Add the Miku to lobby

Misc Releases such as Textures, Choreo, Tools, and even Sound.
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masa0x
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Add the Miku to lobby

Post by masa0x »

hi.
I made the script to make npc_citizen baseed Miku appear in map_select_160. :D

First, Please download the model of Miku from the website of XenoAisam.
http://xenoaisam.mysyslance.com/

Even if you log in my server "[JP]echizen server", necessary data is automatically downloaded.

Next, the res file is made. Please add the following content to map_select_160.res.

Code: Select all

"materials\HatsuneMiku\eyeball.vtf" "file"
"materials\HatsuneMiku\iris_l.vmt" "file"
"materials\HatsuneMiku\iris_l.vtf" "file"
"materials\HatsuneMiku\iris_R.vmt" "file"
"materials\HatsuneMiku\iris_R.vtf" "file"
"materials\HatsuneMiku\MikuBody.vmt" "file"
"materials\HatsuneMiku\MikuBody.vtf" "file"
"materials\HatsuneMiku\MikuBodyBloody.vmt" "file"
"materials\HatsuneMiku\MikuBodyGlow.vtf" "file"
"materials\HatsuneMiku\MikuBodySpec.vtf" "file"
"materials\HatsuneMiku\MikuHead.vmt" "file"
"materials\HatsuneMiku\MikuHead.vtf" "file"
"materials\HatsuneMiku\MikuHeadNormal.vtf" "file"
"materials\HatsuneMiku\MikuHeadSpec.vtf" "file"
"materials\HatsuneMiku\MikuNormalMap.vtf" "file"
"models\miku.dx80.vtx" "file"
"models\miku.dx90.vtx" "file"
"models\miku.mdl" "file"
"models\miku.phy" "file"
"models\miku.sw.vtx" "file"
"models\miku.vvd" "file"
Next, the modify file is made.
Please add the following content to the "Add" section of map_select_160_modify.txt.
There is no problem even if coordinates specified for "origin" are changed into the arbitrary one.

Code: Select all

        "npc_citizen"
        {
            "additionalequipment" "random"
            "AlwaysTransition" "No"
            "ammoamount" "1"
            "ammosupply" "SMG1"
            "angles" "0 270 0"
            "citizentype" "4"
            "DontPickupWeapons" "No"
            "expressiontype" "2"
            "GameEndAlly" "No"
            "model" "models/miku.mdl"
            "npcname" "Hatunemiku"
            "physdamagescale" "1.0"
            "renderamt" "255"
            "rendercolor" "255 255 255"
            "skin" "0"
            "spawnflags" "65540"
            "origin" "-170 -115 -1022.46"
        }
Miku appears on the floor when map_select_160 is loaded after the setting is ended.

Some Screenshots is here.
Image
Image
Image
and...
Image
:lmao:

Note.
Please let the player download the model of Miku before the map is loaded.
Otherwise, the client crashes. :cry:
MaestraFénix
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Re: Add the Miku to lobby

Post by MaestraFénix »

People says that your server is very good. Can post the ip?
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xenoaisam
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Re: Add the Miku to lobby

Post by xenoaisam »

wow i dont know even we can do custom npc~ >_<

The [JP]echizen server can be seen in server list... but its on sometimes
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Gary
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Re: Add the Miku to lobby

Post by Gary »

It's not custom NPC, it's a npc_citizen with a custom model. That also uses Alyx's EP2 animations.
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masa0x
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Re: Add the Miku to lobby

Post by masa0x »

Maestro Fénix wrote:People says that your server is very good. Can post the ip?
I'm sorry. :(
My server is operating only on the weekend.
Please find my server from the server list.
Moreover, my server has been ruined by the foreigner player who doesn't keep the rules in the past,
and the restricted admission to the server has been set since then. :(
I will releasing the block of Spain. :)


To xenoaisam

Did I speak to have made npc Miku based on npc_citizen by the chat? :)
xenoaisam
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Re: Add the Miku to lobby

Post by xenoaisam »

masa0x wrote: To xenoaisam

Did I speak to have made npc Miku based on npc_citizen by the chat? :)
err i mean i dont know can replace npc citizen just by slight edit on textpad XD

