The Game Modding Community - Since 2001

HQ Civil Protection

A Skin Mod for Half-Life 2

Updates

Super Late Update
  • Added cubemapping to eyes
  • Fixed smoothing on head
I forgot to upload this update TWO YEARS AGO.
Paynamia avatar
Paynamia Joined 9y ago
Offline
2,027 points Ranked 2471st
9 medals 1 rare
  • 6 years a member Medal icon
  • Reached 1,000 Points Medal icon
  • One month a member Medal icon
  • 6 months a member Medal icon
  • 1 year a member Medal icon
  • 2 years a member Medal icon
Paynamia
10mo
Update 3/29
  • Added self illumination (Thanks to Rafaël De Jongh)
  • Modified normal maps (to the extent I could in a short time) (Also Thanks to Rafaël De Jongh)
Paynamia avatar
Paynamia Joined 9y ago
Offline
2,027 points Ranked 2471st
9 medals 1 rare
  • 6 years a member Medal icon
  • Reached 1,000 Points Medal icon
  • One month a member Medal icon
  • 6 months a member Medal icon
  • 1 year a member Medal icon
  • 2 years a member Medal icon
Paynamia
3y

Updated, Higher Quality Civil Protection

**Features**
- Normal Mapping
- Phong
- Higher-Quality Body Mesh From Barney.mdl
- Full Set Of Fingers
- 512x512 Helmet Texture
- Improved Body Texture
- Improved UV Mapping
- Fixed Manhack Bodygroup
- Self illumintion
- Barney & Barney Helmet Support

**Known Issues**
- Fingers look odd in some animations. This is very minor, occurs on very few animations, and isn't really noticeable, so I don't consider it much of an issue.

Files

Posts

1–10 of 16
1
Pages
  • 1
  • 2
Go to page:
  • 4moEdited 4mo
    JackRipah avatar
    JackRipah Joined 4y ago
    Offline
    1,209 points Ranked 4185th
    9 medals 1 rare
    • Returned 1000 times Medal icon
    • 2016 Survey Participant Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • 1 year a member Medal icon
    • 2 years a member Medal icon
    Well, it seems like there is something wrong with the weight of the model, huh? Whenever metrocop dies, his model is ejected in to the air with great power or tossed on the ground like a literal ragdoll. Old model don't react this way. I consider this as the only issue with this model. Check the pictures.
    Bananite
  • 9mo
    I really love this mod. It's well made and it fits the feel of vanilla hl2.
    I never know what I'm doing
  • 10mo
    MrPotatos avatar
    MrPotatos Joined 5y ago
    Offline
    lmao nice mod
    V I D Y A G A M E Z
  • 10mo
    Red Painis avatar
    Red Painis Joined 2y ago
    Offline
    695 points Ranked 7052nd
    2 years later...
    • Agree x 1
    Seal Team 6
  • 10mo
    Rymd avatar
    Rymd username pic Joined 3y ago
    Offline
    Refraction Studios Flag Affiliation: Refraction Studios
    5,449 points Ranked 876th
    19 medals 1 legendary 1 rare
    • 15+ Entries! GameBanana’s Christmas Giveaway 2015 Medal icon
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • 2016 Survey Participant Medal icon
    • Reached 1,000 Points Medal icon
    Rymd avatar
    Rymd
    Refraction Studios Flag
    Affiliation
    Refraction Studios
    holy crap lad

    update after 2 years of absence
    pew pew avatar
    Mantra
    pew pew
  • 10mo
    I don't use this mod so I can't really tell how it looks or if it honestly works or not, but I find it hilarious that an update was just released after 2 years. Bravo
    >>KEEP IT CLEAN<< avatar
    Mantra
    >>KEEP IT CLEAN<<
  • 3y
    NightBerkut avatar
    NightBerkut username pic Joined 3y ago
    Offline
    24 medals 1 legendary 7 rare
    • Submitted 60 Polls Medal icon
    • Received thanks 50 times Medal icon
    • Thanked 50 submitters Medal icon
    • Submitted 30 Polls Medal icon
    • Returned 1000 times Medal icon
    • 2nd Place - Site Improvement Ideating Contest Medal icon
    Looks nice on screenshots, but absolutely no difference in game. Seriously. 8/10

