Headshot Heads Are No Go :(
MaRzY
06-07-2003, 11:11 AM
I can't get this to work ingame because of the file consistency thing..:(
Which is a shame because i would of loved to see it working in dod, i've made a gif file showing you it working in HLMV. If it had of worked ingame, then i would of edited the head so the jaw droped open and part of the back of the head where the bullet would of exited, aswell as a better skin and some tweeking.
WARNING LARGE GIF 1MB
Bullet hit headshot head preview (http://homepage.ntlworld.com/scitzo/headshot.gif)
Oh well sh%t happens.:(
Russ. Conscript
06-07-2003, 11:14 AM
how did you do that? its amazing, but too bad u cant get it to work :(
HS The Whap
06-07-2003, 11:22 AM
That would of been the best idea to date.
damn man... that would have been awesome.. dod team take note! lol. thats so sweet. aw well watcha gunna do. :rolleyes: :p
Too bad it didn't work in game, that would have looked really awesome:(
omfg @ .gif
Thats amazing! Very sad that it doesn´t work. :/
I dont get it, what doesnt the game like about that? The model hardly changes. The skin change should be no problem at all. Its not like the model is sticking 5 feet outa the hitbox or anything.
Looks fricking awesome btw. Nice work Marzy.
One thing tho... if you got your helmet shot off (without dying), whouldnt it look like you took a bullet between the eyes?
OTOH, that might look kinna neet, in a Devins-zombie-model kinna way :D
Zweett00th
06-07-2003, 11:49 AM
OOw, plz dont give up yet :) I'd love to see that in game
[n0x]PLUS
06-07-2003, 11:51 AM
totally out of the topic..
how did you make that thing a movable gif?
Dances w Wolves
06-07-2003, 11:57 AM
nox PLUS, u get a piece of animation software, then take screenshots of each frame of the animation using half life model viewer, then put the shots in order and save and there u have ure moveable gif :)
Residue
06-07-2003, 12:08 PM
holy **** man, nj, i wish it worked. id definatly use it.
NotAgOat
06-07-2003, 12:09 PM
Anyone know where to get a shareware version of that kinda prog?
HS The Whap
06-07-2003, 12:09 PM
HLMV?
NotAgOat
06-07-2003, 12:16 PM
I dont think you can make gifs with hlmv, I just went and looked at a model sequence and there wasnt a way I could find...
HS The Whap
06-07-2003, 12:25 PM
he took a ****load of screenshots, then put them into a gifmaker, I do beleive.
Dances w Wolves
06-07-2003, 12:29 PM
yeah i explained that HS he wants a piece of software to do it with ;) non that i know of.
HS The Whap
06-07-2003, 12:35 PM
You could write a screencapture script, and do it that way. :p
Podunkian
06-07-2003, 12:50 PM
Just an idea as to what's wrong with it but edit the qc and add your new bone (for the alternate face) into the hit boxes portion of the qc, where it says // 21 hit boxes
$hbox 1 "your bone name here" -0.650000 -3.700000 -3.250000 9.000000 4.600000 3.250000
Try it and write back.
Heinrich M
06-07-2003, 01:13 PM
Damn, that is freakin awesome! Sucks that it won't work in-game, hopefully someone will figure out a way to do it, if possible!
Yes...this WILL be finished somehow...I decree it... :D Well that is an awesome job there Marzy, great innovation as usual, but sad sad sad that the game won't let it in... I hope we find a way around this later...
MaRzY
06-07-2003, 09:47 PM
Originally posted by Russ. Conscript
how did you do that? its amazing, but too bad u cant get it to work :(
Well i added two extra bones to the head0.smd file using notepad, and named them neck2 & head2 and made it so they where positioned inside the chest cavity of the player model. I then added another head model with a gore skin, and also placed this inside the chest cavity, rotating it sideways to conceal it better. Next i assigned the gore head to the head2 bone and imported the headshot.smd file and selected frame 2 and moved the neck2 bone so it lined up with the normal neck bone, and set the keyframe . I then edited the head2 bone for each of it's 47 frames, so in the end my gore head followed the same animation path as the normal head. Then going back to frame 3 and selecting the normal head bone and deleted every keyframe from frame 3 to 47. That just left me going to frame 2 and moving the normal head inside the cavity of the chest using the head bone, and set keyframe.