Edit:

got problem... didn't appear
maybe i insert it wrong?:

Code: Select all

		"Map_Message_35" {"message" "coop_zelda01_b"}
		"logicauto"	{"OnTrigger" "Map_Toggle_35,Toggle, 0, -1"}
	    	"Map_Trigger_35" {"OnStartTouch" "ServerCommand,Command,changelevel coop_zelda01_b,5,-1"}
		"Map_Random_35"  {"OnTrigger" "ServerCommand,Command,changelevel coop_zelda01_b,0,-1"}
	    	"Map_Door_35"    {"OnHealthChanged" "text,DisplayText,coop_zelda01_b,0,-1"}
		"Map_Door_35"    {"OnHealthChanged" "text2,DisplayText,Author:zteer,0,-1"} 
		"Map_Door_35"    {"OnHealthChanged" "text3,DisplayText,Genre:Combat,0,-1"} 
		"Map_Door_35"    {"OnHealthChanged" "text4,DisplayText,Mounts:None,0,-1"}
		"Map_Decal_35"   {"texture" "maps/oc_lobby/lobby_coop_zelda01_b"}

		"Map_Message_36" {"message" "oc_zelda02_g"}
		"logicauto"	{"OnTrigger" "Map_Toggle_36,Toggle, 0, -1"}
	    	"Map_Trigger_36" {"OnStartTouch" "ServerCommand,Command,changelevel oc_zelda02_g,5,-1"}
		"Map_Random_36"  {"OnTrigger" "ServerCommand,Command,changelevel oc_zelda02_g,0,-1"}
	    	"Map_Door_36"    {"OnHealthChanged" "text,DisplayText,oc_zelda02_g,0,-1"}
		"Map_Door_36"    {"OnHealthChanged" "text2,DisplayText,Author:zteer,0,-1"} 
		"Map_Door_36"    {"OnHealthChanged" "text3,DisplayText,Genre:Combat,0,-1"} 
		"Map_Door_36"    {"OnHealthChanged" "text4,DisplayText,Mounts:None,0,-1"}
		"Map_Decal_36"   {"texture" "maps/oc_lobby/lobby_oc_zelda02_g"}

		"Map_Message_37" {"message" "oc_newgappi_g"}
		"logicauto"	{"OnTrigger" "Map_Toggle_37,Toggle, 0, -1"}
	    	"Map_Trigger_37" {"OnStartTouch" "ServerCommand,Command,changelevel oc_newgappi_g,5,-1"}
		"Map_Random_37"  {"OnTrigger" "ServerCommand,Command,changelevel oc_newgappi_g,0,-1"}
	    	"Map_Door_37"    {"OnHealthChanged" "text,DisplayText,oc_newgappi_g,0,-1"}
		"Map_Door_37"    {"OnHealthChanged" "text2,DisplayText,Author:zteer,0,-1"} 
		"Map_Door_37"    {"OnHealthChanged" "text3,DisplayText,Genre:Combat,0,-1"} 
		"Map_Door_37"    {"OnHealthChanged" "text4,DisplayText,Mounts:None,0,-1"}
		"Map_Decal_37"   {"texture" "maps/oc_lobby/lobby_oc_newgappi_g"}

		"Map_Message_38" {"message" "oc_return_c17_01"}
		"logicauto"	{"OnTrigger" "Map_Toggle_38,Toggle, 0, -1"}
	    	"Map_Trigger_38" {"OnStartTouch" "ServerCommand,Command,changelevel oc_return_c17_01,5,-1"}
		"Map_Random_38"  {"OnTrigger" "ServerCommand,Command,changelevel oc_return_c17_01,0,-1"}
	    	"Map_Door_38"    {"OnHealthChanged" "text,DisplayText,oc_return_c17_01,0,-1"}
		"Map_Door_38"    {"OnHealthChanged" "text2,DisplayText,Author:DaMaN,0,-1"} 
		"Map_Door_38"    {"OnHealthChanged" "text3,DisplayText,Genre:Linear/Combat,0,-1"} 
		"Map_Door_38"    {"OnHealthChanged" "text4,DisplayText,Mounts:None,0,-1"}
		"Map_Decal_38"   {"texture" "maps/oc_lobby/lobby_oc_return_c17"}

