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same mesh, but Op4 has wheels for take_off sequence
same hitboxes
same bone controllers
same sequences and fps for those available
same textures, but Op4 has multiple texture sheets
HL1 <-> Blue Shift
Identical
Add the following Opposing Force sequences :
on_tarmac
take_off
Additional information
1- The HL1 Osprey texture layout is different from Op4. The Op4 Osprey is used as a base since the other Osprey variations use pretty much the same Op4 texture layout.
2- The HL1 rotor sequence origin height is different from the one in Op4. This is because the reference's bone 'Osprey' is in a different position. The sequence has been fixed so it's in the same expected position as in the original HL1.
3- The original Op4 Osprey hitboxes are offset below and rotated 180 degrees around Z axis. This is because the 'Osprey' bone is rotated in the same way and is in a different position. I reworked them so they are correct.
4- The HL1 and Op4 rotor sequence have the same number of frames and same fps, but the blades rotate faster in the Op4 version. The Op4 speed is used.
5- Left wing bones were originally suffixed R while right ones were suffixed L. Bones' names have been swapped to avoid confusion.
6- Hitboxes for all 3 wheels have been added with a specific hitgroup for each, in case modders want to add behavior when wheels are hit.
7- The cockpit hitbox originally only covered half of the cockpit area. This has been widened to cover the entire cockpit.
8- Existing hitboxes have been tweaked and new ones were added.
9- UVs of the floor, ceiling, sideways of the middle boarding interior were reworked and are now correctly aligned.
Osprey variants
I checked the following models:
blkop_dead_osprey.mdl
blkop_osprey.mdl
blkop_osprey_bodygibs.mdl
blkop_osprey_enginegibs.mdl
blkop_osprey_tailgibs.mdl
crashed_osprey.mdl
dead_osprey.mdl
mini_osprey.mdl
mini_osprey_bodygibs.mdl
mini_osprey_enginegibs.mdl
mini_osprey_tailgibs.mdl
osprey.mdl
osprey_bodygibs.mdl
osprey_enginegibs.mdl
osprey_tailgibs.mdl
I made a list of all aspects of each model across all 3 games. Opposing Force has a couple of custom Osprey models such as crashed_osprey.mdl, mini_osprey.mdl and the BlackOps variants.
I checked the models and some have several texture sheets (unwraps) incompatible with the current Osprey. Some also have glitchy appearance due to improper UV setup. In addition, BlackOps variants have inconsistent textures across their counterparts.
Standardizing the textures and meshes between each Osprey model requires a considerable amount of work. BlackOps textures could be remade by desaturating the military Osprey texture but this should be done after all other variants standardization is finished.
Although BlackOps Osprey entity exists in code, it is unused in game. Since crashed_osprey.mdl and mini variations are only used in Op4, and no other model beside osprey.mdl is used, standardization for the others can be done later.
The text was updated successfully, but these errors were encountered:
The Osprey has no HD version.
HL1 <-> Op4
take_off
sequenceHL1 <-> Blue Shift
Add the following Opposing Force sequences :
Additional information
1- The HL1 Osprey texture layout is different from Op4. The Op4 Osprey is used as a base since the other Osprey variations use pretty much the same Op4 texture layout.
2- The HL1
rotor
sequence origin height is different from the one in Op4. This is because the reference's bone 'Osprey' is in a different position. The sequence has been fixed so it's in the same expected position as in the original HL1.3- The original Op4 Osprey hitboxes are offset below and rotated 180 degrees around Z axis. This is because the 'Osprey' bone is rotated in the same way and is in a different position. I reworked them so they are correct.
4- The HL1 and Op4
rotor
sequence have the same number of frames and same fps, but the blades rotate faster in the Op4 version. The Op4 speed is used.5- Left wing bones were originally suffixed R while right ones were suffixed L. Bones' names have been swapped to avoid confusion.
6- Hitboxes for all 3 wheels have been added with a specific hitgroup for each, in case modders want to add behavior when wheels are hit.
7- The cockpit hitbox originally only covered half of the cockpit area. This has been widened to cover the entire cockpit.
8- Existing hitboxes have been tweaked and new ones were added.
9- UVs of the floor, ceiling, sideways of the middle boarding interior were reworked and are now correctly aligned.
Osprey variants
I checked the following models:
I made a list of all aspects of each model across all 3 games. Opposing Force has a couple of custom Osprey models such as
crashed_osprey.mdl
,mini_osprey.mdl
and the BlackOps variants.I checked the models and some have several texture sheets (unwraps) incompatible with the current Osprey. Some also have glitchy appearance due to improper UV setup. In addition, BlackOps variants have inconsistent textures across their counterparts.
Standardizing the textures and meshes between each Osprey model requires a considerable amount of work. BlackOps textures could be remade by desaturating the military Osprey texture but this should be done after all other variants standardization is finished.
Although BlackOps Osprey entity exists in code, it is unused in game. Since
crashed_osprey.mdl
and mini variations are only used in Op4, and no other model besideosprey.mdl
is used, standardization for the others can be done later.The text was updated successfully, but these errors were encountered: