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Ive been trying to figure this:
Gera_Payne Oct 17 2018
Look, you've got SUBANIM_CUSTOM lines with IDs from 870 to 903 in characteranimid.h. IDs from 904 to 999 are obviously free IDs for subanimations so you can create new animation in male.h or Male_player.h like here
[Animation] Index = (Anim ID from 904 to 999); Filename = "anim\sub_(animation_name).kf2";
[Reference] Name = (Animation_name);
You just have to make sure you've got right .kf2 animation file. Also you can use anim\GetHit_Small.kf2 animation as subanimation if you don't want to create new stun/pain animation with Milkshape 3D.
To make playable character play stun/pain subanimation you have to open every Bullet(weapon_name)_Enemy write TRUE in collision explosion, go to Animationset section and write something like
[Animation] Index = PROJECTILEANIM_EXPLODE; Filename = ..\dummy\dummy_l0.kf2;
[Message] Frame = 0; String = "this->LI_CreateLevelItem(stun);";
But don't edit Grenade and Molotov projectiles because they won't explode by right way. Then go to level_items folder, copy file and folder of any item (Painkiller.txt for example), name them both "stun", open stun.txt write 0.00001 instead of PROJECTILE_LOD_DRAW_ALWAYS in Distance section, go to [OnFirstPickup], [OnPickUp] and [OnCantPickup] and write
[Message] String = "activator->C_SubAnimate( stun );";
You can also do something like this if you want to make more stun/pain animations for different bullet projectiles.
Modifying skins with Milkshape is actually as simple as cake. Textures can be easily changed and low poly models are fun to edit there. You only have to make sure you imported male_pose (or female_pose), .kf2 and .skd of editable model before editing ready model. .OBJ, .SMD and some other formats are no problem to import in Max Payne 2 as re-rigged models in .kf2 format. The only big and even HUGE problem is rigging fingers so you better to use hands from ready models or rig unrigged humanoid model manually, fix position of hands and fingers and rig it with autorig function (Tools->Joint Tool->Assign unassigned vertices to nearest joint, put a tick on "already assigned vertices too" then press OK)
Gera_Payne Oct 18 2018
Restore Enemy_(Weapon).txt to normal or delete it if you are making .mp2m instead of total conversion, open enemy bullet projectile files from BulletBeretta_Enemy to BulletStriker_Enemy replace ..\dummy\dummy_l0.kf2 with ..\SharedMeshes\BulletBeretta_L0.kf2 if it's 9 or 10mm bullet (Beretta, MP5, Ingram), ..\SharedMeshes\BulletDesertEagle_L0.kf2 if it's .50 cal bullet (Desert Eagle), ..\SharedMeshes\BulletSniper_L0.kf2 if it's rifle bullet (AK, M4 Commando, Sniper Rifle) ..\SharedMeshes\BulletShotgun_L0.kf2 if it's shotgun pellet. Remember, you must skip BulletGrenade_Enemy and BulletMolotov_Enemy.
Still I don't know how to make better for you. You better to make experiments all by yourself because you are making your own mod and you can do whatever you want if your scripts, new models and textures doesn't cause bugs. You can always learn something from mistakes.
P.S. Check out projectileanimid.h to find out what is the meaning of Animation index 2.
Out for a long time now and i just cant get it to work! Could you show me what your talking about with Pictures like you did with the Hex editing That made me understand exactly what you meant so could you pleas do that with this becouse i really want to get this to work and i have read it about 30 times now and still dont get it :/
How do you make it so the shadows stay on the bodies?
Oke now i have some thing completely diffrent.....i hope that eventually il learn too figure things out myself.......but do you know how to simply speed up animations?
Exception in engineInit:Animation index 2, obligatory for projectile "Enemy_Beretta" was not defined or shorter than maximum frame length
This stuff is complex 0_0 :/
My god do you help me out with this so ehm so how do subanimations work?
also i realise this one is kinda stupid but how do you modify skins with milkshape? and how do i potentailly edit 3d models which im not exactly looking to do im just trying to see if i can make some of the earlier game models fit onto the later game badguys
this mod is allot like the one im working on only allot worse *joking* could you pleas fix that max payne model make the hair on his ears go away and maybe broaden his chin slightly then hes fixed also would you mind i take some elements of this like the shadows for ragdolls and stuff il credit
so my mic broke down and this time it was before i was done with my project :/ atleast i dident say 1400 lines before it broke down this time though! RAAAAAAAAAAAAAAAAAA welp il see what the hell can be done now oh well Gee
I know how to make voice sets i have already done so for most ones i have changed but im wondering if it could randomise 2 diffrent sets for 1 character....also i almost feel guilty for asking any more questions becouse you have been so amazingly helpfull but do you know how i could enable stun/pain animations for max and mona?