So when the anim plays, on frame 2 the gore head replaces the normal head, and the normal head gets hidden in the chest for the rest of the anim, while the gore head follows the same animation path as the oridinal headshot anim.
Originally posted by DarKcyde
One thing tho... if you got your helmet shot off (without dying), whouldnt it look like you took a bullet between the eyes?
The anim would only work with the killer headshot player anim.
Originally posted by Podunkian
Just an idea as to what's wrong with it but edit the qc and add your new bone (for the alternate face) into the hit boxes portion of the qc, where it says // 21 hit boxes
$hbox 1 "your bone name here" -0.650000 -3.700000 -3.250000 9.000000 4.600000 3.250000
Try it and write back.
Ill give it ago.
Does anyone know why it's happening, is it because i've animated the extra bones, or maybe because the two extra bones stem off from the spline3 bone, just like the normal neck and head bones do. I mean you can add an extra bone for moving mouths and that works fine, so why not this.
Sgt.Sinister
06-07-2003, 10:20 PM
Well, hopefully the DoD Dev team will take note and include this in the udate to 1.1 like they did with the muzzleflashes. We probably wouldn't have them if Ripa hadn't discovered them or whoever it was...who knows?
mad h4x marzy. mad h4x.
:D
Podunkian might have a point, you're moving the head hitbox down into the chest, it might not like that.
MaRzY
06-07-2003, 10:30 PM
Originally posted by DarKcyde
mad h4x marzy. mad h4x.
:D
Rofl, well it's for a good cause......:)
I am simply amazed and impressed with the DoD Community. You guys are cranking out new ideas all the time. I appreciate all of the hard work everyone does and all of the creativity they put into their work.
Keep workin' at it, man....I know we can figure it out.
Lorda Mercy
06-07-2003, 11:10 PM
Ques:
Can we apply blue (transparency) sprites to the anim to make the head look like chunks are missing?
That sounds really neato, i hope you can this figured out.
DimitriPopov
06-07-2003, 11:37 PM
.....If i get my sig working it will be an awsome GIF that i made cause i read this thread and remembered my animation shop prog.
xXMaverickXx
06-08-2003, 12:01 AM
that is awesome to bad u cant get it working ingame =O(
MaRzY
06-09-2003, 02:15 AM
Just thought i would let those know that might be intrested, that thanks to Podunkian for coming up with away to get these working ingame, i can now carry on. Although now limited a bit , as im only changing the face rather then the whole head this time around, but still it looks very good.
I will be working on a german set, that i hope to replace all the die anims with, seeing as only the headshot anims are without the helmet, so the rest of the die anims should not look out of place, because the helmet will cover the bullet hole part of the skin up.
The one in this preview below works ingame...:)
MWIP: German Frag Head0 v 2.0 Preview (http://homepage.ntlworld.com/scitzo/headshotv2.0.gif)
Smitty
06-09-2003, 02:23 AM
Yay!!
gabagoo
06-09-2003, 09:29 AM
Originally posted by MaRzY
Just thought i would let those know that might be intrested, that thanks to Podunkian for coming up with away to get these working ingame, i can now carry on. Although now limited a bit , as im only changing the face rather then the whole head this time around, but still it looks very good.
I will be working on a german set, that i hope to replace all the die anims with, seeing as only the headshot anims are without the helmet, so the rest of the die anims should not look out of place, because the helmet will cover the bullet hole part of the skin up.
The one in this preview below works ingame...:)
MWIP: German Frag Head0 v 2.0 Preview (http://homepage.ntlworld.com/scitzo/headshotv2.0.gif)
man those are cool:cool:
but i still dont really understand how the bloody face pops up in front:eek: :confused:
i tried playing the sequence step by step in HLMV but the whole model dissapeared :eek: :confused:
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