• npc_blob help
    37 replies, posted
hello! i want to implement npc_blob into a mod that im making, as a bioweapon. (NOT an actual weapon, just barells full of them that npcs throw over ravenholms walls.(pre-zombies) i want to know how to access the npc_blob in ep2 sdk, as well as how to change the model to the bugbait worldmodel instead of what they are now. any help is highly appreciated, and i need this information soon for my mod class. thanks :D
npc_blob only worked in hl2 I believe. And was cut from the engine due to it not being used. Actually I think it only worked on the leaked e3 stuff. Not actually hl2 or anything. [editline]08:58PM[/editline] Actually scratch both of those. npc_blob doesn't work in the engine unless you compile a code which was left in the source engine sdk. Try asking around the valve games and mod section.
i must respectively say that youre wrong. i recently placedan npc_blob in my hl2 map, and it worked fine.20 error models ran in different directions and clusterfucked the NPC_combine_s i had placed. all i need to do is copy the bugbait model, and rename it to whatever npc_blob uses. im also sure (almost) that i can copy the data files from hl2 to ep2 when creating a mod. anyone know how to do this?
You should probably ask around the valve games and mod section about coding. This is for level design. Also, have an informative.
Near the start of npc_blob.cpp there should be a #define with the relative path of the model to use. Check that the file and dependencies exist in your mod's game files.
holy shit, thank you. whats the root location of said folder, and can i import it into mah ep2 mod?
The path to the game's gameinfo.txt.
thanks :D ill try that. do you know the world model name for bugbait? i dont wait it getting clogged up by making 100 or so super high detailed bugbait models. EDIT: what about the gameinfo.txe file? i was asking the location of the npc_blobs data files EDIT (again): i have located the location of the dll files,and i cant find npc_blob :/ any idea why?
".../models/Weapons/w_bugbait.mdl" "...\src\game\server\hl2\npc_blob.[cpp|h]"
thanks so much :D ill go try that right now EDIT where are the models? i couldent find them (im a noob to creating mods >.<) EDIT: (again) i cant find either of those directories... any ideas why?
You are looking in the wrong place? They are in the src folder you made.
Need to grab them from another game. The models can be found in "source models.gcf" under "...\hl2\models\Weapons" and the textures in "source materials.gcf" under "...\hl2\materials\Models\Weapons\w_bugbait". The second path is relative to your mod's root source code directory.
i thought you couldent access any data files or anything from hl2 or the direct games?
You can extract stuff from gcf's using VIDE (?), or GCFScape.
this is very confusing >.< i cant just go and change the npc_blobs property folder just like the other npcs?
VIDE doesn't have abilities of GCFScape, yet. Not unless an FGD entry is written for it. The class might need to be modified to accept values set in Hammer if it isn't already.
Found out something new cool. I think he doesn't know where to find the .cpp file at.
how would i do this? im very confused right about now >.< and where would i find that folder? :specialschool:
[url=http://developer.valvesoftware.com/wiki/Authoring_a_Logical_Entity#Create_the_FGD_entry]Authoring a Logical Entity: Create the FGD entry[/url] What folder?
cool,thanks for telling me that. theproblem is, i cant find the folder in my mod anywhere.
What folder?
I think he means the source code folders.
i need to locate said c++ and data files, so i can change thier model, and import them into ep2. all i need is the directory, and i can do it >.<
Interesting. This is quite the debacle! You know where to find the bugbait models and textures (in the sourcemodels.gcf, which you can just open with GCFscape), but your not going to find anything about an npc_blob in you src folder because you made a mod of ep2. Looks like you might have to mod hl2 to get that file, because im not finding it in any of the hl2 content gcf files.
If this happens to be a mod using DLLs from another game, this isn't going to work. You need access to the source code.
i made a mod for both ep2 and ep1. th councellor at my camp imported models from css, with a GFscape (at least i THINK thats what it was called), but he no longer knows how to. it IS possible, i just dont know the npcs data files root location >:/ anyone know it? if i can fix this, ill release a mod so that people can use this npc without havingto go through this shit
Pretty sure NPC_blob is the "Hairball". Go into CSS, turn on cheats, and type CreateHairball. What you described sounds similar to this.
[QUOTE=masonrulz;22863206]i made a mod for both ep2 and ep1. th councellor at my camp imported models from css, with a GFscape (at least i THINK thats what it was called), but he no longer knows how to. it IS possible, i just dont know the npcs data files root location >:/ anyone know it? if i can fix this, ill release a mod so that people can use this npc without havingto go through this shit[/QUOTE] You have to buy a license from valve to have the source code.
[QUOTE=Firegod522;22864461]You have to buy a license from valve to have the source code.[/QUOTE] Yes, but not to access the data folders for npcs and weapons ....... Anyone have any comments that are helpful to my problem?
All of your mod's source code should be located in "...\Steam\steamapps\SourceMods\<mod name>\src". The files for npc_blob are located under "...\game\server\hl2\".
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