Half-Life 2

Half-Life 2

xdReanimsBase_(HL2)_Anim_Mods_base
38 Comments
Enviyon 25 Mar @ 3:52am 
@xdshot can i port this to gmod?
xdshot 2 Mar @ 9:33am 
These are reasons I don't think can be ignored if make it work the way the base done for other games.

Yeah it's cool that people would wanna see it for HL2 and there's high demand. But honestly, stealing idea pisses me off, especially when i'm not involved into this work.
xdshot 2 Mar @ 9:31am 
The reason I didn't make reanims base is the way hl2 models are structured and the way the game handles content:

Like mentioned, some models have embedded sequences. This requires replacing whole models.
Models shared incudes. Gman having citizen animations and something like that.
There's no need to handle sequences order. It's single player game, meaning the server runs on client machines locally, the needed sequence number is already handled without mangling.
The game is way less limited in modding capabilities. Why replace single animation when you can make multiple RNG variations! The ACT_ system handles that.
A bunch of scenes rely on precise sequences' movement. Too advanced stuff I afraid the people could bother.
The headache that Valve added after merging episodes. I still don't know how content "switching" works.
holidays99  [author] 24 Feb @ 10:02pm 
@Cayama0811 I have sent a friend request on discord.
PyroLover 24 Feb @ 7:02pm 
if you cant or dont wanna talk about this np, i understand
PyroLover 24 Feb @ 7:01pm 
yo holidays, can i add u on discord? i wanna know how this mod works exactly, i want to port it to other source games and i really need help to understand it, also how did you port it and whats the criteria about "compatibility" on animations, send dm:

distantfriend14
holidays99  [author] 24 Feb @ 5:27pm 
@Cayama0811 It depends on whether the animation is compatible. So I can't give you a clear answer.
PyroLover 24 Feb @ 10:09am 
also, this could be ported to a source game that uses hl2dm animations for the player?
holidays99  [author] 24 Feb @ 7:55am 
@Cayama0811 sorry,I also have the same issue. It doesn't work when i just replace the animation file of the walking or running sequences. In L4D2, it's possible to replace running animatiom using xdr. Maybe it works for HL2.
PyroLover 24 Feb @ 6:40am 
i think yk more than all of us of how to make custom animations using xdReanims so it would be very helpful if you make some addons not only making the combines dance or smth like that, maybe replacing some animations like the walking one cuz it would cool to edit those addons and get even more idk if you understand what im saying but yeah
PyroLover 24 Feb @ 6:36am 
yo mr holidays guy sir, do yk if its possible to add custom walk animations? i tried but i couldnt, also epic addon i made one using urs as base
PyroLover 23 Feb @ 6:45pm 
California girls
We're unforgettable
Daisy dukes
Bikinis on top
xdReanimsBase (L4D2) Anim Mods base
PAPAZULU_ 16 Feb @ 7:06am 
@holidays99

Yeah, exactly! Basically, the default NPC animations have some issues. For example, the Combine soldiers hold the SMG like an AR2, which causes the handle of the SMG to clip through their hands. Additionally, in their idle AR2 animation, you can see their left hand clipping through it.

When they fire the AR2, their left hand gets stuck in a cycle. When they press the trigger, they hold it correctly, but when they release the trigger, their hand grips the AR2 as though it's the handle of the SMG.

The animations in Mappbase and Entropy Zero 2 have fixed these issues, and I've been trying to learn how to port those animations to the base Half-Life 2 and Episodes.

When I saw your tool/mod, I thought it might be useful for this task. :P
holidays99  [author] 16 Feb @ 5:52am 
@PAPAZULU_ you mean you want to add other animation with xdr base hl2? If this is the first time you create reanimation mods, i suggest you see this first https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2121557118/2290590708544878869/ Especially the $modelname and $sequence in .qc file. For example, if you want to use the slot 1 of combine soldier, make sure model name is $modelname "xdreanims/combine_soldier_slot_001.mdl". and also make $sequence name is same as the original qc. I don't know if that works for the animation you want to add so you need test it yourself.
PAPAZULU_ 16 Feb @ 4:42am 
@holidays99

Thank you for answering, I think I understood now , but just to be sure if you dont mind:

https://www.moddb.com/mods/mapbase/images/mapbase-v7-0-core-balls-and-corrected-npc-animations#imagebox

With your mod I can add these fixed combine animations? Or the animation needs to be created from scratch?

I swear this my last question
「REY桂」ΦωΦ✧⁺₊ 15 Feb @ 11:51pm 
Ruin has come to City 17
DR_CHA0S 15 Feb @ 5:49am 
and so it begins
holidays99  [author] 15 Feb @ 3:58am 
@PAPAZULU_ it's something like https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2121557118 in L4D2. I made a Half Life 2 version. You can see what XDR base do in that mod's description.
PAPAZULU_ 15 Feb @ 3:53am 
Forgive my ignorance but I didn't get what this mod does

I thought it was new animations for the npcs but nothing changed

Do I need to decompile the mod, put an custom animation in the respective folder recompile again and then it will work?

If its like this is it possible to put the combine npcs animations from mapbase or Entropy Zero 2?

Again, forgive my ignorance
DRIVER-243827454 15 Feb @ 1:17am 
sup
Adam 󠀡 6: 14 Feb @ 9:36am 
AWsome
MaicOOOOOOOOOONN!!PY 13 Feb @ 4:13am 
whats wrong with that?
Critas 12 Feb @ 9:49pm 
nigga really said gmod port
Bloodandironlover 12 Feb @ 3:49am 
There is a gmod port
Stand_Up 12 Feb @ 2:49am 
gmod port ?
holidays99  [author] 11 Feb @ 11:22pm 
Yes, works for most animation, but not all
Leon The Fox 11 Feb @ 10:56pm 
it works on rebels and combines?
Schlep 10 Feb @ 4:43am 
Oh it ain’t possible for other misc npcs.
holidays99  [author] 9 Feb @ 5:37pm 
It depends on whether the npcs use external animation file (see if it uses $includemodel or not). The xdR base's function is to replace these external animation files. HL2 is not like L4D2 (every survivor and infected uses $includemodel ). It's not possible to replace all offical model animation by xdR. For example, classic zombie doesn't use $includemodel. @Schlep
Schlep 9 Feb @ 5:16pm 
Is it possible for other npcs (like zombies and antlions) have their own animation replacements?
Experimental Toaster 9 Feb @ 4:54am 
finally someone did it
Tobias 8 Feb @ 11:03pm 
xdReanimsBase on the Half-Life 2 workshop.
Cool.
eidonabramm 8 Feb @ 9:59pm 
Ah okay love that mod I use it all time for left 4 dead 2.
holidays99  [author] 8 Feb @ 9:43pm 
eidonabramm 8 Feb @ 9:05pm 
so what dose this do exactly?