The Vortigaunts' Posture

Well I’ll be damned, not only is that true, but it works in Black Mesa. I took the tripmine sound, had it open in WMP (my keyboard has a play button, so I can play it without tabbing out) and added it to BMS. The direct comparison makes it extremely noticeable. I’m not sure what Source does or it’s limits to it (Will it affect non-HL1 low quality sounds? Or what if you modify the sound? etc), but I gotta say that’s pretty damn amazing.

Anyway, about the animations. I don’t know anything about modeling, but wouldn’t it be possible to just edit the model switch the names of the animations around?

Surely someone here can fix up the animation issue, right? RIIIIIIIIIIGHT???

Uh… I hate to say, but you’d prolly have to decompile the model first.

If any of y’all are in college you can give Maya or 3DS Max a try for free for a couple of years. Just need to register your school e-mail.

As far as I’m aware, the models are compiled with the animation data inside them, but I could be wrong.

I assume decompiling models is bad? I know it fucks up maps pretty bad.

I’m not sure whether animations are part of the model or not, I assumed they are, but there are also files named vortigaunt_anims.mdl and vortigaunt_anims.ani, in additional to the six vortigaunt_slave model parts.

I was hoping someone around here might know, but then again if they did, it would’ve probably been done by now…

https://www.youtube.com/watch?v=f7_HoL64qhs&feature=youtu.be

Hmmm, they do say something at 0: 38 which wasn’t in HL1 either. :confused:

Really, isn’t there anyone who can just replace HL2/BM vortigaunt sounds with HL1 vortigaunt sounds without adding anything new? Nothing complicated, no new recording, editing etc. just swapping…

Razor, I’d like to clear something up. The only thing new I’m showing here is the electic zap sound effect

Demonstration of slaves talking has already been posted here by me in this thread. Here’s a recap:

I will not post vortigaunts’ talk here, because I would be “stealing” someone’s unfinished work - that’s kind of douchey. But feel free to download the zaps

https://www.datafilehost.com/download-b107e472.html

Ah, so you only added the old HL1 zap sounds then?

But never mind. It seems you can just swap files yourself without compiling everything or whatever…? (doh)

Well… Yeah. That’s what I said in the beginning.

That was kind of a rhetorical question…

Anyway, thanks. The vortigaunts and houndeyes now sound very much to my liking!

Any progress?

Unfortunately, I have no idea how to fix that Vortigaunt posture issue. I can, however, help out with replacing the HL2/BM Vortigaunt voice sounds with the HL1 originals. I’ve been replacing tons of Xen alien sounds in Black Mesa with the HL1 versions for a while now (starting with the zombies). :stuck_out_tongue:

Here’s my HL1 Vortigaunt voice replacement, for those who want it: https://www1.datafilehost.com/d/88a32df4

I have to agree on this somehow. The Black Mesa vortigaunts look a way weaker and more fragile than their Half-Life 1 grandfathers. My suggestion:

Give them a one year membership in a fitness studio:

I’m not kidding. The only way we can manipulate the appearance of the vortigaunts to something more threatening and intimidating without breaking the stylistic continuity to Half-Life 2 is to give them more muscles.

Just like this guy:

Hah, it’s great to see this thread still (kinda) going, even though I haven’t posted in a while. I hope the devs do pay attention to this and fix the problem!

I’m pretty sure you wouldn’t have to decompile the model, since the animations are already in there, they’re just not being called by the game. I guess you could switch the names of the animations around so it’d use them instead, but that’d be a rather hacky solution. The best option would probably be for the devs to fix the NPC AI so that the vorts automatically used those animations instead. I don’t know very much about source NPCs, so I don’t know how easy that’d be, but it couldn’t be that difficult?

Re: the sounds, I experimented a bit with running the vanilla sounds through a vocoder and got some pretty good results. I’ll see if I can get around to posting them.

To those who have already downloaded my HL1 vortigaunt sound pack (and to those who still might), I’ve uploaded an improved version. The death sounds were missing from my original version, because they seem to be missing in the original Black Mesa vortigaunt sound files. I should have caught that earlier…

Anyway, here’s the HL1 vortigaunt sounds for BM now including their death sounds: https://www1.datafilehost.com/d/7314d0b2

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Were the images REALLY neccesarry?

That’s what I thought why post those images with it?

So nobody fixed it yet?

I’m not sure it’s that easy. Might need the source code to change the animations that are used, or alternatively we would need someone to decompile the model, switch the animations around, then fix all the animations that were broken, and recompile it.

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it cant be that hard can it?

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.