Normally I'd like to report good news concerning Sven Co-op to you but, sadly, this is not such occasion. Last week one of our senior developers, Adam, suffered a grave injury while working on our new bug tracking system. It turned out one of our repository servers wasn't correctly installed in its bracket and came loose and hit Adam on his pinky toe. While our lives as developers are mostly fun and games, moments like these make you realise how precious life is and how important workplace safety can be.
While Adam held an icepack on his toe, we started discussing how our MOD's content doesn't reflect our newly found believes about safety in the workplace. Especially our cornerstone, the Half-Life campaign, is a terrible example of the use of safety measures and this is not how we would like to portray ourselves any longer. So, we'd like to present to you:
We've worked hard to bring you a better version of Half-Life Co-op: a version where workspace safety isn't neglected and things go according to protocol. No one has to suffer any injuries or even think of the possibility of dying on the job in this improved installment! So, make sure to play our new version through the SP Portal map! We're eagerly awaiting your feedback and are already on the way to adjust our Blue Shift campaign to feature the same high standard of workplace safety. Comparing documents in text file. Also, we'll be cutting the complete Opposing Force campaign from the game, since (with improved safety protocols) the Black Mesa accident did not happen.
Check out our preview with some of the new high-lights of the improved campaign!
If you are running a dedicated server please use SteamCmd to update your servers. Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.
Changes are as follows:
Notable changes
- Implemented Steam P2P (peer-to-peer) based network layer. Allows players to host listen servers without the hassle of port forwarding. (usage: 'connect STEAM_1:1:12345678')
- The Anomalous Materials Laboratory in Half-Life now follows proper workplace safety regulations.
- Our version of Hammer has been renamed to Svencraft to ensure the changes from our engine customisations are distinguished from vanilla GoldSrc map editors. (Mainly Hammer.) -- There is a new subsection for this in the SDK section towards the end.
Code
Game library
- [Sound Engine] File names with spaces are parsed correctly now (Note: Even with this change it's still not recommended to use spaces in file names).
- Implemented Discord rich presence.
- Removed cached.wad, no longer needed (only used by the old WON builds for the console background image). The engine now skips this file if referenced by the 'wad' key value.
Engine
Sven Coop Weapon Skins Download
- [Event System] Event directories are now mounted as read only. Fixes BZ2 compression not working for the sound cache file.
- [FastDL] Added URL encoding. FastDL should now work for files containing spaces and/or special characters.
- [GameUI] Fixed Options Dialog not displaying all required tabs in some games.
- [MP3 player] Added new commands 'cd list' and 'mp3 list' - prints the current track list.
- [MP3 player] Fixed MP3 music not playing in some games when loading new map (i.e. 'c0a0' in Half-Life).
- [MP3 player] Default sampling rate is 44100 Hz now. (Was 22050 Hz.)
- [MP3 player] Removed support for audio CD playback. All games that were using the legacy CD audio are now available with MP3 soundtrack, so this feature is no longer needed. Fixes an issue where the game would start playing audio CD, if there was one present in user's optical drive.
- [MP3 player] The player now supports custom track lists (media/tracklist.txt). The default track list is still hard-coded in the engine and will be used as a fallback, if custom track list file doesn't exist.
- [VGUI2] RichText: Fixed text selection starting with a new line character even when it shouldn't. Fixes a common problem where text copied from the developer console wasn't accepted by the console input line.
- [VGUI2] TextEntry: The copy-paste feature no longer skips the last character for multi-line TextEntry components.
- Added disconnect countdown to the 'WARNING: Connection Problem' message. (Similar to Source.)
- All 'gfx.wad' related errors are non-critical now. (Worst case scenario, the 'PAUSED'/'LOADING..' images won't be visible.)
- 'cl_timeout' values less than or equal to 0 now mean 'no timeout'. Fixes an issue where the client got disconnect immediately after joining a server, if 'cl_timeout' met this condition.
- Dedicated server no longer loads 'gfx.wad' as it doesn't need it for anything.
- Fixed the 'heartbeat' console command. Forces heartbeat refresh of master server (Steam).
