Half-Life 2: Short Stories is a team working on a group of modifications that take place in the same realm. A lot of the focus is on the story and gameplay, new innovative set pieces and puzzles. After the release of the first episode of Human Error, the team is planning to release more episodes and expand the characters and the world.
This Is Human Error - Episode 2: Another Dev Diary post. This time showing creation of a small choreographed scene and the gibs for the mantaray.
Posted by Au-heppa on Jul 23rd, 2009
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.