Type: Halflife Multiplayer Pluggin Model Name: Etac ( Epsilon Tactical) Release Date: 7th May 1999 Author: Ian Waugh E-Mail: or Homepage: No ( maybe later ) Files: ETac.mdl, ETac.bmp, ETac.txt Instructions: Create a folder Half-life\valve\models\player\ ;ETac and just unzip all the file into there. This model can be freely distributed as long as this text file is included, unmodified. If you wish to include it in a compilation, Mod or commerical product, please email me first. If you want to do a skin for this model and are a good skinner ( i.e. better than me ) then email me, and I'll help you out with smd files and base skins. Description: Tactial unit Epislon, assigned of the Black Mesa Internal security rapid resonse tactical operations unit, Experimental Divison. Epislon is the only member of this unit to have survived the Half Life incident. Rummors about the Experimental Tac guys can be heard all round the Black Mesa base. People say they are mutants...
Type: Halflife Multiplayer Pluggin Model
Name: Etac ( Epsilon Tactical)
Release Date: 7th May 1999
Author: Ian Waugh
E-Mail: gundam@btinternet.com or ian.waugh@virgin.net
Homepage: No ( maybe later )
Files: ETac.mdl, ETac.bmp, ETac.txt
Instructions: Create a folder Half-life\valve\models\player\ETac
and just unzip all the file into there.
This model can be freely distributed as long as this text file is included, unmodified.
If you wish to include it in a compilation, Mod or commerical product, please email me first.
If you want to do a skin for this model and are a good skinner ( i.e. better than me ) then email me,
and I'll help you out with smd files and base skins.
Description: Tactial unit Epislon, assigned of the Black Mesa Internal security rapid resonse tactical operations
unit, Experimental Divison. Epislon is the only member of this unit to have survived the
Half Life incident.
Rummors about the Experimental Tac guys can be heard all round the Black Mesa base.
People say they are mutants or cyborgs or enchanced with nano technology or even some
wierd medical/genetic experiment. Their armour and personal equipment is certainly unlike any thing
anybody has seen, although some say their body protection system is an offshoot of HEV suit technology.
The only fact is that all other facts about them are classfied orange 6, strictly need to know.
But a few people, who have actually seen them in action, just say this one thing about them.
When they shoot, they never miss.
Influences: The model isn't based on anything or one in particular, but then it is really
just a fairly generic male human character, so it isn't exactly original.
The monnacle site is I've seen before some where, don't Apache gunship pilots
wear similar things, plus I used a similar idea on a Quake 2 skin I did a while a go.
The body is of an athletic male, faily heavily built and with a youngish face.
The armour was just made up.
Model Info: vertices :409
Polygons :782 tris
Skins :2 CBody.bmp 256x256
CHead.bmp 128x128
No Team Colours
Skeleton : Valves Standard Biped
Animation : Mostly Valve, but the following have been altered
look_idle : holds hands down
idle : holds hands down
deep_idle : holds hands down
crawl : Less clavical movement to reduce deformation
ref_aim_crowbar : Holds bar lower,
ref_shoot_crowbar : Holds bar lower, with more of a twist in the action
ref_aim_onehanded : Holds pistol slightly at an angle with straight arms
ref_shhot_onehanded : Fire pistol from above postion with body twist and recoil
ref_aim_shotgun : Holds shotgun higher and further away from the body
ref_shoot_shotgun : Fire from above postion, with lots of recoil and a pump action
ref_aim_mp5 : Holds the gun with one hand at arms length, with the left hand covering it
ref_shoot_mp5 : Fire from above postion, little recoil.
Model Notes: Model number two. better than model number one, Major K. Still has several mapping errors
though, the left foot went all wrong, and the seems on the arms sould be in on the
inside of the arms for better line up. The animation was changed just to see if I couild do it.
The changes made are fairly small, but do give the model a bit more of a distincive look in play.
The Weapon anims changed are ones I tend to see most in a deathmatch.
The mesh is is totaly original, but was desinged to fit the valve biped, and turned out rather to
simalar to the Gordon model. I'll Try to do something a bit more original next time.
The big problem is the poly count. 782 is a awful lot of polygons for a generic male with a headset.
My Excuses for High Poly count:
I used 6 sided sections for the limbs, 8 for the body, 4 sided is more common and cheaper on the polys
but I find it makes models look a bit to square.
Extra vertices and polys to make sure the limbs dont deform when them moved, since HL vertices are
rigidly attacked to bones, if you don't put extra vertices in the limbs, they will squash themselves into
flat bits when they move. Much care was taken to avoid CAS (Collapsing Arse Syndrome), a common problem
with HalfLife models, I haven't been 100% succesfull stopping CAS but it sort of works.
The headset takes up a few polys, I could of