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Author Topic: Half-life units into OFP  (Read 2261 times)

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beretta

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Half-life units into OFP
« on: 15 Apr 2005, 15:01:28 »
i have got the gordon freemon and the static headcrab i was wondering are there any more half life units for operation flashpoint ;D

Offline Desiato

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  • I'm a llama!
« Last Edit: 15 Apr 2005, 22:34:20 by Desiato »

DBR_ONIX

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Re:Half-life units into OFP
« Reply #2 on: 16 Apr 2005, 12:08:11 »
www.dbrweb.co.uk/hl_2_ofp.zip
Wrote that a while ago, never submited it (PC died I think?)
Never got round to working out texture side of it, though, but HL textures are so low quality, even compared to BIS ones (Which are good comparitivly, how ever you spell it), and your probobbly get better results making your own textures and maping them manualy..
To be honest you'd be better remaking the models, but some of them are quite good, the weapon models for example, are awful, and have loads of faces missing (ones that you wouldn't see form first person), and are very messy, but the headcrab model is good/usable

- Ben
[edit, guess link. wrong, fixed now!]
« Last Edit: 16 Apr 2005, 12:11:20 by DBR_ONIX »

Cletus

  • Guest
Re:Half-life units into OFP
« Reply #3 on: 17 Apr 2005, 19:14:50 »
High or low poly OFP half life models, duh i dont know.
Better start with high detail textures.



More texture tricks: Stryker and "box" HMMVW


Test 3DS models:
http://www.netti.fi/~harriata/Texture_examples/

Half life opposing force 3DS models:
http://www.netti.fi/~harriata/Half_life_models/
« Last Edit: 17 Apr 2005, 19:19:54 by Cletus »

DBR_ONIX

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Re:Half-life units into OFP
« Reply #4 on: 17 Apr 2005, 19:44:04 »
Yeh, textures add a lot to a model :P

Those models import fine into O2
337 polys, less than most weapons :P
The textures didn't import first time, but, fiddling about just now, it's compressed, PAL2PAC or what ever O2 uses doesn't like compressed TGAs.. lemme try......

Tada

I used Paint Shop Pro to save over the TGA file, but changed save option to Uncompressed, easy :)

Nice work converting the models, unless you didn't, in which case nice find :P
- Ben

DBR_ONIX

  • Guest
Re:Half-life units into OFP
« Reply #5 on: 17 Apr 2005, 21:57:40 »
..why stop at Half-Life


That's todays work :)
See what low quality textures does to a 1600 poly model? :P
Back legs looks good though ;D
- Ben
[Edit, changed Buldozer picture to ingame one]
« Last Edit: 19 Apr 2005, 16:42:03 by DBR_ONIX »

Cletus

  • Guest
Re:Half-life units into OFP
« Reply #6 on: 22 Apr 2005, 14:30:44 »
Low detail half life texturemap testing what a job. How to find best models
half life opposing force, nuclear winter, and blue shift.
Dont use orginal half life low poly soldier models, use only half life textures.
Trust me only oginal textures used:



And now bad news, only texturemap quality testing example. Scanned model format IV and FLT file size 2-6 Mb.



Half life soldier model  scale and colour test example.

Monster collection update:
http://www.netti.fi/~harriata/Half_life_models/
« Last Edit: 22 Apr 2005, 15:44:30 by Cletus »

DBR_ONIX

  • Guest
Re:Half-life units into OFP
« Reply #7 on: 22 Apr 2005, 17:13:08 »
Why aren't you putting them ingame?
Code: [Select]
class CfgPatches
{
   class onix_dm3_pinkeh {
      units[] = {guy_1,guy_2};
      requiredVersion = 1.0;
   };
};
class CfgVehicles
{
   class All {};
   class Static: All {};
   class Building: Static {};
   class NonStrategic: Building {};
   class TargetTraining: NonStrategic {};
   class TargetGrenade: TargetTraining {};
   
   class guy_1: TargetGrenade
   {
      model="\pboname\modelname";
      armor=20000;
      scope=2;
      displayName="Guy 1";
      vehicleClass="Halflife models";
   }

//Copy
   class guy_2: TargetGrenade
   {
      model="\pboname\modelname";
      armor=20000;
      scope=2;
      displayName="Guy 2";
      vehicleClass="Halflife models";
   }
//End Copy
}

Should be easy to change about
If you want to add more, you change the units[]= bit and add a new class name (Guy_3, for example) and copy paste that bit again, just after the //End Copy

- Ben