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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2143558752
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.
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.
distantfriend14
We're unforgettable
Daisy dukes
Bikinis on top
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
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
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
Cool.