It all began at the very beginning of 2010 when I had stumbled upon a screenshot of an unusual Half-Life mod.  Well, unusual would be an understatement as I found my way on to MODDB page for this mod with the name of “Scientist Slaughterhouse: Mod Messup #1: WTF”.  I quickly installed it put on “sv_cheats 1”,  loaded up map c1a0 and instinctively & spammed “impulse 101” for the complete weapon set as I prepared for those doors to open.  Nothing could quite prepare me for the insanity that followed as I proceeded into that room.  I can`t quite put it into words so I will put this edited footage of me playing some parts of it:

SSH: Mod Messup #1: WTF —- Play by CORPIt was offensive, hyper violent, and was an affront to all the senses… and I loved every second of it.  Even 2 whole years later, I still get a kick out of playing it every once and a while.  Within days of playing it I felt inspired to create stuff for this mod as an expansion.  I wasn`t new to modding but at the time I had only used Source engine with texture edits, decals, spraylogos, and particles.  This time I wanted to do character animations and learn how to mod for GoldSrc. I had originally picked up MilkShape3d since it had built-in HalfLife tools such as a decompiler, importer and exporter.  It took a while to learn but I got a hang of it, and I made several quick animations for both the scientists and barney characters.  The process of making custom animations were as follows:
Decompile the MDL
Import the reference mesh SMD file & texture into 3D program
Create animation keyframes, then export the SMD as a sequence
Re-compile the model with custom animation written into the compile script (QC)
More on this process can be found here on my site:http://the303.org/goldsrc/gmdlflowchart.htmlMany of these animations I have showcased in “Monsters of science” but, ill post a few more early examples using the models straight from the mod:


After a while I realized that I was getting a little too ambitious since I did not have the time to do the amount of animations and content that I wanted.  In addition to this I had found out how frustrating it was to animate with milkshape.  I dropped the expansion, but I decided to showcase one of the many animations that I made for the mod as a movie called: LET ME IN BARNEY.  I had simply replaced the “intropush” animation for barney opening the door with my “FACESTAB” headbutt animation.And so began the un-named series of HL1 shorts.

It all began at the very beginning of 2010 when I had stumbled upon a screenshot of an unusual Half-Life mod.  Well, unusual would be an understatement as I found my way on to MODDB page for this mod with the name of “Scientist Slaughterhouse: Mod Messup #1: WTF”.  I quickly installed it put on “sv_cheats 1”,  loaded up map c1a0 and instinctively & spammed “impulse 101” for the complete weapon set as I prepared for those doors to open.  Nothing could quite prepare me for the insanity that followed as I proceeded into that room.  I can`t quite put it into words so I will put this edited footage of me playing some parts of it:

SSH: Mod Messup #1: WTF —- Play by CORP

It was offensive, hyper violent, and was an affront to all the senses… and I loved every second of it.  Even 2 whole years later, I still get a kick out of playing it every once and a while.  Within days of playing it I felt inspired to create stuff for this mod as an expansion.  I wasn`t new to modding but at the time I had only used Source engine with texture edits, decals, spraylogos, and particles.  This time I wanted to do character animations and learn how to mod for GoldSrc. I had originally picked up MilkShape3d since it had built-in HalfLife tools such as a decompiler, importer and exporter.  It took a while to learn but I got a hang of it, and I made several quick animations for both the scientists and barney characters.  The process of making custom animations were as follows:

  1. Decompile the MDL
  2. Import the reference mesh SMD file & texture into 3D program
  3. Create animation keyframes, then export the SMD as a sequence
  4. Re-compile the model with custom animation written into the compile script (QC)


More on this process can be found here on my site:
http://the303.org/goldsrc/gmdlflowchart.html

Many of these animations I have showcased in “Monsters of science” but, ill post a few more early examples using the models straight from the mod:
facewhat

fuckyou



After a while I realized that I was getting a little too ambitious since I did not have the time to do the amount of animations and content that I wanted.  In addition to this I had found out how frustrating it was to animate with milkshape.  I dropped the expansion, but I decided to showcase one of the many animations that I made for the mod as a movie called: LET ME IN BARNEY.  I had simply replaced the “intropush” animation for barney opening the door with my “FACESTAB” headbutt animation.
And so began the un-named series of HL1 shorts.