    8

  • 3y
    Paynamia avatar
    Paynamia Joined 9y ago
    Offline
    2,027 points Ranked 2471st
    9 medals 1 rare
    • 6 years a member Medal icon
    • Reached 1,000 Points Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • 1 year a member Medal icon
    • 2 years a member Medal icon
    > **Posted by Rafael De Jongh** > > To be honest that's the main reason I made this point, having an incorrect normal map just looks horrible in any given way to me. The other points are minimal while the normal map is actually very important to have properly done. Just a general tip I suggest you to use nDo2 When I looked into nDo2, I realized, I had actually looked into it before. Since it's dependent on Photoshop, it's not an option for me, unfortunately. In the past, I haven't been able to afford to work with, and still isn't. And as for... alternative methods of acquiring it... Well, that's never really sat right with me. > Not sure where you got that information from but that's not really correct, env reflection and phong work properly together so you can pretty much use together for this as well. The default set of alpha channel of the normal map isn't to control the phong rather is to control the env (default settings that is) if you want to change it to phong control you need to use: $normalmapalphaphongmask 1 I had attempted to use env mapping on the model before, but the issue I was getting was, when the material has a normal map and $basealphaenvmapmask 1, the engine spits out an error saying the mask has to be on the normal map, and specular doesn't work. Leaving off that parameter, though, it seems to work fine. Since that's working, I'll get to adding that, beginning with what I failed with before, the eyes. However, doing this made me realize, I forgot to change the smoothing on the head... I do think you have the default function of the normal map's alpha channel with in relation to phong backwards, though. In this screenshot, for instance, I have the phong mask in the alpha channel of the normal map, the env map mask in the alpha of the base texture and nothing in the vmt to change the default function, and it all seems to be working. > **Posted by Teh Snake** > > I want to see "before\after" screenshot Will do!
  • 3y
    Rafael De Jongh avatar
    Rafael De Jongh username pic Joined 10y ago
    Ripe Supporter Super Moderator
    Offline
    Apocalyptic Flag Affiliation: Apocalyptic
    20,067 points Ranked 222nd
    77 medals 11 legendary 19 rare
    • 1st Place - Winter Textures Contest Medal icon
    • 1st Place - GameBanana Around the Globe Contest Medal icon
    • 1st Place - Sci-Fi Skinning Contest Medal icon
    • 1st Place - Winter Warfare Medal icon
    • 1st Place - Movie Replicas Modeling Contest Medal icon
    • Submitted 100 WiPs Medal icon
    Rafael De Jongh avatar
    Rafael De Jongh
    Apocalyptic Flag
    Affiliation
    Apocalyptic
    Skinning/Modelling Expert
    > **Posted by Paynamia** > > > That's not the only change. Changes were also made to the hands, the chest piece and the ear trim. The ear trim texture is actually in the space that was previously occupied by the head. I've placed both textures side by side and the only main difference I could see was that the head part was removed, perhaps the changes were only minimal and I probably looked over them. > I understand this point very well. I weighed what I could do in this case, and save for the mouthpiece, which I did create a heightmap for, I did what I felt would look best. In the end, the majority of it is based on multiple layers of modified diffuse. The head normal map, however, does need to be immediately addressed. To be honest that's the main reason I made this point, having an incorrect normal map just looks horrible in any given way to me. The other points are minimal while the normal map is actually very important to have properly done. Just a general tip I suggest you to use nDo2 > > But as you didn't have any reflection set in your vmt in the first place it doesn't really matter in the first place to be honest. > > I'm just really not sure where this is coming from. This is the only thing you've said that's incorrect. That is, unless you're talking about environment mapping. If so, that's because cubemaps and phong don't play well together, but the materials do utilize phong, which in turn uses the alpha channel of the normal map. Not sure where you got that information from but that's not really correct, env reflection and phong work properly together so you can pretty much use together for this as well. The default set of alpha channel of the normal map isn't to control the phong rather is to control the env (default settings that is) if you want to change it to phong control you need to use: $normalmapalphaphongmask 1 > > Okay, so, can you elaborate on that? Do you mean something like adding rim lighting? Read the tutorial I've linked, other than phong you could work with envmap, phongexponentexture, rimlight, etc. (just see what works best with what you have currently, but only phong looks a bit dull even for the source engine)
    Web Developer & 3D Artist avatar
    Mantra
    Web Developer & 3D Artist
  • 3y
    Teh Snake avatar
    Teh Snake username pic Joined 11y ago
    Offline
    586 Studios Flag Affiliation: 586 Studios
    695,747 points Ranked 1st
    39 medals 10 legendary 9 rare
    • 1st Place - CT 2020 Skinning Contest Medal icon
    • 1st Place - Toy Time Studio Contest Medal icon
    • 1st Place - BLACKFOX Skinning Contest Medal icon
    • 1st Place - Magnetic Justice Skinning Contest Medal icon
    • 1st Place - CSGO Skinning Contest Medal icon
    • 1st Place - Character Modding Contest Medal icon
    Teh Snake avatar
    Teh Snake
    586 Studios Flag
    Affiliation
    586 Studios
    Skin Expert
    I want to see "before\after" screenshot
     avatar
    Mantra
1–10 of 16
1
Pages
  • 1
  • 2
Go to page:

Embed

Share banner
Image URL:
HTML embed code:
BB embed code:
Markdown embed code:

Credits

Key Authors
Paynamia
Model &Texture Edits, Normal Maps, etc.
Original Authors
VALVe
Original Models & Textures

Submitter

Paynamia avatar
Paynamia Joined 9y ago
Offline
2,027 points Ranked 2471st
9 medals 1 rare
  • 6 years a member Medal icon
  • Reached 1,000 Points Medal icon
  • One month a member Medal icon
  • 6 months a member Medal icon
  • 1 year a member Medal icon
  • 2 years a member Medal icon

Paynamia
Creator
Sign up to access this!
Sign up to access this!
Sign up to access this!
Sign up to access this!

Category

Sub-category
Combine icon
Combine
Super-category
Enemies icon
Enemies

Attributes

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Share on Google+

Stats

  • 2,925 Downloads
  • 16,381 Views
  • 16 Posts
  • 3y Submitted
  • 10mo Modified
  • 10mo Updated

Scores

78 bScore
8.9 Rating

11 voters

Sign up to access this!

Yo, buddy. Mascot

GameBanana is one of the oldest mod sites on the net. Sign up and maximize your browsing experience.

  • Subscribe: Get notified of new submissions like this.
  • Say Thanks: Show your appreciation - send modders points.
  • Post: Give modders your thoughts on their work.
  • Vote: Help your favorite modders win monthly awards.
  • Rate: Rate mods and help them stand out.
  • Flag: Alert moderators and warn members of problems with mods.
  • Watch: Get notified when mods are updated.

Stop Lurking! Sign up now!

Already a Bananite? Login

More from Submitter

bcp.crwdcntrl.net tracking pixel