• Sabrean's Headcrab Zombie Mod
    8 replies, posted
[u]Sabrean's Headcrab Zombie Mod Release[/u] Well, hello facepunch, it's been a while! 3 years actually. That quite a long hiatus. Anyway, Sabrean here, releasing a mod I've been working on secretly since June! It can be found on the steam workshop here: [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=206166550[/URL] Thanks for checking it out! A public Beta version can be found here as well: [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=180022478[/URL] I'll be using this as a test mule, I may make it private later. This is the original upload, the first link is a fresh one. -EDIT- Made it private for now, go get the new one. In addition, if you like the models but don't want the NPCs or any of that stuff, I've uploaded a pack of hexed models here: [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=187973001[/URL] [img_thumb]http://cloud-4.steampowered.com/ugc/468668585696858181/5E70DFA5FBE20F52887C6996B374464FAE59C786/[/img_thumb] [img_thumb]http://cloud-3.steampowered.com/ugc/468668585698399054/3EAFB95EBE1F54EAE9814E9182E7203507FBEBAA/[/img_thumb] [img_thumb]http://cloud-4.steampowered.com/ugc/468668585698281468/961C168D851F5AB3329B5997C2048D572DC35E14/[/img_thumb] [img_thumb]http://cloud-4.steampowered.com/ugc/468668585698312478/579E192D0D91C9EFEF2FCCCA37B29EAB6AC4529A/[/img_thumb] More images can be found on the workshop page. Here's a ctrl-c ctrl-v of the workshop description: Hi everyone, Sabrean here, presenting my new Headcrab Zombie Mod. In short, what this mod does is: -Adds 22 new Headcrab Zombie variants. -Adds new Headcrab Zombie playermodels. -Adds a 'Skin Randomiser' feature that will randomly change the skin of the zombies spawned naturally by the map, and the ones from the NPC spawnmenu that have a '?' on their icon. The skins used can be configured from a menu in your utilities menu. Ever thought that the Headcrab Zombies in Half Life 2 were awesome, but been sad that it was always the same model and texture used for each zombie type? Thought this was rather unrealistic? Wondered where the zombified versions of the rest of the generic HL2 people were, like zombie rebels, or zombine shotgunners? Well wonder no more, for they are here! This addon sorts this out by adding zombified versions of all those groups - citizens, blue and green rebels, blue and grey medics, metrocops, combine shotgunners, combine prison guards, and combine elites, while keeping the original versions as well! In addition, the 'Skin Randomiser' will adjust certain zombie variants health if you let it, so be prepared for some zombie variants being rather tough! For example, Zombine Elites have 40 more health points than their standard Zombine bretheren. Medic zombies also have a 33.3% chance to drop a small medkit on death as well, so keep an eye out for them! You can use the 'Skin Randomiser' to configure what zombie variants will spawn. Just go into your 'Q' menu, then go to the utilities tab on the right, and then go to 'Skin Randomiser' under 'Headcrab Zombie Mod'. There you will find checkboxes for all the variables - if you check a box, it enables the corresponding feature. For example, checking the 'Zombie Rebel Skins' checkbox will now enable Rebel Zombies to spawn in place of standard ones. If you only ever want one particular variant of zombie, you can simply uncheck the rest of the checkboxes for that type of zombie, shown by the prefix of the checkbox (Zombie, Poison Zombie, Zombine, or Poison Zombine). You can use this for some interesting results. Try checking the 'Random Zombies can be Zombine' checkbox with all the 'Zombie' skin checkboxes off and then play Ravenholm from HL2 and try to survive! It will be difficult as all freshly spawned zombies in the map will have been replaced with zombine! The way this mod works is that this mod replaces your stock zombie models with new versions that have been compiled with extra models effectively 'built in', which are normally set to use an invisible texture until a skin which needs the extra model part is selected - this can be seen on skins like the Rebel Zombie skin, where he gains his combat vest, backpack, and bits of armour etc. or the Zombine Elite, who gains his correct boots. This means that if you have any other addons which replace the standard zombie models, you will need to disable them in order for this mod to function. I've been working on this mod for quite a long time, in fact I started in June, so it's nice to finally be releasing it. In effect, this addon is the successor to the old 'Zombie Model and Skin Pack' that I put on garrysmod.org back in the day. This addon shares no content with that old one - I remade all the content from scratch using valve's original HL2 content, so credit goes to the HL2 team. [b]!THIS MOD REQUIRES EITHER HALF LIFE 2: EPISODE 1 OR HALF LIFE 2: EPISODE 2 INSTALLED AND MOUNTED IN GARRY'S MOD FOR THE ZOMBINE NPCS TO WORK![/b] [u]KNOWN BUGS:[/u] -When Zombies are gibbed / cut in half, the resulting ragdolls change skin back to the default skin //I think