- Fixed the 'lambert' CVAR. Can be used to tweak studio model lighting (together with the 'direct' CVAR). Requires 'sv_cheats 255'.
- Fixed the 'MAX_GLTEXTURES' client error. Studio and sprite textures are now unloaded after each map change. Added new debug command, 'gl_texstats'.
- Implemented Steam P2P (peer-to-peer) based network layer. Supports NAT traversal and Steam relay servers. Ideal for listen servers. Can be disabled by adding '-nop2p' to launch options.
- Improved OpenGL state consistency between the various draw methods. Fixes UI transparency not working correctly in some cases (i.e. VGUI2 text selection).
- Map WAD loader now ignores following special WADs: gfx.wad, cached.wad, and fonts.wad, in addition to already ignored pldecal.wad/tempdecal.wad files.
- Map WADs are now checked for correct lump type. Only lump type 67 (0x43, mipmapped picture) is allowed, other lumps are ignored. (Loading them could cause access violation.)
- Migrated the engine to C++ and the latest Visual C++ toolset. Requires Visual C++ Re-distributable for Visual Studio 2017 (x86).
- Removed support for 16- and 24-bit color depths (including the '-16bpp', '-24bpp', and '-32bpp' launch parameters). This is no longer useful as all relevant video adapters/drivers support 32-bit colors without any performance or compatibility issues. (The feature was broken anyway since the SteamPipe GoldSrc update.)
- The engine now checks if there is room for another map WAD before loading it. (max. 128 map WADs)
- Updated Steam API and libraries to version shipped with the latest Steamworks SDK (v1.43, 20th February 2019).
- When joining a password protected server the user is prompted to (re)enter the password, if the 'password' CVAR is empty or invalid.
Maps
Half-Life Campaign
- Implemented workplace safety level alterations.
Half-Life Single Player Portal
- Implemented workplace safety level alterations.
They Hunger
- Implemented high-quality radio station music loops and ending credits music (Loungemeat - You Are What I Eat).
- [TH_EP2_04] Removed the seamless teleport in the stairwell and merged both halves of the map together. Reworked some rooms so that they would fit. Optimized clip nodes.
Sounds
Weapons/Items
- [They Hunger Weapons] Monofied all sound effects and increased volume for tesla gun effects.
SDK
Svencraft
Our version of Hammer has been renamed to Svencraft to ensure the changes from our engine customisations are distinguished from vanilla GoldSrc map editors. (Mainly Hammer.)
- 2D views now show angle/size for brush transformations.
- 3D view clear color can be changed from the 'Options' dialog now. Defaults to teal.
- Active 3D views are now refreshed by a timer - results in more stable frame rates.
- Added new file filter option that displays both RMF and MAP files.
- Added support for animated textures.
- Added support for masked textures.
- Added support for NPOT textures.
- Added support for 'sequence', 'skin' and 'body' key values.
- Added support for transparent objects.
- Default texture name is now saved per-game.
- Enabled anisotropic texture filtering.
- Face texture edit:
- Larger texture preview to fit the widened dialogue.
- Scales, shifts, and rotation will now be normalised up to 6 point precision instead of 2 point. (This fixes very precisely fitted textures being wrongly rounded when revisiting that face in the tool.)
- Scales, shifts, and rotation will now have trailing zeros (and a subsequent trailing dot for whole numbers) trimmed. -- Expect nice and precise numbers like 1, 2.25, 1.325, 2.62421, etc. (No more 1.00, 2.50, etc.)
- Using the justify options will no longer produce negative numbers or numbers equal to the texture size in the shift. (You should see zero figures more often when no shifting was really required.)
- FGD Parser:
- There is now an error message if the target FGD file does not exist.
- Strings and tokens can be up to 1024 characters long now (was 128).
- Fixed a freeze issue when parsing long strings (>128 chars). Error is displayed for strings longer than 1024 chars.
- Fixed an issue where long comments (>512 chars) could cause parsing errors. Comment length is now unlimited.
- File paths can now be up to 260 (MAX_PATH) characters long (was 128).
