Author Topic: Half-Life 1 Weapons Project  (Read 3388 times)

Back in 2009 I started a project to re-create all the HL1 weapons in Blockland, because the guns in HL1 are still my favorite loving guns ever. I was 12 years old, so I sucked. Now I'm redoing them as an 18 year old, and I still suck. Either way this is going to be my personal project thread for the creation of the Half Life 1 weapons, you're free to leave suggestions, comments and criticism in this thread.

Weapons
I'm going to start with the special, cool weapons:

Gluon Gun
Tau Cannon
Trip Mine
Hornet Gun
Snarks
Guided Rocket Launcher

I'm new to scripting so those last three are probably gonna take forever.
After I've finished all the important weapons I'll move onto the generic crap, starting with least generic to most generic lol

Satchel Charge
Grenade
Crossbow
MP-5 w/ Grenade Launcher
SPAS-12
Crowbar
.357
Glock

Media

- Gluon Gun



Video

- Tau Cannon

« Last Edit: June 07, 2016, 03:12:51 AM by Rally »

oh yes! finish it its really cool!

i hope there's gauss boosting. may want to fix the inverted normals on the gluon gun

i hope there's gauss boosting. may want to fix the inverted normals on the gluon gun

How do I do this again? I'm using milkshape

How do I do this again? I'm using milkshape
I believe the normals don't fix themselves unless you have 'Auto Smooth' enabled in the Groups tab

How to fix it once that's a thing that's already happening, i'm not entirely sure, but i think if you enable Auto Smooth, select any part of the model, and rotate or move it, it'll re-adjust the normals across the whole model

These are looking really good so far! Keep up the great work!

damn that gluon gun is quite good looking


i'm kinda worried on how trip mines and guided rocket launcher is going to work though

oh yes! finish it its really cool!
These are looking really good so far! Keep up the great work!
damn that gluon gun is quite good looking

Thanks for the feedback m'dudes.


i'm kinda worried on how trip mines and guided rocket launcher is going to work though

Yeah, me too. I'll probably work on em for a while but it may just be a pipe dream. I recall a few weapons in the past that had guided projectiles so I might try to reference them assuming I can dig up crap from like, 2008

I believe the normals don't fix themselves unless you have 'Auto Smooth' enabled in the Groups tab
How to fix it once that's a thing that's already happening, i'm not entirely sure, but i think if you enable Auto Smooth, select any part of the model, and rotate or move it, it'll re-adjust the normals across the whole model

Well it definitely did something but it also smoothshaded it. I'm using the flatshading method in this thread btw. Can you explain to me what inverted normals actually are? I'm green as forget when it comes to modeling.

Does this look fixed? (the one on the right specifically)

Well it definitely did something but it also smoothshaded it. I'm using the flatshading method in this thread btw. Can you explain to me what inverted normals actually are? I'm green as forget when it comes to modeling.
It completely smooth shaded it because you don't have any smoothing groups set up, but that's fine since you're not gonna be using those (unless you want to keep track of what and which group of faces are smoothed)

An easier method of flat shading is to just select the whole model with Ctrl+A, then press Ctrl+Shift+W to unweld all of the faces, this separates the faces from each other, so if you were to select parts of the model and modify it in some way, it won't drag neighboring faces with it, but once you're done with your model, it shouldn't matter anyway

You can also take advantage of this method if you want to smooth shade parts of the model by using the selection tool set to Face, then selecting the faces of the model you want smoothed, then just press Ctrl+W to weld them together

So as an example, you could unweld the whole model to flatshade it, then select the tube part of the model and weld those faces together, but since this is Milkshape 3D, you might have to use the different viewports to select the exact faces you want

Does this look fixed? (the one on the right specifically)
Looks normal to me!
« Last Edit: November 09, 2015, 07:32:30 AM by Masterlegodude »

I think this pack had an rl with working guidance.

Inverted normals is when the inside and outside faces are flipped, causing weird lighting errors. This can sometimes result in random holes in your model if it isn't double-faced (when both inside and outside faces are rendered) And yea, the one on the right looks fixed.

Can I get some feedback on this Tau Cannon model? I can't tell if it's actually bad or if the cake is least impressive to the cook. I tried to keep it blocko styled but I feel it's way too detailed or something.






I took a few artistic liberties here and there but it's not like the Tau Cannon has remained in any way consistent over the half life game's and it's mods.



Yo, this is incredibly helpful stuff. Thank you.

I think this pack had an rl with working guidance.
Inverted normals is when the inside and outside faces are flipped, causing weird lighting errors. This can sometimes result in random holes in your model if it isn't double-faced (when both inside and outside faces are rendered) And yea, the one on the right looks fixed.

Thanks for the tip, I'll check it out.
« Last Edit: November 09, 2015, 07:40:12 AM by Rally »

The Gluon Gun's nozzle is too big.

The Gluon Gun's nozzle is too big.

Which would you prefer:
Normal sized muzzle in first person and blocky/large muzzle in 3rd person
Skinny/noodle muzzle in first person and smaller muzzle in 3rd person

i think the only thing that looks too detailed on the tau cannon/gauss gun are those thin pipes at the very end of the model (at the nozzle)

Which would you prefer:
Normal sized muzzle in first person and blocky/large muzzle in 3rd person
Skinny/noodle muzzle in first person and smaller muzzle in 3rd person
smaller I suppose.