Dark Matter is the unofficial final chapter in the Half-Life saga. Step into the boots of Kovac, an agent of the Special Black Operations unit tasked with containing the situation after the failed experiment at the Black Mesa Research Facility. When Gordon succeeds in launching the Omega satellite delivery rocket, the government becomes concerned that the HECU failed to stop the launch, and that Freeman is a major threat to the military machine and the cleanup operation itself. Your unit is deployed in order to observe the military forces and assist when necessary. On route to the insertion point, your unit's helicopter is caught in a portal storm and ends up crashing somewhere in the facility. You awaken several hours later, new orders have come in, the research facility has passed the point of no return. All units are to assist in delivery of the package, the final hours of the Resonance Cascade have begun...

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Report RSS New HECU Grunts (view original)
New HECU Grunts
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Qwertyus
Qwertyus

If you're interested, I could add some additional animations to them (like from Decay etc.), which could be used in different scripting scenes.

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D3ads Author
D3ads

There's only "Gordon Cap" in the Decay ones isn't there? I wasn't worried about that one really, I'm not aware of any others...

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Qwertyus
Qwertyus

All new sequences are under "plunger" sequence (soldier_dump, cap_gordon, throwback_grenade etc.).

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D3ads Author
D3ads

I don't see those on the PS2 models, only cap_gordon, so it looks like I'm missing some (I have soldier_dump from BS of course)

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23-down
23-down

The extra Animations were possibly added in Hl Decay PC port whether they are official or custom made I can't say.

Hl1, Decay, Blue Shift & Op4 all had unique soldier Animations. And unique Animations for several other npcs, zombies, Scientists, Barnies - the list goes on. It's certainly good to have am all available. The ideas usually arrive when seeing the animations while mapping. :)

Good luck to you. That mod looks stunning. :)

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Zorro_de_la_noche
Zorro_de_la_noche

Nice.

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Bekey
Bekey

cool

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Hardflex
Hardflex

Fake and gay

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Super1Hawk
Super1Hawk

Make it better then.

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Suparsonik
Suparsonik

It's a joke.

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Lucifer97
Lucifer97

They look great ?

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Rawflesh0615
Rawflesh0615

HECU Marine: Recon team check in!

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alialatrach
alialatrach

Opposing Force marines are better then the original in my opinion, i hope you can add the medic and the engineer too, good luck

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Guest
Guest

i like the hd grunts best and the m4 instead of the mp5

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GrowinDev
GrowinDev

*Throws Grenade* OH ****!

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GrowinDev
GrowinDev

I absolutely love the look of all of these guys.Except for The gas mask grunt,
where the heck did his Neck go ?!

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D3ads Author
D3ads

Underneath the mask covering, like in this photo:

Upload.wikimedia.org

These masks are actually from units in South Korea, during joint US/ROK military cooperation, but you get the idea...

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GrowinDev
GrowinDev

Oh, I get it. Marphy Black explained on Twitter that Gearbox Software had trouble with The Human Grunt's skin groups. What this meant is that soldiers with white arms had black necks and vice versa. To fix this, They added a mask flap to cover up the neck instead of fixing The skin groups. ( Source : Twitter.com )

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GrowinDev
GrowinDev

Which brings another question... Why didn't They cover up The arms as well ?

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Rawflesh0615
Rawflesh0615

Because New Mexico is to hot.

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GrowinDev
GrowinDev

Funnily enough, These guys were given urban camouflage. Despite Their mission's setting being a desert!

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GrowinDev
GrowinDev

Even funnier. Early in Half-Life's development, The Human Grunt's camo was
desert camo. ( Source : Google.com )

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Rawflesh0615
Rawflesh0615

However, HECU Grunts were used for INDOOR combat.

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Description

Original models and textures: Gearbox
Modified face textures: D3ads
Editing, rigging, and compiling: Suparsonik, Norman

It's been a bit of a bumpy road to bring you this image of Dark Matter's new grunts, there were multiple errors with UV skewing, messed up bones, problems crashing the game and revision, after revision to fix them to the point where I ended up with ten different folders for these guys. Apparently Opposing Force models don't like decompiling...

Finally after several days, what I thought would be a simple rig is done, and they're fully working in-game without issue!

In Dark Matter, the HECU forces are a shadow of what they were once, as their forces have mostly withdrawn. They're still a formidable foe of course with their military training, some of them even have retained heavy weapons and armour, and even at least one working tank that is looking to ruin your day. A group of them in Sector G hold Kovac prisoner in the beginning, utilising some "interrogation" techniques in order to try and extract information from him...

As you can see the soldiers use several of the OP4 heads (ld ones because the HD ones are terrible for some reason) placed onto the HD grunt bodies with a bit of retexturing to give them that fresh but familiar look you all know, as well as one version which is based on the look of the PS2 chinstrap helmet guy (but better).

They also use all the different animation sets available, the HD grunt standard, the scripted sequences including the unused ones, the OP4 ones, Blueshift, AND the cut animations from Day 1 too. So there is a lot to play with here, and I hope to bring you some very cool events with them in various places throughout Dark Matter!

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