- Fixed a potential crash issue caused by long status/error messages. Unified size of all message buffers.
- Fixed studio models animating too fast, if there is more than one instance of the same model.
- Game configs are now saved as XML. -- The editor can still load old binary WC game configs, but it can't save in that format any more.
- Message window supports text selection and clipboard operations.
- Messages generated early during the startup process are buffered (instead of being thrown away) and copied to the Message window once it's available.
- Object properties:
- Implemented angle dials for pitch and roll.
- Implemented angle drop downs containing commonly used angles. (Can be disabled in the options.)
- Interface tweaks to improve usability.
- Key value changes are now applied immediately. It's no longer necessary to de-select the entity for the changes to take effect.
- Smart Edit mode setting no longer resets when switching between entities.
- Studio model animations now reset back to frame 0 when animations are disabled by the user.
- Texture browser:
- Added new scale/size modes: 400%, 200%, 100%, 50%, 25%, 32x32, 48x48, 64x64, 96x96, 128x128, 192x192, 256x256, 384x384, and 512x512.
- Added option that will stretch small textures when in tile mode.
- Fixed a problem where it wasn't always possible to scroll to the very top when using mouse wheel.
- Fixed horizontal scrollbar being always visible even when not needed.
- Polished the UI.
- Set the filter combo-box to always have focus when opening the texture browser.
- Texture group (WAD name) is now displayed for the selected texture.
- Texture names are properly clipped now.
- Texture previews maintain aspect ratio of the displayed texture (optional).
- Window now has proper icon.
- Texture filtering modes can be changed on-the-fly now. Multiple modes available: None, Bilinear, Trilinear, and Anisotropic 2x - 16x.
- Texture lists are now saved per-game.
- The crosshair in 3D views is now perfectly symmetrical.
- Up to 100 WAD files may be loaded at once when adding WADs to a game configuration.
- User Interface:
- Added controls for the new rendering features to 'Options->3D Views' (animated textures, NPOT textures, texture filtering modes, alpha blending, masked textures).
- Added 'Rename' button to the 'Game Config' dialog. Added confirmation dialog for the 'Delete config' operation.
- Added 'Reset' button to the texture dialog.
- All dockable windows are resizeable now.
- Cleaned up toolbar bitmaps. Fixed transparency.
- 'Editor options' and 'Game configurations' are two separate windows now.
- Message window is now dockable.
- New 'About' dialog.
- New splash screen and program icons (courtesy of DGF).
- New toolbar for file operations (New, Open, Save).
- New toolbar and menu for rendering options (Masked textures, Animated textures, Blending, Studio model rendering, Studio model anims).
- Replaced the old 'MS Sans Serif' UI font with 'MS Shell Dlg' (TrueType font).
- Tweaked many dialogs for better user experience (bigger texture previews, more space for file lists, horizontal scrollbars for overflowing fields, etc.)
- Updated the application to use MFC Feature Pack (better look and feel).
- Updated the 'Web Resources' menu.
- Visgroups are no longer displayed after a map is closed.
- When adding new WADs the list is checked for duplicates. Files that are already present on the list are skipped and the user is informed about what happened.
- World size can be changed per-game.
Version details
Steam build ID numbers: Game 3695902, dedicated server tool 3695904, SDK tool 3695905.
Please use the steam build ID number as a reference when posting an issue or query on our message boards. You can find the build number you currently have within Steam by right clicking our game or tools, selecting Properties, then selecting the Local Files tab.
This plugin is a replacement for the old, crappy, SCXPM mod for Sven Co-op. SCRPG Mod is more balanced and more Challenging than SCXPM, and all the skills has been re-created from scratch with a more clean code.
