Zombie Hotel SWBF Project Development Thread

Started by Phobos, April 16, 2011, 01:43:24 PM

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April 16, 2011, 01:43:24 PM Last Edit: September 01, 2011, 09:08:56 PM by Crazy_Bith
Last Updated: 9/02/2011
Current Development Status:
- Assembling positional outlines for compiled assets
- Developing sides: Creating zombie skins (up to 15), Building Weapons with good effects
- Searching for more Hotel Prop Meshes.
- Searching for Helicopter Assets for the Hotel Roof.

This first section is for updates and news regarding this project.
-4/16: First draft for thread.
-4/29: Added inspiration section
-4/30: Added zombie previews.
-5/03: Added Helkaan zombie preview.
-5/19: Added Zombie Hotel Model Assets. Had to extend thread to second post because it was cutting off extended functions.

About
Hi everyone. This thread is dedicated to the development of a swbf1 mod map project known as ZHSWBF. It is a mod map currently under construction that will feature a large hotel with multiple levels and rooms, full of zombies running around trying to kill a small team of humans. Gametoast banned the project thread for this map because I refused to upload preview pictures. As a community, SWBFgamers will benefit and gametoast will suffer from their own attitudes towards modders.

At the moment the map is in early stages of development, and a team exists which is currently open for application. If anyone here is interested in bugtesting, contributing ideas, sending useful assets or props, or helping create building/player models in XSI, you may reply on this thread or PM me.

Elevators do not yet exist in SWBF1, but I have been heavily experimenting and have created a (for the most part) functional prototype, but there are a couple collision minor bugs with it. If anyone has possible solutions or ideas about this contact me.

Our team page is located here: http://www.xfire.com/communities/zombiehotel/

Team
We currently have 4 members on the team.
Quote
ModTester - Project Developer
[FC]Ldr.Fordo - Assistant Developer
[FC]EoS.Ladeer - Idea Contributor / Map Drafter
Helkaan - Assets Gatherer

Positions
Quote
We are a team of developers, idea contributors, and XSI designers dedicated to making the best the Zombie Hotel map for SWBF1 ever.

Project Developer - I oversee all the map design, zeroeditor, world1, lua work, etc.
XSI Designer - Open positions for anyone who wants to make models for the zombie hotel.
Assistant Developer - Requires basic ODF/LUA/MSH/TGA/REQ modding knowledge, and being familier with zeroeditor functions.
Bug Tester - Involves bugtesting, glitch testing, and uploading SPtest logs.
Idea Contributor / Map Drafter - Open positions for anyone who can innovate and create ideas, or anyone who can sketch blueprints of map layouts.
Assets Gatherer - Anyone who can send collections in a zipped file of useful odf/msh props models or units to be included in the map.
Beta Tester - This position will open up later on with pre-release betas.

More Info/Ideas
The AI pathing should work because the floors will be parallel on the vertical axis. Since the hallways are the same design and paths above as below, the only problems I could see would be the stairways. Plus, there will be enough spawn nodes on each level (there are planned 3-4), to always have zombies on each floor. There are elevators too, but the AI cannot handle them as of yet due to collision bugs. If the floors did not work with ai paths I could always spread the floors out more with long hallways and such.

If you have any useful meshes, props, or buildings you can share let me know. I am looking for an animatedprop of a fish tank with fish swimming in it, and other such room props as TV, bed, plastic chairs, etc.

What are some player models you would like to see as possibly on the human team? And what weapons? POST YOUR IDEAS HERE PEOPLE.

Swimming Pool
Another feature ZH will have is a pool room with a steadily depth increasing pool that can go over your head. You can lure zombies into it and they drown. The terrain will slope downward, with the water level being in the pool. That is why fishtank must be animatedprop, because it cannot be a glass tank mesh with zeroeditor water added, because fish would end up in the swimming pool too.

DMI prefab asset pack I have, but many of the meshes are bugged causing instant crashes. The computer desk one looks very nice but crashes map within seconds.

Inspiration
Here is one of my main inspirations for zombie hotel, the book called "the zombie survival guide". I have uploaded it here you may read it for ideas http://www.mediafire.com/?wr9t8r1oqob5u07


Pictures Of Some Zombies: http://i.imgur.com/jA2TF.jpg

Here is helkaan zombie the face is very nice but the shirt needs blood:


Quote from: [Padawan]HelkaanI don't have SWBF1 but I can help you with the assets and maybe make some zombie skins if you like.
I will add you on xfire and we can talk about it Helkaan. I am looking forward to working with you on zombie skins. With a mission script mod I can probably add up to 10 different types, so we will want to make about 15 good zombie skins, but first must pick zombie meshes.

