A total recreation of the SD models. which I never liked his style, but yes his complex system of animations.
A total recreation of the SD models. which I never liked his style, but yes his complex system of animations.
No more to say.¯\_(ツ)_/¯
For instalation: only put the valve folder in the Half Life folder and remplace the originals models.
Credits:
Dakashi Creator of the scientist clothes texturas and editor of the faces textures.
Enfield For the Ambient Impact models
LeonelC For the scientists faces and other rescaled textures texture
Sandi For his creation of the better mouth bones.LIL-PIFFor help me with the bones
Looks amazing! 😺
Thanks!!
Woah! Nice mix! I like that they look more serious now, just like it's intended to be in Black Mesa!
Some criticism:
- scientist trousers' texture is not seamless on the inner side of legs (dark/white transition).
- some textures are NPOT, which rarely can lead to problems, and I suggest a power of 8.
- scientist's model is splitted in 2 parts, it's better to compile it in single MDL.
- if you have better texture sources, it's possible to make a bit higher resolution, for example 552x552 instead of 512x512. Also, the side of non-square textures can be even more, just needs do not exceed a number of 640x480 (307200) pixels to be GoldSrc-compatible.
- Barney's outfit could be more detailed if splitted on several textures instead of 1 barney_body.
Thanks for the criticism. I will keep it in mind for future updates.
Half-Life will downscale everything that exceed 512x512.
If you use 640x480, the model will compile, however the renderer will downscale it in-game to 512x384... thus you will lose quality.
If you have to use different sizes than 512x512, you better stick to:
512x384
512:256
512x128
for the rest you can do the math.
Btw: for those that are wondering, no 1024x255 will result in 512x128 by the renderer.. and 768x384.. will result in 512x256.
Better use more textures, than not supported sizes...
Not sure about how renderer can downscale textures. It's first time I heard something like that (any proofs?). The problem is not the model won't compile (it solely depends on used compiler, the defaut one will not be able to compile texture over 512, so you have to use custom compiler, as well if you want to compile large textures in one file instead of splitting it in model+modelT.mdl), the problem if the texture size is over limits (307200 pixels) game will not start with that model at all. I used such textures and never noticed that I lose details... Of course, texture splitting is better option if possible.
The glasses variation has an error where his clothes noclip entirely trough his pants. I dont know if its just my Half-Life or a general error. Nice models, by the way!
I think I don't quite understand the error, I would like you to send me a photo to see the it better.
Nevermind i fixed it, it was my Half-Life
Small question, with what program do u edit and animate the models?
Oh, I don't animate the model, SANDI took care of that and I think he use blender. I use Milkshape to edit them.
TE FUISTE A LA MIERDA, ESTAN BUENISIMOS
UNA COSA' D' LOCOOOO.
Gracias gauchoo
If Bruss had been on board and tasked with working on the original HD pack, the world would be a much better place. :P
Even as a fan of the low poly models, these are undeniably fantastic.
Thanks my friend!!
I'm literally crazy about LD too, but, precisely because of how ugly these HD models looked to me, I had to make them myself, haha
These models look amazing!
This is really good. Any chance you can do the same treatment to the rest of the scientists and Gordon, Gina and Colette?
Thanks!
For the moment, I don't think so. But meaby in a future.
glad that I could help, at the same time I didn't really do anything xD Looks great!
Nah, you always help with something, so thanks buddy
will you make the other humans/aliens like this? because that would be sick!
I don't think so, is to much work :(
this is so good this is a 10/10 good work man
Very good Model work! why does Barney's Name Tag show 'Conners, Barney'?
Is his last name.
No zombie model?
No, for the moment.
> only put the valve folder in the Half Life folder and remplace the originals models.
Please don't. Use the *_addon folder instead. It's been close to 2 decades since this feature is added yet people are still blissfully unaware of it and ask people to potentially corrupt their game files smh my head
I don't even know that a addon folder for half life exist until now.
The best of both worlds. Really cool stuff. Would be fun to see your interpretation of other models too, especially the grunts.
Thanks! Maybe I wanna do Rossenberg, but it's not a sure thing
would loved to see this ported to source
I got tired of waiting for someone to port this to half life source, so decided to do it myself. Took me almost two weeks to port it. since I don't have any experience with modding, blender and stuff. But somehow I made it work.
Really? I can see the work?
Yes,you see this is my first ported mod and I'm still a novice when it comes to modding so I'm sure there are some scripts that dont make sense specifically in the qc, but my port works perfectly on my game. Porting it was really hard on my part cause I've encountered issues with materials count. So i decided to learn some blender and decreased the materials, merge some textures and edited the uv maps. Also added mouth smd's to make tge mouth move and ragdolls because its half life source.lol. However i decided not to include some bodygroups that uses chrome textures, because it adds to the material count again and i dont know to edit the vmt files for the chrome textures aside from barney's helmet.I must say, your models looks better in hls even without the chrome texture.
That sound awesome. I really hope to see your work done!
I can send you the port and you can distribute it if you want, just give me some credit for the port. but i need to reconvert the vtf files first cause i didnt noticed some got resized. Anyways I'm trying to port some hgrunt models as well, but I'm encountering some issue that I've been trying to figure out for a few days now. You see whenever i try to port some hgrunt models I'm experiencing an issue wherein the grunt plays another animation in between his firing animation and noticed that animation to be the first animation sequence in the qc.So when he's firing his gun he walks after in the same place without moving. its really weird, i tried to change the order of the first animation sequence and then noticed that animation to play instead of the walking animation. whatever hgrunt models i tried to port this is whats happening and then tried to decompile the hgrunt model that works well ingame to see the issue and compile again without editing to test it, and now it got broken and has the same issue. Do you think its a problem with crowbar? do you know whats causing this and perhaps know how to fix it? thanks
No no, upload for yourselft if you want. I don't have any problem with that.
And and don't have any idea why that problem appear, I don't use crowbar, sorry :(
this looks great, can i use your models in my mod?
Sure
Can I use these for a Half Life mod I'm working on? because i really love these models. If so, how would you want me to credit you?
Yes of course, use it. Sorry for the late anwser
holy **** this looks... GREAT!!!! no no... THIHS IS SUPER GREAT!!! AMAZING!!! :D