No longer in active development
After the release of
23.0
, SC-RPG is no longer in active (public) development. I have stopped supporting the public revision, due I have heavily modified and changed how the plugin works and function (Latest private revision is on 50.x). I sadly cannot release that version because it now contains code I have created that cannot be released for public use.Credits
JonnyBoy0719
- ProgrammingXellath
- APISwampdog
- TestingShadow Knight/Dark-fox
- TestingDaybreaker
- TestingCustom Sounds
Deathmatch Classic
Hellmouth (Map Series)
Warcraft 3/Blizzard
Master Sword: Continued (MS:C)
The Specialists
Skills
Vitality
- Grants more healthSuperior Armor
- Grants more armorHealth Regeneration
- Regenerates the user's healthNano Armor
- Regenerates the user's armorThe Magic Pocket
- Gives the user ammunition for the current weaponIcarus Potion
- Grants the user 1 extra jump per levelA Gift From The Gods
- Grants the user 1 random weaponThe Warrior's Battlecry
- Boosts everyone around them with health & armorHoly Armor
- Grants the user godmode for a short period of timeCommands
/help
- Prints all the available commands on the console/challenges
- Shows your challange progress/reset
- To reset your skills/rpg
- Shows the admin commands (Only works if you have admin access)/fullreset
- To reset your level, skills and experience back to 0 (can't be undone!)/skillsinfo
- Prints the info about the skills/rpgmod or /version
- To show the version/top10
- Shows the top10 players/rank
- Shows your rank/prestige
- If you're on max level, you will reset to level 0, but you'll gain some new cool shit./sound
- Disables or Enables the sounds (RPG Mod custom sounds only!)Server Commands
rpg_ranking
- This will enable ranking, or simply disable it.rpg_gameinfo
- This will enable GameInformation to be overwritten.rpg_exp_bonus
- This will set an extra amount of EXP you will gain per fragrpg_set_level
- This will set the level of a user (and reset their skills)rpg_set_prestige
- This will set the prestige level of a userrpg_skill_gift
- This will activate the A Gift From The Gods
, even if the user doesn't have itHow it Works
Simply copy the
sc_rpg.amxx
to your plugins folder and add sc_rpg.amxx
under configs/plugins.ini
file.Now open
configs/sql.cfg
and add the new commands:rpg_host '127.0.0.1'
rpg_user 'root'
rpg_pass '
rpg_type 'mysql'
rpg_dbname 'my_database'
rpg_table 'rpg_stats'
rpg_table_api_web 'rpg_rewards_web'
rpg_table_api 'rpg_rewards'
rpg_rank_table 'sc_rpg_rank'
Note:
If it doesn't work as it should, make sure to hardcode the connection on the SMA file instead. (This issue can happen randomly on Sven Co-op 5.x)
Setting up the AngelScript portion
Now we need to setup the angelscript portion of the plugin. Yes, we use angelscript for RPG Mod, which is only for the
Now, let's locate the
A Gift From The Gods
skill. We really don't want them to be spawned on the world itself, only for the player.Now, let's locate the
default_plugins.txt
under svencoop folder, and add the following:See, it wasn't that hard!
Database setup
All the SQL is under
web/database.sql
since the string were to long for AMXX compiler. Simple copy paste it to your PhpMyAdmin,or any SQL Manager that you have installed, into its query, and hit run. But make sure its inside a database, otherwise it'll throw errors at you!Web GUI
Make sure you install the web gui on your apache folder (you can find all files under
You also need to make sure to setup the configurations on the config.php.
web/
folder) and not copying it to your actual server!You also need to make sure to setup the configurations on the config.php.
Note:
Make sure you edit the web to your liking! Specially the prestige portions. This version on RPG Mod does not include the custom weapons, you have to create them yourself, if you want custom weapons.
Before editing, you need to have some prior knowledge of HTML and PHP.
Make sure you edit the web to your liking! Specially the prestige portions. This version on RPG Mod does not include the custom weapons, you have to create them yourself, if you want custom weapons.
Before editing, you need to have some prior knowledge of HTML and PHP.
Web GUI Demo
If you want to see how the Web GUI looks like, you can do so by going to my SC RPG Stats page for my server!
Demo: Click here!
Demo: Click here!
This is the Deagle on Toadies Animations Pack for the game Sven Co-op
This is a first-person shooter where you will be able to fight computer-controlled monsters through the original Half-Life storyline or hundreds of available co-operative scenarios.
Those of you that are in search for some new and fun change for within the world of Sven Co-op, you can try out the new Deagle on Toadies Animations Pack mod.