Thx for the help im modding the game and making it the way i want now I have 2 more questions 1 is it possible to randomize the voice acting for characters im asking becouse im trying to make it consistent but that may not be possible if certain heavily repeating enemy's all sound the same i doubt its possible but id like confirmation.
Can the Campaign maps be edited i saw you needed sources or something and they only released the manor and this test map has the modding community found a way or is it litterally impossible to change the maps at all?
i think i know how to make new weapons and stuff like that but if i cannot edit the maps to have pickups for that i rather just change the weapons that are present
Oke so heres Normal Hex of the Model i want to make a texture set for
and here is the texture set from a diffrent cleaner i want to use
What does it look like when i do it correctly?
Is it possible to make their heads random as well or is that impossible?
Thx il keep an look out for that i assume the eyes blinking is like that as well..
eh i think i get it mostly but id like you to go into slightly more detail im currently staring at lines of code in the Hex editor.
im just useing this as an example...what the hell needs to be deleted about this its making my head hurt and after im suppose to delete it does the text need to be replaced with the text of the model i want....?
also if i were to take the head of the Blackop A and put it on Blackop C and then weld it would that just work? i dont think so and im starting to get quite annoyed with it
Im trying to do a couple of things 1 im trying to change the way how some npcs look and secondly i want to put in more face variations so the later game enemys like the Semi Cleaners dont all look the same but i keep getting issues like the Vertices missing and stuff like that and while i realise that could be fixed bye following some tutorials i dont see why those elements shouldent just come with it when i import do you know why this is happening? also what is blender? Thanx in advance for your response.
Reeeally dont wanna be that guy but they made an atrocious use of the smod engine
What like your going make chapter 2 to this where the hell would you even begin?
I have been checking out some of the unused animations and i came across 6 interesting ones for the Hgrunt (Straferight)&(Strafeleft)&(hoprail)&(divecover)&(Diveaside)&(kneeldive) and some other ones Are you planning to add these Ones back in the game?
What program do you use to Make/Export Skins I use Milkshape3D and i just cant get it too work!
Id rather take them LONG than Rushing it seriously I HAVE HAD IT WITH THESE GODDAMN HALFBACKED GAMES/MODS seriously WAIT UNTILL ITS FINISHED if we havent heard squat in the next 3 months i will take back what i said ke?
This mod could work greatly with my realism reballance mod
if this project would fail i would be ******
I Modded MaxPayne 2 and now i like it so..........eh yeah
Working on Hecu Voice will be done in about 1-3 days tops
From what i heard no idea i kinda hope not becouse i really want them to pack this with as much awesome stuff *** possible
How do you mod the game to set Max's Health settings like how much health he loses before he limps also how do you turn on pain animations for Max Payne
i am thinking about many MANY oppertunitys to create amaing scenarios why dont you just go and call this mod Ultimate life or something becouse its not neccisarily more hard as its more well Half-Life regardless i had some fun ideas for events and voices for personel and offcourse hgrunts and im super excited about this Mod im wondering are you guys going to put in the m4 as well as the mp5 i know originaly it was just the mp5 but it just makes sense to have the m4 as a more powerfull weapon for the military too use pluss more guns the better also i think it would be a fun idea to make aliens to feed neutral to you like if you feed a bullsquid in the meatlocker he will no longer attack you and stuff like that maybe the same with houndeyes alltough i dont know how it would be for them i dunno i just like those enemys and would appreciate the ability not to kill some of them like hgrunts too lol i guess what i am saying is maybe have a couple of areas where you can avoid conflict if your good enough which would also add too the menace of some enemys like the hgrunts i can think of so many ideas to add custom dialogue where Hgrunts are talking about how Efffed the situation is i think there is allot of potential too make this frankly the most epic Half-Life mod ever not only just the hardest one..i find it funny that bye making it harder it also becomes more realistic at the same TIME! lol that really says something about modern games ha. i dont really know why i am rambling on like this i guess you can say i am just excited.