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CHANGELOG.md

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Half-Life Unified SDK V1 assets Changelog

This changelog lists all assets changes meant to be used with Half-Life Unified SDK V1.

Note
All changes are expected to be compatible with any minor and patch versions of Half-Life Unified SDK V1.

Table of contents:

FGD

General

  • Added RPG placement mode #1
  • Added Gauss placement mode #2
  • Added Satchel placement mode #3
  • Added RPG ammo placement mode #4

Models

General

  • Added weapon view models
  • Added weapon world models
  • Added player weapon models
  • Added item models
  • Added NPC models
  • Updated many models to include all data in a single file (as opposed to split into a main and texture file along with sequence group files)
  • Standardized variants of the same model from different games and low and high definitions versions to include the same properties
  • Fixed various animation issues
  • Normalized HD sequences fps to be consistent with LD sequences fps
  • Standardized weapons bodygroup submodels order across all models

Specific models

Alien gibs

  • Removed 2 HD submodels to match the LD submodel count (4)
  • Fixed misaligned bone with the floor in LD variant
  • Tweaked hitboxes

Alien Slave

  • Added Op4 specific sequences
  • Added extra frames to the HD crouch sequence to have the same length as in LD
  • Reworked HD collar to be connected to the head to prevent animation glitches in some sequences
  • Tweaked hitboxes
  • Merged collar mesh in the main body mesh

Barney

  • HD uses Op4 HD mesh as a base
  • Added Op4 and Blue Shift specific sequences #98
  • Added Otis sequences to Barney LD/HD models #82
  • Changed otis_range_fire to use barney/ba_attack2.wav instead of weapons/de_shot1.wav
  • Reworked finger animations in otis_range_fire
  • Removed duplicate gun holster polygons in LD variant
  • Removed alternate hand mesh used in unholstered mesh LD variant
  • Fixed Gun holster mesh normals flipped in LD variant
  • Fixed glitchy vertex on the upper right arm in LD variant
  • Reworked hitboxes in LD/HD variants
  • Removed gun holster bone position and rotation in LD animations to allow sharing animations with Otis

Big rat

  • Removed loop option on sequences die1 and jump #119
  • Removed last frame identical to first one in sequences die1 and jump #119
  • Added polygons under paws #126
  • Reworked sharp edges around paws #126
  • Made forward right paw symmetrical with respect to the others #126

Bullsquid

  • Animated tentacles in HD sequence draggruntidle
  • Fixed HD sequences length to be consistent with LD ones
  • Reworked hitboxes

Civilian scientist

  • Rigged blue shirt HD civilian on top of HD scientist skeleton
  • Added shared scientist items bodygroup with clipboard and stick
  • Added shared scientist sequences

Cleansuit scientist

  • Rigged model on top of HL1 LD skeleton
  • Uses default scientist face textures instead of the custom Op4 ones
  • Added shared scientist items bodygroup with clipboard and stick
  • Added shared scientist sequences

Cower scientist

  • Removed unneeded frame in LD/HD cower_die sequence

Dead Barney

  • Removed unneeded frames in various sequences
  • Reworked meshes
  • Tweaked hitboxes
  • Reshare textures with default Barney model
  • Rigged mouth vertices to mouth bone to allow speaking
  • Removed helmet hitboxes
  • Uses sequences idle1, idle3, idle4 from default Barney model

Dead hazard suit

  • Removed head mesh from body mesh
  • Removed Gordon glasses mesh from model
  • Renamed main bodygroup studio to body

Gman

  • Added Op4 specific sequences
  • Removed entire Gman mesh from cell mesh
  • Renamed heads bodygroup to items
  • Added custom bone controller to open the suitcase
  • Added hitboxes to suitcase
  • Tweaked hitboxes
  • Made fingers tight in push_button sequence
  • Cut several end frame of HD sequences yes, no to fit the original LD sequences durations
  • Added suitcase interior for HD gman

Gonome

  • Sorted events by frame number in various sequences
  • Replaced missing step sounds with common NPC step sounds
  • Changed event 1011 to 1004 for walk and run sounds events
  • Play attack, death, pain sounds on CHAN_VOICE channel
  • Removed idle, pain sounds events since they are played in code

Headcrab

  • Added Op4 specific sequences

Hologram

  • Added Blue Shift specific sequences
  • Added teeth mesh
  • Reworked mouth mesh
  • Reworked bone weights
  • Reworked UVs
  • Added XR bone controller

Houndeye

  • Added Op4 and Blue Shift specific sequences
  • Added custom bone Bone01 for animators to use
  • Tweaked hitboxes
  • Removed unnecessary frames in LD/HD dead sequence
  • Fixed left arm in dead sequence
  • Made pose in HD dead sequence' concur with LD sequence