To install just place the files in the valveSvenCoopmodels.
System requirements
- Sven Co-op
Filed under
- runs on:
- Windows
- file size:
- 2 MB
- filename:
- svencoop_desert_eagle_pack.rar
- main category:
- Mods/Addons
- genre:
- FPS
- developer:
The Sven Co-op Model-Replacement technology is a boon to mappers wishing to immerse the players and breathe life into the stagnating Half-Life atmosphere. Herein the myriad steps involved in utilizing custom monsters and weapons in one's map shall be detailed. **DISCLAIMER** The following tutorials were made for Milkshape 3D, and may not work for 3D Studio MAX. I. Necessary Files and Links II. Model Construction III. Model Implementation in WorldCraft |
In order to create new models for use in a map, a modeling utility must be procured. Current utilities compatible with Half-Life include 3D Studio MAX, which costs thousands of dollars, and Milkshape 3D, which may be downloaded shareware from www.swissquake.ch. The neophyte modeler may also wish to download Half-Life Model Viewer from the same site, in order to view compiled models. On the mapping side, the sven-coop.fgd must be downloaded. It is included with the Sven Co-op 2.0 installer and is probably in your Half-Lifesvencoop directory. Of course, the mapper may just want to use existing models for use in his maps. Many fine model and skin replacements may be downloaded from the Sven Co-op Forums in the 'Model Showcase' section. Details on implementing downloaded and created models into the map itself are included in Section III. |
Getting Started: After the modeling utility of your choice is installed, the best way to start is to painstakingly follow the tutorials. Miscellaneous meritorious modeling tutorials can be found at Wavelength. Decompiling .mdl files The file that is used by Half-Life for monsters and weapons is the mdl file. Unfortunately, MS3D uses the ms3d and smd file for editing purposes. Here are the steps necessary in order to decompile a Half-Life monster or weapon model for editing. 1. Extract the model you wish to use as a base from the pak0.pak into its own folder (e.g. My Documents/mymodel). 2. In Milkshape 3D, click Tools>>Half-Life>>Decompile Normal HL MDL File. Navigate to your chosen model. 3. Check all the boxes that apply, Reference being the actual model, Sequences the animations, Textures the textures used, and the all important .QC file what controls the model's recompilation. 4. In the model's folder, dozens of new files will be created. To view the decompiled model in MS3D for editing, click File>>Import>>Half-Life SMD. There will be many smds to choose from in your directory. One is the reference model, and the rest are animations. Navigate to the smd file with 'reference' or 'ref' in its name and click okay. You are now free to edit and observe, learning the modeling strategies of the professionals. Replacing a Weapon Model Once you are comfortable with the ins and outs of Milkshape 3D, it is time to actually go through the long process of making a model capable of replacing an existing one. 1. Decide which weapon you wish to replace. In this tutorial I will replace the v_crowbar. 2. Import the crowbar reference smd. Delete the crowbar polygons and create a new melee weapon in the same place. 3. Texture the new weapon and assign the vertices to the same joint that the original crowbar was assigned to. 4. Now to compile the model to be used as a crowbar-replacement in-game. This part is tricky. Click File>>Export>>Half-Life SMD. Select a name for the .smd file (newcrowbar) and click okay. 5. Select 'reference' for SMD export, navigate to the model's folder, and open the v_crowbar.qc file with notepad. 6. The qc file is an extremely powerful text file, controlling all aspects of the model. There will be many entries in the file. In the top lines, change the name of the end model from v_crowbar.mdl to v_newcrowbar.mdl. 7. Scroll down to where it says: $bodygroup studioThis is where the reference smd file is defined. Replace 'crowbar_reference' with the name of the reference smd you recently exported (newcrowbar). 8. Below this all the animations are defined. Nothing really needs to be changed here. Save the qc file as newcrowbar.qc 9. Go back into Milkshape. Click Tools>>Half-Life>>Compile QC File. Navigate to the newcrowbar.qc you recently created and click okay. If there are no errors, a v_newcrowbar.mdl will be created in the same folder as the smds. If there are errors that halt the compilation, you may not be using 256-color bitmaps. Also, make sure that all hit box definitions in the QC must have corresponding joints in the smd with vertices assigned. If you do not wish to use a joint, simply remove its hit-box definition from the QC. Replacing a Monster Model The most advanced yet also most rewarding type of model-replacement is the use of custom monster models. The Sven Co-op Model- Replacement technology is powerful enough to drastically change the way a monster encounters the player. Prepare for a lengthy but enlightening procedure. 