April 16, 2011, 01:43:41 PM #1 Last Edit: May 19, 2011, 05:08:53 AM by Zombie Hotel Developer
-Zombie Hotel Model Assets
http://www.swbfgamers.com/index.php?topic=3687.0
Here you can downloaded some of the models that are ready to be used in the Hotel. Our zombie skinners in the project will be making more soon. If you like them and want to help make more please contact someone in the project.
QuoteAayla Secura Zombie
Conehead Zombie
Duke Nukem
Gordon Freeman
Han Solo Zombie
Helkaan Zombie
Imperial Officer Zombie
Shadow Trooper
Swamp Trooper
Zombie Hunter Commando

Quote from: ModTester on April 16, 2011, 01:43:24 PM

trying to kill a small team of humans.

I am looking forward to working with you on zombie skins. With a mission script mod I can probably add up to 10 different types, so we will want to make about 15 good zombie skins, but first must pick zombie meshes.

I like that idea of a small team of humans vs lots of bot zombies.
At first I thought don't get me started on gimp. But now I think of working with a mesh model or two that a zombie look will work fine.

Quote from: Xfire Keenmike aka          cull on April 20, 2011, 05:10:10 AM
I like that idea of a small team of humans vs lots of bot zombies.
At first I thought don't get me started on gimp. But now I think of working with a mesh model or two that a zombie look will work fine.
I remember asking if you wanted to help make zombie skins before you left the team and you said yes. But you have to be willing to work with the team and add me over xfire so we can discuss things. I am willing to work with you but not if you are unwilling to work with the team.

I can work with just about anyone. But will leave a conversation when cursing and indefensible drama happens.

April 27, 2011, 03:56:09 PM #5 Last Edit: April 27, 2011, 04:05:06 PM by ModTester
Quote from: Xfire Keenmike aka          cull on April 25, 2011, 01:20:49 AM
I can work with just about anyone. But will leave a conversation when cursing and indefensible drama happens.
That has nothing to do with the project. The team was nothing but kind to you and never once swore at you yet you still chose to leave within 24 hours of joining (twice). This thread is meant for discussion about the project and its development. If you are not willing to help with the zombie skins, the job will be taken care of anyway.

As for the zombie skin itself, we are going to work with various human models. I have already created a bloody overcoat for han solo using gimp and this will be used. We are going to use probably 10 unique zombies in the map (5 enemy 5 local).

I once read somewhere that a guy was able to create 2 local native teams. If this works then we might be able in theory to have 15 types of zombies.

I have added a couple sections to the main thread. The pictures of zombies serve as an example of how they will look like.

If you guys have any cool zombie skins you would like to submit please post them here.

Good work! Of course, if it's skins you want you can get in contact with Breakdown for the ones he used, I'm sure he'll be happy to assist.

I have installed gimp, unsupported swbf1 mod tools, bfbuilder pro, swbf1.3 mesh viewer, the cloud city builder, the improved IMP side folder 1.2 and pspad hex editor. I am also ready to replace all files found in the bfbpro-zefix-bound-psc-parted zip but need help on few questions in this area. Call me.

Quote from: Xfire Keenmike aka          cull on May 13, 2011, 01:17:00 AM
I have installed gimp, unsupported swbf1 mod tools, bfbuilder pro, swbf1.3 mesh viewer, the cloud city builder, the improved IMP side folder 1.2 and pspad hex editor. I am also ready to replace all files found in the bfbpro-zefix-bound-psc-parted zip but need help on few questions in this area. Call me.

For building zombie skins download the alien assets 3.0 and use the zombie assets section for ideas. Then view the mesh in mesh viewer. We need human zombies, up to 10 with different models. You are free to submit as many as you want I will select the best of the best for use in the Hotel. Zombie Hotel also needs more props. Prop meshes, like sofas, fishtanks, and items you would see in an actual hotel. I will help you with the rest of your modding tool patches. The encyclopedia v4 has many good tutorials for beginning modders.

i might be able to make a few simple meshes ( lamps stools ect.

Anything you make you can post assets for here or in released asset section and I will promptly add them to the growing prop archive of meshes to be bug-tested for inclusion in the Hotel map.

I am seeking advanced assistance regarding elevator collision bugs. Any help would be greatly appreciated.

I made a zombie skin with blood on his clothes, but don't know if I still have it.


I plan on modeling some props in SketchUp, infortunaly I can't convert them to .msh so I need someone to do it. If you're interested by these props, tell me.

Im very interested in these props and will use milkshape to help you convert.