Human grunt

  • Update Human grunt weapon meshes #86
  • Added Blue Shift specific sequences
  • Fixed LD dragleft and dragright sequences swapped
  • Fixed arm bone lengths in Blue Shift sequences
  • Fixed neck vertices sticking out of the body
  • Reworked UVs
  • Reworked hitboxes
  • Converted LD cliffdie sequence to HD due to missing frames
  • Fixed right foot rotation in sequence WM_moatjump
  • Removed unneeded frames in various animations
  • Use LD Op4 shotgun world model mesh for the LD gun meshes
  • Use HD world model meshes for the HD gun meshes
  • Reuse HL1 LD/HD grunt textures
  • Added shared Op4 intro grunts sequences
  • Added shared male BlackOps sequences

Human grunt ally medic

  • Removed duplicate head meshes and use skin families
  • Moved needle to separate bodygroup
  • Use LD Barney gun mesh for LD gun
  • Moved glock to separate bodygroup
  • Added gun holster mesh to LD variant
  • Added blank submodel to weapons bodygroup
  • Improved LD weapons meshes
  • Improved holstered gun mesh
  • Added back faces to helmet chin straps
  • Reworked meshes
  • Added shared grunt ally sequences
  • Added shared grunt sequences
  • Reworked backpack vertex weights
  • Fixed neck vertices sticking out of torso
  • Reuse HL1 LD/HD grunt textures
  • Fixed mouth offset in HD meshes
  • Centered LD/HD run sequence
  • Fixed deagle rotation in HD death sequences
  • Added shared male BlackOps sequences
  • Added shared Op4 intro grunts sequences

Human grunt ally regular

  • Added shared grunt ally sequences
  • Added shared grunt sequences
  • Use HL1 LD grunt gun meshes for consistency
  • Reworked backpack vertex weights
  • Fixed neck vertices sticking out of torso
  • Changed generic hitgroup to head hitgroup
  • Reuse HL1 LD/HD grunt textures
  • Fixed HD grunt MP mesh elbow texture
  • Use HD medic head texture for HD MP grunt for consistency
  • Fixed mouth offset in HD meshes
  • Added shared male BlackOps sequences
  • Added shared Op4 intro grunts sequences

Human grunt ally engineer

  • Moved torch to separate bodygroup
  • Added blank submodel to weapons bodygroup
  • Improved LD weapon mesh
  • Improved holstered gun mesh
  • Added back faces to helmet chin straps
  • Reworked meshes
  • Added shared grunt ally sequences
  • Added shared grunt sequences
  • Reworked backpack vertex weights
  • Fixed neck vertices sticking out of torso
  • Reuse HL1 HD grunt textures
  • Fixed mouth offset in HD meshes
  • Centered LD/HD run sequence
  • Fixed deagle rotation in HD death sequences
  • Added shared male BlackOps sequences
  • Added shared Op4 intro grunts sequences

Intro Barney

  • Added missing gun bodygroup to HD variant

Intro Op4 grunt ally medic

  • Applied updated Human grunt ally medic changes
  • Removed superfluous hitboxes in LD/HD variants
  • Added holstered Desert Eagle gun mesh
  • Added unused black skin from Op4 medic grunt

Intro Op4 grunt commander

  • Applied updated Human grunt ally regular changes
  • Removed superfluous hitboxes in HD variant
  • Added additional hand attachment to LD variant
  • Renamed sequences to allow sharing across different models

Intro Op4 grunt regular

  • Applied updated Human grunt ally regular changes
  • Removed blank submodel in LD/HD variants
  • Fixed bone length in HD variant
  • Removed superfluous hitboxes in LD/HD variant
  • Removed green gun holster texture on fatigues in HD variant for consistency
  • Renamed sequences to allow sharing across different models

Intro Op4 grunt SAW

  • Applied updated Human grunt ally regular changes
  • Removed blank submodel in LD/HD variant
  • Fixed bone length in HD variant
  • Removed superfluous hitboxes in LD/HD variants
  • Removed green gun holster texture on fatigues in HD variant for consistency
  • Fixed glicthy right arm vertices in LD variant
  • Renamed sequences to allow sharing across different models

Intro Op4 grunt engineer

  • Applied updated Human grunt ally engineer changes
  • Added missing cigar to LD variant
  • Removed superfluous hitboxes in LD/HD variants
  • Added missing holstered Desert Eagle gun mesh in HD variant
  • Renamed sequences to allow sharing across different models

Loader

  • Added Op4 specific sequences
  • Removed freeze sequence identical to heroidle
  • Reworked hitboxes
  • Added Op4 green crate as 2nd skin
  • Fixed Op4 green crate stretched texture
  • Added missing polygons along accordion spine
  • Fixed sharp edges on spine polygons
  • Fixed rear-left spine vertex weight (Weighted to Neck3 instead of Neck4)