		"Map_Message_39" {"message" "de_dust"}
		"logicauto"	{"OnTrigger" "Map_Toggle_39,Toggle, 0, -1"}
	    	"Map_Trigger_39" {"OnStartTouch" "ServerCommand,Command,changelevel de_dust,-1"}
		"Map_Random_39"  {"OnTrigger" "ServerCommand,Command,changelevel de_dust,0,-1"}
	    	"Map_Door_39"    {"OnHealthChanged" "text,DisplayText,de_dust,0,-1"}
		"Map_Door_39"    {"OnHealthChanged" "text2,DisplayText,MapAddAuthor:fug4life,0,-1"} 
		"Map_Door_39"    {"OnHealthChanged" "text3,DisplayText,Genre:Linear/Combat,0,-1"} 
		"Map_Door_39"    {"OnHealthChanged" "text4,DisplayText,Mounts:CSS,0,-1"}
		"Map_Decal_39"   {"texture" "maps/oc_lobby/lobby_de_dust"}

       "npc_citizen"
        {
            "additionalequipment" "random"
            "AlwaysTransition" "No"
            "ammoamount" "1"
            "ammosupply" "SMG1"
            "angles" "0 270 0"
            "citizentype" "4"
            "DontPickupWeapons" "No"
            "expressiontype" "2"
            "GameEndAlly" "No"
            "model" "models/miku.mdl"
            "npcname" "Hatsunemiku"
            "physdamagescale" "1.0"
            "renderamt" "255"
            "rendercolor" "255 255 255"
            "skin" "0"
            "spawnflags" "65540"
            "origin" "106 2027 64"

	}
    }
	"SpawnItems"
	{
		"weapon_crowbar" "1"
		"weapon_alyxgun" "1"
		"item_box_alyxrounds" "10"
	}
}
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masa0x
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Re: Add the Miku to lobby

Post by masa0x »

xenoaisam wrote:
masa0x wrote: To xenoaisam

Did I speak to have made npc Miku based on npc_citizen by the chat? :)
err i mean i dont know can replace npc citizen just by slight edit on textpad XD

Edit:

got problem... didn't appear
maybe i insert it wrong?:

Code: Select all

		"Map_Message_35" {"message" "coop_zelda01_b"}
		"logicauto"	{"OnTrigger" "Map_Toggle_35,Toggle, 0, -1"}
	    	"Map_Trigger_35" {"OnStartTouch" "ServerCommand,Command,changelevel coop_zelda01_b,5,-1"}
		"Map_Random_35"  {"OnTrigger" "ServerCommand,Command,changelevel coop_zelda01_b,0,-1"}
	    	"Map_Door_35"    {"OnHealthChanged" "text,DisplayText,coop_zelda01_b,0,-1"}
		"Map_Door_35"    {"OnHealthChanged" "text2,DisplayText,Author:zteer,0,-1"} 
		"Map_Door_35"    {"OnHealthChanged" "text3,DisplayText,Genre:Combat,0,-1"} 
		"Map_Door_35"    {"OnHealthChanged" "text4,DisplayText,Mounts:None,0,-1"}
		"Map_Decal_35"   {"texture" "maps/oc_lobby/lobby_coop_zelda01_b"}

		"Map_Message_36" {"message" "oc_zelda02_g"}
		"logicauto"	{"OnTrigger" "Map_Toggle_36,Toggle, 0, -1"}
	    	"Map_Trigger_36" {"OnStartTouch" "ServerCommand,Command,changelevel oc_zelda02_g,5,-1"}
		"Map_Random_36"  {"OnTrigger" "ServerCommand,Command,changelevel oc_zelda02_g,0,-1"}
	    	"Map_Door_36"    {"OnHealthChanged" "text,DisplayText,oc_zelda02_g,0,-1"}
		"Map_Door_36"    {"OnHealthChanged" "text2,DisplayText,Author:zteer,0,-1"} 
		"Map_Door_36"    {"OnHealthChanged" "text3,DisplayText,Genre:Combat,0,-1"} 
		"Map_Door_36"    {"OnHealthChanged" "text4,DisplayText,Mounts:None,0,-1"}
		"Map_Decal_36"   {"texture" "maps/oc_lobby/lobby_oc_zelda02_g"}

