In this second episode of This Is Human Error we continue showing you some of the progress on the mod. First, I amuse you by recording some placeholder lines for one of our Civil Protection team members named Noah, and drinking some coffee. I then show the process of adding these new sounds into game sound script files, editing the phonemes into the .wav file with Face Poser, creating a vcd file for the wav files, and adding the vcd files into the response rules. We then see short gameplay video of where this sound is used.
I also show some easy creation of simplistic gibs for the mantaray. Having the model open in XSI I select the polygons that I want to be part of the gib, and make a copy of them. I then fill in the hole with new polygons creating a solid piece. I proceed to uv map the new polygons, giving them a simplistic yellow intestine color, typical to Xenian's blood. As I have already the texture ready from before, I am ready to export the gib into a .smd file.
I write a .qc file using a template I made for the other gibs. Since the reference model isn't complexy shaped, and has low polycount, I can use it for the physics model as well. I run the .qc through studiomdl.exe and I have a working gib model. After this I go to the mod source code and I add the new gib model into the list of gib models in the mantaray's AI. I am then ready to go test the new gibs in-game.
Good video yet again. I really enjoy these dev blogs. Our workstations are similar except I spend more time being distracted and drink soda instead of coffee :D I also don't have an awesome accent like you.
Nah. I actually have a huge pile of cola cans in the corner of my room that need picking up.
lookin good. those mantas are freaky.
Damn, you people are doing some awesome work here. I really look forward to playing HL: Short Stories.
impressive
very cool!
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hey wouldn't be awesome if they let us use the hivehand the alien grunts use in human error episode two but who do i suggest this to.