this is to do with how the original Zombie NPCs were never coded with extra skins in mind. Nothing I can do in Gmod short of scripting a whole new NPC, which is out of my reach, and would probably be worse. -When having the 'Random Zombies can be Zombine' checkbox enabled, zombies produced from spawners, either naturally in the map or forced, are 'forgotten', leading to a new replacement zombie being spawned regardless of whether the maximum amount of NPCs it was supposed to spawn has been reached. Normally this isn't a problem but if settings are set such that all zombies are turned into zombine, this can result in infinite zombine in some cases. Try the graveyard finale in Ravenholm in singleplayer for an example of this - beware! -When Joining a server that doesn't have this mod installed, zombies will use bizarre animations //This is because the animations I've used do not exactly match up with those used stock by the source engine. It is possible to fix this bug, I actually had it sorted for a while, but it comes at the price of the models being unstable and disappearing when viewed from certain angles (due to not having a base $sequence in their .qc file, if you must know, as the only way I can get the animations to match up is via $includemodel) This is not a price I am willing to pay - the solution is to simply disable this addon when trying to join a server that does not have this mod, or to bug the server owner to add it. [u]FULL FEATURE LIST:[/u] -Improved standard Zombie 'maw' texture a bit -Improved standard Zombine texture so that its armour pads are accurate to the combine soldier model -Improved standard Poison Zombie's shoe and skull textures a little -Fixed the clipping issues on the headcrab of the Zombie Torso - a longstanding bug -Added Headcrab bodygroups to the Zombine and Fast Zombie torso gibs, so that now when they are cut in half their Headcrabs no longer disappear -Improved Zombine gibs' 'slice' points (added spine) -Improved Zombine's neck -Improved $jointconstraints for Zombie, Zombie Torso, Zombine, Zombine Torso, and Poison Zombie ragdolls, so that now there is less clipping when moved around -Gave the Zombie and Poison Zombie their Episode 2 animations -Added new concepts of Poison Zombine and Zombine Torso NPCs -Added 'Skin Randomiser' lua code, configuarble in the ultilities menu, adding several features: ---Added options for Zombies to be give randomised skins ---Added option for Medic Zombies to have a 33.3% chance to drop a small medkit on death ---Gave Zombine Torso NPCs a base health of 100 ---Gave Poison Zombine NPCs a base health of 225 ---Gave Zombie Rebel, Medic, and Metrocop NPCs, and their corresponding Torso NPCs, an optional 70 health (up from 50) ---Gave Zombine Elite and Zombine Elite Torso NPCs an optional 140 health (up from 100) ---Gave Poison Zombie Rebel, Medic, and Metrocop NPCs an optional 195 health (up from 175) ---Gave Poison Zombine Elite NPCs an optional 265 health (up from 225) -Added Zombie Citizen -Added Zombie Citizen
Nice work. [quote]-Improved standard Zombie 'maw' texture a bit -Improved standard Zombine texture so that its armour pads are accurate to the combine soldier model -Improved standard Poison Zombie's shoe and skull textures a little[/quote] Does this replace the default textures or add a separate model with the textures?
[QUOTE=code_gs;43253670]Does this replace the default textures or add a separate model with the textures?[/QUOTE] It's a replacement model, but the textures are in a new directory so don't override the originals. I wish I didn't have to replace the models, but it's the only way I can do it seamlessly (to my knowledge)
You could just make a separate NPC for the model and change the model to be in a different directory/different name.
[QUOTE=code_gs;43253915]You could just make a separate NPC for the model and change the model to be in a different directory/different name.[/QUOTE] For something using the combine soldier NPC as a base, sure, easy as pie, 'cause they're coded to accept different models. However all the zombie NPCs aren't, as such functionality was never needed in HL2 as they always used the same models. I know that this could be worked around by doing some bonemerging in lua code, I remember seeing a few NPCs done like that on toybox back in the day (least it looked like that was how it was done) but they don't carry over the change in bodygroup on death (i.e. when the headcrab drops off). Basically, the Zombie NPCs are weird. To my knowledge, the only other option would be to code one in lua from scratch - not something I could do unfortunately.
Hmmm neat. I might check this out. I've been looking for something like this for a while.
I've made a fresh upload on the workshop, added some hexed models, and turned the old upload into a beta because there's some stuff I want to test. I've updated the OP with the new links.
Nice work. I like going through Ravenholm seeing a different zombie each time. Adds a lot of nice variety.
Make a hl2 resin for it :P
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