		"Map_Message_37" {"message" "oc_newgappi_g"}
		"logicauto"	{"OnTrigger" "Map_Toggle_37,Toggle, 0, -1"}
	    	"Map_Trigger_37" {"OnStartTouch" "ServerCommand,Command,changelevel oc_newgappi_g,5,-1"}
		"Map_Random_37"  {"OnTrigger" "ServerCommand,Command,changelevel oc_newgappi_g,0,-1"}
	    	"Map_Door_37"    {"OnHealthChanged" "text,DisplayText,oc_newgappi_g,0,-1"}
		"Map_Door_37"    {"OnHealthChanged" "text2,DisplayText,Author:zteer,0,-1"} 
		"Map_Door_37"    {"OnHealthChanged" "text3,DisplayText,Genre:Combat,0,-1"} 
		"Map_Door_37"    {"OnHealthChanged" "text4,DisplayText,Mounts:None,0,-1"}
		"Map_Decal_37"   {"texture" "maps/oc_lobby/lobby_oc_newgappi_g"}

		"Map_Message_38" {"message" "oc_return_c17_01"}
		"logicauto"	{"OnTrigger" "Map_Toggle_38,Toggle, 0, -1"}
	    	"Map_Trigger_38" {"OnStartTouch" "ServerCommand,Command,changelevel oc_return_c17_01,5,-1"}
		"Map_Random_38"  {"OnTrigger" "ServerCommand,Command,changelevel oc_return_c17_01,0,-1"}
	    	"Map_Door_38"    {"OnHealthChanged" "text,DisplayText,oc_return_c17_01,0,-1"}
		"Map_Door_38"    {"OnHealthChanged" "text2,DisplayText,Author:DaMaN,0,-1"} 
		"Map_Door_38"    {"OnHealthChanged" "text3,DisplayText,Genre:Linear/Combat,0,-1"} 
		"Map_Door_38"    {"OnHealthChanged" "text4,DisplayText,Mounts:None,0,-1"}
		"Map_Decal_38"   {"texture" "maps/oc_lobby/lobby_oc_return_c17"}

		"Map_Message_39" {"message" "de_dust"}
		"logicauto"	{"OnTrigger" "Map_Toggle_39,Toggle, 0, -1"}
	    	"Map_Trigger_39" {"OnStartTouch" "ServerCommand,Command,changelevel de_dust,-1"}
		"Map_Random_39"  {"OnTrigger" "ServerCommand,Command,changelevel de_dust,0,-1"}
	    	"Map_Door_39"    {"OnHealthChanged" "text,DisplayText,de_dust,0,-1"}
		"Map_Door_39"    {"OnHealthChanged" "text2,DisplayText,MapAddAuthor:fug4life,0,-1"} 
		"Map_Door_39"    {"OnHealthChanged" "text3,DisplayText,Genre:Linear/Combat,0,-1"} 
		"Map_Door_39"    {"OnHealthChanged" "text4,DisplayText,Mounts:CSS,0,-1"}
		"Map_Decal_39"   {"texture" "maps/oc_lobby/lobby_de_dust"}

       "npc_citizen"
        {
            "additionalequipment" "random"
            "AlwaysTransition" "No"
            "ammoamount" "1"
            "ammosupply" "SMG1"
            "angles" "0 270 0"
            "citizentype" "4"
            "DontPickupWeapons" "No"
            "expressiontype" "2"
            "GameEndAlly" "No"
            "model" "models/miku.mdl"
            "npcname" "Hatsunemiku"
            "physdamagescale" "1.0"
            "renderamt" "255"
            "rendercolor" "255 255 255"
            "skin" "0"
            "spawnflags" "65540"
            "origin" "106 2027 64"

	}
    }
	"SpawnItems"
	{
		"weapon_crowbar" "1"
		"weapon_alyxgun" "1"
		"item_box_alyxrounds" "10"
	}
}
You are adding the code to "Modify" section.
If the code is added to "Add" section, the problem is solved. :)
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