honkhonk
finally, I have the custom deathmatch model working! not a single bug or glitch this time.
Skeeter takes a wrong turn in Bluffington and stumbles into wartorn City 17!

skeet enjoys the comfort of a cold basement floor.

cool man!
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finally, I have the custom deathmatch model working! not a single bug or glitch this time.
Skeeter takes a wrong turn in Bluffington and stumbles into wartorn City 17!

skeet enjoys the comfort of a cold basement floor.

cool man!
to use, simply download and extract to your hl2mp folder. It currently replaces the male_01.mdl (black guy) deathmatch character, but simply rename it to any other male (or female) to replace that character.
I've decided, I want to do a Machinima, rather than a game mod.
I'm going to try to create custom objects, models, and possibly levels, and use Garry's Mod as a platform for executing said machinima.

quality machinima starts with quality actors
Anticipating Problems: I know I will run into problems during the making of this machinima, so it will be good to think of possible problems I will bump into that will hinder, or slow down, my process.
1) Getting custom textures + models + levels to show up in Garry's Mod
2) Will "these" computers have the processing power to record scenes for the machninima?
3) I've had a bad history with getting custom models to work in game (the dynamite)
4) Finding actors, voice actors, as well as a personal assistant.
Identifying Options/Solutions: I've to get my character to show up in Garry's mod. Something was wrong with the texture and it showed up in game, totally invisible. WHAT DO I DO?!
1) Keep trying. The model worked fine, I just need to get the texture to show.
2) I could do a test run next class, with fraps.
3) This could be something my team mate could do. Anyone want to work on my machinima team?
4) Find classmates/friends/enemies willing to do voice acting or as a "puppet master."
Planning Ahead: How am I going to finish this on time? Or more importantly, how will I finish this and still keep my sanity?
I could make a schedule, but its not something I usually do. Honestly, I'm just going to work hard, but trying not to stress myself out too much.
I hope to create something like this in Half Life 2.
1. Concept
The main focus is to create a music instrument in half life that the user can play by walking around on it. Like the giant toy store piano in the movie Big. What interests me about this is that it allows the user to be the artist, along with the mod creator. I will abstract it by simply creating objects that will trigger a sound/voice when the user collides into it (like what we learned in class last week). It can be as simple as a dull room, with some rectangles on the floor that resemble a piano. My final product will be a video of various people's "experiments" with my giant piano, running over the keys, shooting rockets at it, pushing objects onto it, to trigger the sounds.
2. Technical
This will probably be based on Half Life 2 single player, though ideally, I would like it to be mutliplayer (how else can you play "Chopsticks" on a giant piano keyboard?) Techniques I will apply include: SoftImage (modelling the piano keys), Hammer (room building, triggers), Audacity (processing sound files). Technical problems I foresee are: slow PCs, as well as the occasional unforseen error message that pops up.
3. Schedule
Sad to say, I will be unavailable for most of the class on May 2nd (some other important business). But I will work my butt off during the rest of the week to finish this.
http://www.slackiller.com/tutorials/tutorials/mglass.htm
how to make breakable glass in Hammer for Half Life 2
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