Bhop

Bhop

@cnbhop

I do source engine mapping, programming and modding. I work on Deathmatch Classic Refragged as a mapper. I've been trying to get back into mapping and modding, work is just perventing that.

bhop#6599
Joined 14 May 2022
Kirkland, Washington
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Two Years
Two Years
There won't be any more.
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Probably one of my most difficult and complicated GoldSrc projects was the "Skelepuncher" model in 2016~17 because I wanted death animations to have him fall apart.  This involved baked physics animations but also blending with existing animations.  The rig used a simplified version for collisions then the simulations were run using 3dsMax MassFX.  The violent death animations was done by a big pink ball used for collision.  The rest was releasing the pieces freely and letting the gravity sim do the work.  Another layer of difficulty is how playermodel animations are locked to a certain FPS & framecount or else they get clipped/sped up.  To compensate I re-timed the simulation to fit within that framecount and timing.  The model and download is in this post:
https://community.lambdageneration.com/sven-co-op/post/gqb2c7ei
Probably one of my most difficult and complicated GoldSrc projects was the "Skelepuncher" model in 2016~17 because I wanted death animations to have him fall apart.  This involved baked physics animations but also blending with existing animations.  The rig used a simplified version for collisions then the simulations were run using 3dsMax MassFX.  The violent death animations was done by a big pink ball used for collision.  The rest was releasing the pieces freely and letting the gravity sim do the work.  Another layer of difficulty is how playermodel animations are locked to a certain FPS & framecount or else they get clipped/sped up.  To compensate I re-timed the simulation to fit within that framecount and timing.  The model and download is in this post:
https://community.lambdageneration.com/sven-co-op/post/gqb2c7ei
Probably one of my most difficult and complicated GoldSrc projects was the "Skelepuncher" model in 2016~17 because I wanted death animations to have him fall apart.  This involved baked physics animations but also blending with existing animations.  The rig used a simplified version for collisions then the simulations were run using 3dsMax MassFX.  The violent death animations was done by a big pink ball used for collision.  The rest was releasing the pieces freely and letting the gravity sim do the work.  Another layer of difficulty is how playermodel animations are locked to a certain FPS & framecount or else they get clipped/sped up.  To compensate I re-timed the simulation to fit within that framecount and timing.  The model and download is in this post:
https://community.lambdageneration.com/sven-co-op/post/gqb2c7ei
Probably one of my most difficult and complicated GoldSrc projects was the "Skelepuncher" model in 2016~17 because I wanted death animations to have him fall apart.  This involved baked physics animations but also blending with existing animations.  The rig used a simplified version for collisions then the simulations were run using 3dsMax MassFX.  The violent death animations was done by a big pink ball used for collision.  The rest was releasing the pieces freely and letting the gravity sim do the work.  Another layer of difficulty is how playermodel animations are locked to a certain FPS & framecount or else they get clipped/sped up.  To compensate I re-timed the simulation to fit within that framecount and timing.  The model and download is in this post:
https://community.lambdageneration.com/sven-co-op/post/gqb2c7ei

Probably one of my most difficult and complicated GoldSrc projects was the "Skelepuncher" model in 2016~17 because I wanted death animations to have him fall apart. This involved baked physics animations but also blending with existing animations. The rig used a simplified version for collisions then the simulations were run using 3dsMax MassFX. The violent death animations was done by a big pink ball used for collision. The rest was releasing the pieces freely and letting the gravity sim doā€¦

stahp7
worldcraft7
Been working on my first map withing S&Box/Source 2! It's untextured and undetailed still, off course. But it's getting somewhere. It's been really fun using the tools!
Been working on my first map withing S&Box/Source 2! It's untextured and undetailed still, off course. But it's getting somewhere. It's been really fun using the tools!
Been working on my first map withing S&Box/Source 2! It's untextured and undetailed still, off course. But it's getting somewhere. It's been really fun using the tools!
Been working on my first map withing S&Box/Source 2! It's untextured and undetailed still, off course. But it's getting somewhere. It's been really fun using the tools!

Been working on my first map withing S&Box/Source 2! It's untextured and undetailed still, off course. But it's getting somewhere. It's been really fun using the tools!

steamhappy1