Male BlackOps

  • Merged head mesh into body mesh and added skin families for head
  • Reworked meshes
  • Reworked UVs
  • Use same MP5 mesh as grunt mesh for consistency for LD variant
  • Added strafeleft/straferight sequences for AI
  • Added strafeleft_cine, straferight_cine for scripted sequences
  • Added shared grunt sequences
  • Tweaked muzzle attachment position
  • Reworked hitboxes
  • Added shared Op4 intro grunts sequences

Otis

  • Added Barney HL1, Op4, Blue Shift specific sequences
  • Added Intro Otis Blue Shift specific sequences
  • Fixed facemaps UVs flipped
  • Reworked face, body, gun UVs
  • Added Barney gun holster bone
  • Changed range_fire to use weapons/de_shot1.wav instead of weapons/pl_gun3.wav
  • Changed event 5001 to 1003 in range_fire
  • Renamed fence to otis_fence to avoid naming collision with Barney fence sequence
  • Renamed wave to otis_wave to avoid naming collision with Barney wave sequence
  • Removed helmet hitboxes surrounding head
  • Tweaked hitboxes
  • Use skin families instead of duplicate head/sleeve meshes
  • Added bodypart sleeves and added long and short sleeve submodels
  • Added bodypart items and added clipboard and donut submodels
  • Added blank submodel to gun bodypart
  • Added unused black skin from Blue Shift
  • Removed duplicate gun mesh from donut mesh

Osprey

  • Uses Op4 model as a base
  • Tweaked hitboxes
  • Added hitboxes to wheels
  • Fixed issues with several mesh polygons
  • Reworked misaligned UVs
  • Fixed left/right bone names

Player (Blue Shift)

  • Reworked several areas of the mesh to get better mesh deformation in animations
  • Replaced hands meshes with those from multiplayer Barney model so they can be animated like the ones in regular HEV player.mdl

Rosenberg

  • Use HL1 LD body mesh instead of the original Blue Shift one
  • Use HL1 HD mouth texture instead of the original Blue Shift one

Scientist

  • Improved HD scientists hitboxes #81
  • Added bodypart items and added clipboard and stick as submodels
  • Added Op4 and Blue Shift specific sequences
  • Added Cleansuit scientist specific sequences
  • Added civilian scientist specific sequences
  • Added console civilian scientist specific sequences
  • Added Gordon scientist specific sequences
  • Added cower scientist specific sequences
  • Added valid sequences for dummy HD sequences
  • Added Op4 ZR bone controller
  • Improved LD hitboxes
  • Fixed fps in LD sequences 180_left and sitlookright playing faster than their respective counterpart
  • Removed unused event 1003 - gameover in sequence cowering_in_corner
  • Added loop option to fallingloop
  • Removed extra hand mesh on needle bodygroup
  • Refactored and optimized texture sheets

Scientist gun (scigun)

  • Uses Op4 world model as a base for LD variant
  • Added HD variant based on HL1 HD world mesh

Shocktrooper

  • Sorted events by frame number in various sequences
  • Added missing extension .wav extensions in sequences
  • Play attack, death sounds on CHAN_VOICE channel

Skeleton

  • Uses Op4 model as a base
  • Uses HL1 skeleton textures instead of those from Op4
  • Reworked hitboxes
  • Fixed flipped normals
  • Fixed uncapped surfaces
  • Fixed asymmetrical clavicle mesh
  • Fixed asymmetrical bone positions for forearms and fingers
  • Reworked bone weights
  • Fixed inconsistent bone length in various sequences
  • Fixed hands clipping through floor in various sequences

Voltigore

  • Sorted events by frame number in various sequences
  • Added missing extension .wav extensions in sequences
  • Play walk, eat sounds on CHAN_BODY channel
  • Removed pain sounds events since they are played in code
  • Fixed left/right arms hitboxes inverted
  • Fixed left/right legs hitboxes inverted
  • Tweaked hitboxes

Zombies

  • Added sequences exclusive to specific zombie models to all zombie model variants
  • Added valid sequences for dummy HD sequences #26

Player weapons models

Player Egon model
  • Fixed misaligned cannon in HD variant
  • Reworked HD mesh, UVs, uncapped areas
  • Reworked hitboxes
Player Shotgun model
  • Uses Op4 world model mesh for LD variant
  • Removed right hand hitbox on LD variant
Player Snark model
  • Fixed HD model flickering due to different frame poses
  • Reused HD viewmodel textures

View models

Crossbow
  • Use HD Op4 crossbow textures for HD variants
  • Removed unneeded arm mesh in LD/HD variants
  • Use HD idle1 as a base for HD dummy sequences idle2, fidget2
  • Moved string to unloaded position in HD unloaded sequences
  • Moved clip bolts away in HD unloaded sequences
  • Moved clip bolts away in HD sequence fire3
  • Replaced LD HEV crossbow hand mesh with LD HEV Python hand mesh
Crowbar
  • Removed left arm in HD HL1/Op4 variants
  • Removed unneeded hitboxes
  • Tweaked hitboxes
Desert eagle
  • Tweaked muzzle attachment position in LD/HD variants
Displacer
  • Reworked fire animation to make the hand correctly follow the handle #111
Egon
  • Removed right arm mesh in HD variant
  • Removed loop option on HD sequences altfireon, altfireoff
Gauss
  • Use HD Op4 gauss texture for HD variants
  • Replaced HEV arm with soldier and guard arm in LD variants
Glock
  • Use HD Blue Shift animation reload_noshot for all HD variants
  • Removed unneeded hitboxes
  • Tweaked muzzle attachment offset in HD variants
  • Added silencer bodygroup to HD variants
  • Added backfaces to clip in HD variants
Hand grenade
  • Use HD Op4 grenade texture for HD variants
  • Removed unneeded hitboxes
Knife
  • Lengthen knife LD/HD HEV and guard arms mesh to ensure the viewmodel's end is not seen #110
MP5
  • Reworked LD Op4/Blue Shift LD MP5 mesh sharp edges
  • Fixed gun attachments in Op4/Blue Shift LD variants
  • Removed unfinished sequence deploy_2 in Op4/Blue Shift LD variants
  • Fixed LD HEV left arm vertices #122
Python
  • Fixed gun attachment offset in HD variants
  • Added missing reload sound event to LD/HD variants
RPG
  • Use Op4 missile mesh for LD variants
  • Added missing sequences fidget2, holster2 to Op4/Blue Shift LD variants
  • Added missing sequence fidget2 to HD variants
Satchel
  • Removed right arm in LD Op4 variant
  • Removed right arm in HD variants
  • Removed unneeded hitboxes
  • Moved satchel mesh bodygroup after hands bodygroups in HD variants for consistency
Satchel radio
  • Use HD Op4 satchel radio texture for HD variants
  • Removed unneeded hitboxes
  • Removed left arm in HD variants
  • Fixed glitchy hand vertices in LD/HD Op4 variants
Shock rifle
  • Removed unnecessary polygons #13
Shotgun
  • Changed event 5001 option 41 to 31 in HD shoot sequence for consistency with LD sequences
  • Removed duplicate event 5001 in HD sequence shoot_big
Snark
Spore launcher
  • Reworked fire animation to make the hand correctly follow the handle #104
  • Fixed spore flying off screen in reload animation #129
Tripmine
  • Removed loop option on HD sequence arm1
  • Moved LD/HD world tripmine to separate models

World models

Crossbow world model
  • Added missing clip to HD mesh
  • Reworked mesh
  • Reworked HD sequences to fit with LD ones
  • Reworked hitboxes
Gauss world model
  • Reworked HD sequences to fit with LD ones
Glock world model
  • Centered HD mesh
  • Rigged HD mesh on top of LD skeleton
  • Reworked hitboxes
Hand grenade world model
  • Rigged HD mesh on top of LD skeleton
  • Tweaked hitboxes
  • Use HD hand grenade viewmodel texture for HD variant
M203 grenade
  • Centered HD mesh to origin
  • Reworked HD mesh UVs
  • Tweaked hitboxes
RPG ammo model
  • Reworked meshes
  • Reworked UVs
  • Added back faces beneath cap
RPG world model
  • Added missing onside sequence to HD variant
  • Reworked HD sequence idle1 to fit with LD
  • Reworked mesh
  • Reworked UVs
  • Removed loop option from HD sequence stayput
Satchel world model
  • Rigged HD mesh on top of LD skeleton
  • Reworked hitboxes
Shotgun shells
  • Centered HD mesh to same position as LD mesh
  • Reworked UVs
  • Reworked hitboxes
Shotgun world model
  • Uses Op4 model mesh as a base
Tripmine world model
  • Removed unneeded frames in world and ground sequences
  • Fixed tripmine clipping through floor in ground sequences
  • Added missing polygons to LD variant

Sounds

General

  • Added buttons/bell1_alt.wav

Sprites

General

  • Added custom HUD sprites #114
  • Reworked HUD sprites to reduce the number of sprites used
  • Fixed background pixels that weren't exactly black #114
  • Added variant of Op4 weapons HUD sprites without scanline
  • Added variant of HL1 HUD sprites with scanline
  • Added variant of Blue Shift HUD sprites with scanline
  • Added variant of HD weapons sprites with scanline

Specific sprites

Crosshairs

  • Added missing Op4 crosshairs from ofch1.spr #114

CTF

  • Replaced third row of ctf_hud1.spr with sprites from ctf_hud2.spr. #114

Nightvision

  • Fixed NVG flash empty image width #114
  • Fixed NVG flash full image width #114

Tripmine

  • Fixed 640hud6.spr tripmine image offset #114