You are Kovac, a senior agent in the covert Special Black Operations unit. You're deployed to Black Mesa to halt the next phase of the science team's plan after HECU forces are unsuccessful in stopping Freeman from launching the Omega Satellite delivery rocket... ...but you fail, the procedure ends up creating massive portal storms in the sky sending you and your team through a void to oblivion and back. You wake up almost twenty four hours later; the military has withdrawn, and everyone and everything besides your fellow Black Operators are now a target. To make matters worse, another hostile and more powerful alien faction has appeared in the chaos, further complicating the situation. The incident can no longer be contained, you must link up with other Black Ops units and prepare to wipe the facility from the map once and for all...
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In Dark Matter, the HECU forces are a shadow of what they were once, as their forces have mostly withdrawn.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!
If you're interested, I could add some additional animations to them (like from Decay etc.), which could be used in different scripting scenes.
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...
All new sequences are under "plunger" sequence (soldier_dump, cap_gordon, throwback_grenade etc.).
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)
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. :)
Nice.
cool
(buried)
Fake and gay
(buried)
Make it better then.
It's a joke.
They look great ?
HECU Marine: Recon team check in!
Opposing Force marines are better then the original in my opinion, i hope you can add the medic and the engineer too, good luck
i like the hd grunts best and the m4 instead of the mp5
*Throws Grenade* OH ****!
I absolutely love the look of all of these guys.Except for The gas mask grunt,
where the heck did his Neck go ?!
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...
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 )
Which brings another question... Why didn't They cover up The arms as well ?
Because New Mexico is to hot.
Funnily enough, These guys were given urban camouflage. Despite Their mission's setting being a desert!
Even funnier. Early in Half-Life's development, The Human Grunt's camo was
desert camo. ( Source : Google.com )
However, HECU Grunts were used for INDOOR combat.
Hi, im following this awesome project. I have colored my own hrunt.mdl and hgrunt_opfor.mdl with darker colors to preserve his original look of the vanilla Half-Life Opposing Force. if you are interested on taking a look i can send you few pics.
cool is the helmet only grunt finished
Red Berets on the HD models <3
it looks that this "new" grunt have too big helmet, hope there will be medics too
Same proportions as the default HD grunts...
Good work
Will you make a single model group with the 4 basic variants to can be used for the original Half Life and most of the mods? I mean the 4 standard models: gas mask, white sargeant, balaclava, and black sargeant? it could be nice because your new HD grunts will be useful for every Half Life mod instead only Black Matter. Even you could make the hgrunt_opfor to replace the standard Op4 HD grunts.