NovaCor: The Fringe is an exciting Sci-Fi adventure with a blend of FPS combat and Puzzle Solving. Collect items, solve puzzles and blast your way to the center of the mystery surrounding NovaCor.
Ive reskinned the Infected Models to be a little scarier and much less distinguished from the other Lab workers.
Gory. I like it!
look better now lol
oooooo
i don't know, the textures look a bit odd, looks like you threw a mix of red and white paint all over him and call it an infected
Im not making new NPC models for this Mod. They are Infected, not Zombies, therefore will remain very hunam like. They are reskinned, recomiled HL2 citizen models that run on the fastzombie AI. They use animations from the Citizens, Fastzombies and Zombine.
The texture used isnt just 'red paint' either. Its a texture found on the zombies in HL2.
The 'white paint' is their uniform. All Lab employees wear the white NovaCor uniform.
After all, I have never seen a movie or game yet where the first thing Infected or Zombies do is strip down naked.
mmmmmm naked zombies!
Have to say I like the idea, but there is red all over the clothes and the there are white spots with a red blood stench in it.
Maybe you don't have to do any new models or so, but could look over those skinns and make them a bit more as if those guys were really infected, not smached trough red paint and blood.
Also I have to add that mods like paranoia did have some different models for every typ of zombies, what made the expirience much better, maybe you can reach the same effect with adding some little deatils like some different cloths or differnt levels of damage on the human or there clothes?
To add any more types of Infected, coding is necessary. I can have 2 types without coding and that is it. There may be one way around coding new AI, and that would be to just copy the Zombie AI code a few times. That would give me several styles that all think and act the same.
I honestly did not plan on any amount of messing with code in this first part of the NovaCor story. I have only very basic knowlege of coding and I dont have a coder to help out. I do it all mysef. The game plan was to have this run on the exact same code as HL2 Ep 1, and expand upon that in the last two parts.
The only other option is to contact the creators of Paranoia and try to borrow their Source Code. (or any Mod that has implemented multiple Zombies).
Just had a look and thats not going to work; at least not with Paranoia. That was a HL1 Mod and the Paranoia: Source mod died long before anything was released. :(
Oh, and I forgot: you cant add multiple skins for models without coding it in. The various citizens are actually different models; thats why they have several variations of them. Just like HL2, with only one skin for each zombie type, this has one skin for every Infected. I wish I could do more, but I am keeping things reasonable for at very least this forst part of the NovaCor series. What kills many promising Mods is dreaming too big at the beginning. This project has already become a little bigger than I intended, especially as a first Mod.
Paranoia died? Heck no, I've played it last year? Better check on that again.
All meant was your idea to run 2 or more infected variations at the same code, giving them a bit of a different look.
Paranoia: Source died. If you're playing the original Paranoia Mod, then it is on GoldSrc. Different engines. And 2 on the same AI still requires coding. Id at very least have to copy the source code .dll file, name it something else then compile the entire library of .dlls. If Im even going to think about that process, I might as well add ironsights, peeking/leaning, and all kinds of other little things.
Not to say its completely out of the question, but its the one thing I cant do very well and would like to avoid if at all possible.
Also, I would have to recompile all of my enemy models for the new code, unless it keeps the names of every activity and animation and sequence the same.
This is because I have altered the animations to play, for instance, a Scared Idle animation from the citizens instead of the Idle animation for the Zombie. This was done by simply chnging the name of the animation .smd file and adding it into the compile manually. This was done on many of the animations. So when the engine detects certain conditions have been met, it calls for the ACT_IDLE activity, which in turn tells the model to play the idle animation. By changing the names, I can not only alter the basic aniations but alter how they react to any given scenario/event.
So, unlesss everey name is exactly the same as the original L2 Ep1 code, then I would have to not only rebuild my models but deal with a host of other problem that can be caused by different weapons code, physics, etc.
In short, its too late to add another game's code in now. Id have to go ahead and do it myself with my own (actually Valves) Source code. :(
you can have more than one skin. EX1:
$cdmaterials "katharsmodels\gordon_freeman\"
$texturegroup skinfamilies
{
{"eyeball_r.vmt"
"eyeball_l.vmt"
"glass_lens.vmt"
"arm_sheet.vmt"
"cloth_underlay.vmt"
}
{"eyeball_r.vmt"
"eyeball_l.vmt"
"glass_lens.vmt"
"arm_sheet_2.vmt"
"cloth_underlay.vmt"
}
{"eyeball_r.vmt"
"eyeball_l.vmt"
"glass_lens.vmt"
"arm_sheet_3.vmt"
"cloth_underlay.vmt"
}
{"eyeball_r.vmt"
"eyeball_l.vmt"
"glass_lens.vmt"
"arm_sheet_4.vmt"
"cloth_underlay.vmt"
}
{"eyeball_r.vmt"
"eyeball_l.vmt"
"glass_lens.vmt"
"arm_sheet_5.vmt"
"cloth_underlay.vmt"
}
}
you can have as many as you want on one model valve does this even for all nine classes in TFC, TF2 and other games...
Yes, but I cant select them in Hammer unless its coded in :(
SO MUCH BLOOD! hehe...
It looks good, jet make the parts of the lab coat look like it's not dissolving into the skin.
That I can do :)
I honestly dont see the big deal of a Mod having the same Infected units throughout. HL2 only had one Fastzombie model and one regular Zombie Model.
I agree. Infected is infected - easily identifiable enemy NPC's and pretty cool looking too. No big thing.
Wow just wow, this is extremely good quality! :D
these are much better much much better models.
I see a problem, at one time you said there will be "infected" and "infected that has *turned* ", so now how will we know which is which except for the fact one tries to immediately *bite your face off*, the other doesnt ?
Infected doesnt have to mean the host is instantly changed into something else, just that the host is *contaminated* .
" 1. To contaminate with a pathogenic microorganism or agent. 2. To communicate a pathogen or disease to."
Like if I get a flu virus in my body, I'm *infected* w/ it so to speak but I dont show symptoms until its incubation period has passed.
IMO the blood loox to be abit much and it does look sort of like "water painting" on the clothes. Most times zombies have facial skin/structure deformities, some blood/puss, messed up eyes, these are usually most predominant features.
I might suggest feathering the edges of the large blood stains. The small blood stains look good, like they are open sores, but the large ones have harder edges. Unless of course that's like some kind of mutated blood or it's dissolving the uniform, then it's perfect. The only problem spots are right around the white borders of the smaller bloodstains. A couple passes with the blur tool might help in these areas, and you wouldn't even need to do it by hand, probably.
I went ahead and made a second Infected type, based on the Classic Zombie code. This one is Female, and doesnt jump at you or run. She just kind of saunters up to you then flips out.
I also fixed up the bloodstains a bit; and got rid of the 'watercolor' effect.
Ill have some new screens to show soon :)