1. Decide which monster you wish to replace. In this tutorial I will replace the alien_slave with a dragonman, as done in svencooprpg2. 2. Import the alien_slave smd. Delete the existing Slave polygons and create a new monster in the same place or edit the existing model. 3. Texture the new monster and assign the vertices to the same joints that the original body-parts were assigned to. 4. Now to compile the model to be used as an alien_slave in-game. Click File>>Export>>Half-Life SMD. Select a name for the .smd file (dragonman) and click okay. 5. Select 'reference' for SMD export, navigate to the model's folder, and open the slave.qc file with notepad. 6. The QC file is an extremely powerful text file, controlling all aspects of the model. In the top lines, change the name of the end model from slave.mdl to dragonman.mdl. 7. Scroll down to the hit-box entries, which begin with // 20 hit boxes In this list, the places where your model can be shot are defined in hexidecimal. Mastering custom creation of hit-boxes using hexidecimal code is an easy way to make your brain explode. Fortunately, if a model's hit-boxes are not assigned, Half-Life will make default ones following the model's joints. It may be best to either delete all these entries or turn them into comments with a //. Thus they will not be taken into account during compilation but can be used again later on if needed. 8. Scroll down to where it says: $bodygroup studio This is where the reference smd file is defined. Replace 'ISLAVE_Template_Model-1' with the name of the reference smd you recently exported (dragonman). 9. Below this all the animations are defined. Many things may be altered here. If custom animations have been created, they may be included here by replacing the smd name in parentheses. Also, the monster's movement and attack speed may be altered by increasing or decreasing the fps number. For example, to drastically increase the dragonman's run speed, you would replace $sequence run1 'run1' LX loop fps 25 ACT_RUN 1with $sequence run1 'run1' LX loop fps 50 ACT_RUN 110. Unnecessary animations included with the original slave.mdl can be deleted to decrease the mdl file size. Many of the animations are only used in scripted_sequences, and if you don't plan on using these animations, it may be best to remove their definitions from the QC. 11. Save the QC file as dragonman.qc 12. Go back into Milkshape. Click Tools>>Half-Life>>Compile QC File. Navigate to the dragonman.qc you recently created and click okay. If there are no errors, a dragonman.mdl will be created in the same folder as the smds. If there are errors that halt the compilation, you may not be using 256-color bitmaps. Also keep in mind that all hit box definitions in the QC must have corresponding joints in the smd with vertices assigned. If you do not wish to use a joint, simply remove its hit-box definition from the QC. Important: when model_replacing the monster_human_grunt, one must make sure to export corresponding 'head' smds for every human_grunt head and 'gunreference' smds for both gun-types. If only one head or weapon smd is implemented in the qc file, Sven-Coop will crash a few moments after the monster spawns. Replacing a Monster Model: Advanced Any monster created using the previous tutorials will use the same animations that the original monster uses. This is the easiest way to create a new monster, but ambitious mappers are by no means bound by Valve's animations. By creating new animations and bone structure, the monster can look completely different from its original counterpart. Since hit-boxes are created where joints are, if the modeler wishes to create a monster larger or smaller than the original, a new bone-structure, and thus animations, must be created. Technically, the only thing that has to remain the same between a monster and its replacement is the attack type. For example, a zombie would have to have a melee attack. However, if you want to restrict a monster's attack type, you can delete the unwanted attack animation definitions in the QC. For example, if you did not want the alien_slave to have a zap attack and only wanted it to be able to punch the player, you can simply delete the line $sequence zapattack1 'zapattack1' fps 15 ACT_RANGE_ATTACK1 1 { event 3 0 } { event 3 4 } { event 3 10 } { event 3 15 } { event 4 24 } { event 5 29 }The possibilities are infinite. |
