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Replay the Black Mesa in a whole new way. Play as Dr. Eli Vance, with a giant arsenal of weapons, versus huge varieties of enemies, with fantastic graphics.

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Report RSS HECU head - NPC Model v0.8 (view original)
HECU head - NPC Model v0.8
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KarimIO Author
KarimIO - - 2,317 comments

PLEASE read the description (the one on the side). Very important news there.

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AlekZanDer
AlekZanDer - - 2,695 comments

I'd like to see an AI demonstration. I'm curios to see how it works in game.

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KarimIO Author
KarimIO - - 2,317 comments

It's working very well, and I'll showcase it soon. They still get stuck sometimes, like normal NPCs in HL, but much less often. Also, when they AREN'T stuck, they're a pain in the a**, especially when they're far away, and you have a shotgun or something.

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Biodude
Biodude - - 2,029 comments

sounds cool about the scientists, but they are scrawny old guys, not tactical guys, so maybe make them pick up a weapon, but make them innacurrate or something.

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KarimIO Author
KarimIO - - 2,317 comments

Good point. I'll add an "inaccuracy" integer to every monster. I might even utilize the frag integer, to make them more accurate every time they kill, but only by a very little bit.

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HosseAKM
HosseAKM - - 384 comments

wow! I can't wait to see a test video of those improved AI you're taking about!

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KarimIO Author
KarimIO - - 2,317 comments

It'll come soon, my child.

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carloscarlin
carloscarlin - - 404 comments

please upload it to youtube

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KarimIO Author
KarimIO - - 2,317 comments

Like I said, it's not done yet.

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ptc5010
ptc5010 - - 334 comments

Looking good.

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KarimIO Author
KarimIO - - 2,317 comments

Thanks, but, honestly, I can't say the same for your avatar...that was a joke.

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omer123
omer123 - - 458 comments

He looks like someone I wouldn't wanna mess with...

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KarimIO Author
KarimIO - - 2,317 comments

With the new A.I., I'm pretty sure you won't. I'll work on the bottom of his head, because it looks a bit weird.

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Blue_Dust
Blue_Dust - - 999 comments

Great work with the model..On the AI code i'm pretty impressed with concept of having scientists pick up weapons..Another thing i think the scientists should do is maybe pick up meds because as seen in many freeman's mind ep's,the dumb scientists keep dying next to medkits..

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KarimIO Author
KarimIO - - 2,317 comments

Thanks! They will be able to pick up ammo, weapons, and items. I might even give them a system to let them be GUARDS in CTF, and other stuff.

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deathparadeNL
deathparadeNL - - 2,061 comments

nice model dude and the news is also great i never knew what to do with the scientists other then killing them

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KarimIO Author
KarimIO - - 2,317 comments

Thanks, nuke! Unfortunately, continuing progress with them before making the new scientist model is a waste of time.

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SysOp.
SysOp. - - 1,039 comments

I like the sound of scientists fighting back. It's a great idea that opens a door for many exciting stuff. It's a pity so little mods features this, knowing that it is relative easy to do.

On previous versions of my mod, I had a scientist with a crowbar that pwn'ed terrorists. I don't use it anymore, code is open, and I've the model somewhere... ;)

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Description

So, remember that Marine I was making? Of course you do, it was like a week ago. Anyways, here's the head to go with it. There'll be a lot of variations, too. Not sure yet how many. This is, by far, the most realistic head I've ever done.

On a separate note, are you sick and tired of needing an ally, having a dozen scientists, and all they do is run, when there's tons of weapons available? NO MORE. Now, Scientists can pick up weapons, and fight back. They even store several weapons. Their A.I. is great, and they're hard to beat, often. There's still very much Work In Progress, though, so I'll work some more before updating. Soon, I'll even get them to throw back grenades. Then, I'll apply this to the HECU and Barney.

Also, some members have made some great stuff, but it's not ready to be revealed yet.
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Modelled: Dexter
UV Map: None
Textures: None
Time Taken (Model): Around 8 hours
Poly Count: ~3,000
Programs: 3ds Max