you want I can package up your models say with Devin Kryss SSV3 ones and send it to you so you can try it out.

If you guys think it would benefit the community, I'll open a new thread (name ???) and advertise it there for those interested...

BiggusD.

gabagoo
05-19-2003, 06:38 PM
hmmmm this looks like it migjht be getting somewhere :D
good job biggusdickus:p
i say keep on working on this c++ program untill it is possible to access it through the HL consol;)
keep up the good work lads

05-20-2003, 06:03 AM
I remember seeing a program for halflife that allowed you to dynamically change a voice recording you could play whilst playing the game.
I think the same principle could be used here with models; But I can't remember the name of the program... :confused:

Anyone knows what I'm talking about.

BiggusD.

MaRzY
05-20-2003, 07:09 AM
Here is something i've played around with before, and although i got a model to compile with extra skins i could never get them to change. I guess now i know a bit more these probably work like submodels and have to be coded into the game, but this is probably how the cs hostage works.

$texturegroup <groupname> {bmp groups}
This lets your model have interchangeable skins. This example shows how the normal body skin and normal head skin is replaced by a pain skin for each. Be sure to include the .bmp extension.
example:
$texturegroup pain
{
{ "body_normal.bmp" "head_normal.bmp" }
{ "body_pain.bmp" "head_pain.bmp" }
}

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