There are numerous ways in which to model-replace weapons, monsters, and items in one's map. Worldcraft must be using the newest sven-coop.fgd for these options to be available. The first step in using custom models is creating a custom-model folder. In the svencooopmodels folder, create a folder with the same name as your map. Place all custom models you plan to use in this folder. Model-Replacing a weapon_ entity Within all weapon_ entities lies the ability to use a custom model. As you probably know by now, weapons are separated into 3 separate models: v_ (first-person), p_ (third-person), and w_ (on ground). Kinemaster pro apk no watermark download. To substitute any or all of these models, follow these steps: 1. In WorldCraft, go into the 'Entity Properties' dialog of the weapon by right-clicking on it and clicking 'Properties.' 2. Select the 'P model' entry and input the information 'models/mymap/p_modelname.mdl' 3. Select the 'W model' entry and input the information 'models/mymap/w_modelname.mdl' 4. Select the 'V model' entry and input the information 'models/mymap/v_modelname.mdl' If everything is spelled right and the model is valid, when the map is played the custom-model weapon will be used. Two weapon_ entities of the same type utilizing different custom models (i.e. a sword and a club) may be used, but only one may be picked up by the player. Model-Replacing a monster_ entity Within all monster_ entities lies the ability to use a custom model. To use one, follow this procedure: 1. In WorldCraft, go into the 'Entity Properties' dialog of the monster by right-clicking on it and clicking 'Properties.' 2. Scroll down to the 'CustomModel' entry and input the information 'models/mymap/monstername.mdl' If everything is spelled right and the model is valid, when the map is played the custom-model monster will be used. Model-Replacing a weapon in the squadmaker entity Of course, there is always the chance that the player will want to spawn a model-replaced weapon after the players accomplish some task, so the squadmaker entity allows for it. Unfortunately, this method is a bit more complicated. If a model-replaced weapon is spawned by a squadmaker, the v, p, and w models must be included in the custom_precache entity. 1. In WorldCraft, go into the 'Entity Properties' dialog of the squadmaker by right-clicking on it and clicking 'Properties.' 2. Scroll down to the 'v_model(weapon only)' entry and input the information 'models/mymap/v_modelname.mdl' 3. Scroll down to the 'w_model(weapon only)' entry and input the information 'models/mymap/w_modelname.mdl' 4. Scroll down to the 'p_model(weapon only)' entry and input the information 'models/mymap/p_modelname.mdl' 5. Create a custom_precache entity. 6. Go into the 'Entity Properties' dialog of the custom_precache by right-clicking on it and clicking 'Properties.' 7. Select the 'Model_1' entry and input 'models/mymap/v_modelname.mdl' 8. Select the 'Model_2' entry and input 'models/mymap/w_modelname.mdl' 9. Select the 'Model_3' entry and input 'models/mymap/p_modelname.mdl' 10. All custom weapon models used in squadmakers must be defined in the same custom_precache. If more than one model-replaced squadmaker weapon was used in the same map, you would continue from 'Model_4' on. If more than 9 entries are needed, turn off SmartEdit and add the key 'model_10', 'model_11', and so on. If everything is spelled right and the model is valid, when the map is played the custom-model weapon will be used. Two Multiple squadmaker entities spawning weapons of the same type utilizing different custom models (i.e. a sword and a club) may be used, but only one may be picked up by the player. Model-Replacing a monster in the squadmaker entity Sometimes model-replaced monsters need t o be spawned after the map has already started for various reasons, so the squadmaker also allows for monster model-replacement. 1. In WorldCraft, go into the 'Entity Properties' dialog of the squadmaker by right-clicking on it and clicking 'Properties.' 2. Scroll down to the 'Model Name' entry and input the information 'models/mymap/monstername.mdl' If everything is spelled right and the model is valid, when the map is played the custom-model monster will be used. |
When mappers begin to utilize this invaluable information, future Sven Co-op maps will be unmatched in innovation, attractiveness, and amusement. |
Models
|