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Credit goes to unknown...

Credit goes to unknown...


Credits: Allen


Note: PSP/PS2 some models of the face direction is reversed. You need to manually flip the face normal to fix it. Manhunt2 MDL IO Requirement All 3dsMax Version (I'm on max2014 development,theoretically support all versions.) .NET framework 4.0 or Higher


Requirement - 3dsmax 9 or higher - .NET framework 4.0 or Higher Latest Version: Sep 15, 2018

The original Post from Allen Lee on Google+ are gone in few days, i reupload the tutorial on YouTube.

 



Credits: Allen Lee


Tutorial taken from ModDB Credits: TheMoonRobot

1. Unpack resource3.glg (You can use MHT to extract it)

2. Open resource3.glg with a text editor

3. Search for the execution you want to edit

4. Add EXECUTE_HEAD_EXPLODE_TIME at the end of the execution line

 

For example: Here's the shard execution for the TV Studio level:

RECORD Shard_(CT)
CLASS EC_WEAPON
COLLECTABLE_TYPE CT_SHARD
ANIMATION_BLOCK EntityAnims
HOLSTER_SLOT BELT_LEFT
MODEL Shard_(CT)
WEAPON shard
KICK_WEAPON kick_blade
OBSTRUCT_WEAPON obstruct_melee
COLLISION_DATA GenCollectable
PHYSICS COLLECTABLE_PHYS
HOTSPOT_RADIUS 0.75
LOD_DATA 0,50,0,-1
FIRE_SPEED 1.0f
SELECT_DELAY 0.067
HOLSTER_TRANSLATION 0.00363002, -0.0512080, -0.0411447
HOLSTER_ROTATION 0.791032, -0.0461251, 0.606774, 0.0629711
DISPLAY_SCALE 1.5
MODEL_DISPLAY_ANIM Shard_Spin_W
BND_SPH_BOOST 3.0
DESTRUCT_AFTER_NUM_USES 4
DESTRUCT_EFFECT FXBCERM
DESTRUCT_SOUND SHARD_DESTRUCT
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.466
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 4.93333
EXECUTE_TVP EXEC_SHARD_JUMP_ANIM
EXECUTE_MODEL_ANIM Knife_Sneak_Attack1_W
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION 180
EXECUTE_FACE_EXPRESSION_TIME 1.07
NEXT_EXECUTION 
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.9
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 5.3
EXECUTE_TVP EXECUTE_SHARD4
EXECUTE_MODEL_ANIM Knife_Sneak_Attack2_W
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION -15
EXECUTE_DIE_POSE_FACES_DOWN 
EXECUTE_FACE_EXPRESSION_TIME 1.07
NEXT_EXECUTION 
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.7
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 5.0
EXECUTE_TVP EXECUTE_SHARD3
EXECUTE_MODEL_ANIM Knife_Sneak_Attack3_W
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION 150
EXECUTE_DIE_POSE_FACES_DOWN 
EXECUTE_FACE_EXPRESSION_TIME 1.07
NEXT_EXECUTION 
EXECUTE_HUNTER_WEAPON_DROP_TIME 0.7
EXECUTE_PLAYER_WEAPON_DESTROY_TIME 6.66
EXECUTE_TVP EXECUTE_SHARD4
EXECUTE_NUM_TVPS 1
EXECUTE_DIE_POSE_ROTATION 0
EXECUTE_DIE_POSE_FACES_DOWN 
EXECUTE_MODEL_ANIM Knife_Sneak_Attack4_W
EXECUTE_FACE_EXPRESSION_TIME 1.07
EXECUTE_HEAD_EXPLODE_TIME 5.07
END

Notice there are four executions, separated by the words "NEXT_EXECUTION", they are separated in this order:

Jump
NEXT_EXECUTION
Hasty
NEXT_EXECUTION
Violent
NEXT_EXECUTION
Gruesome

 

The Jump execution does not have "NEXT EXECUTION" in front of it because it is first.

 

On the Gruesome execution notice how the last line (before END) reads "EXECUTE_HEAD_EXPLODE_TIME 5.07", this causes the head to explode at 5.07 seconds - this is the timing that the shard shatters (may be off if you are not using Megahoffs beta).

 

Now, if you wanted to make the head explode for any environmental execution you MUST put ENV in front of EXECUTE_HEAD_EXPLODE_TIME so it looks like ENV_EXECUTE_HEAD_EXPLODE_TIME 

 

Here's the 2nd toilet execution:

RECORD toilet_env_exec
CLASS EC_BASIC
ANIMATION_BLOCK toilet
MODEL toilet_env_exec
COLLISION_DATA toilet_env_exec
LOD_DATA 0,20,0,-1
MATERIAL MATERIAL_CERAMIC
ARMOUR_CLASS ARM_INVULNERABLE
HIT_POINTS 100
ENV_EXECUTE_FACE_EXPRESSION_TIME 0.75
ENV_EXECUTE_HEAD_EXPLODE_TIME 10.37
LOCKED 
END

 

Again, the timing may be off if you are not using Megahoffs beta executions

 

5. Save resource3.glg

6. (Optional) Pack resource3.glg

**BONUS**

You can put EXECUTE_HEAD_SEVER_TIME/ ENV_EXECUTE_HEAD_SEVER_TIME to make the head fall off instead of explode

 




For many years a portal accompanied us, it was our home for the daily exchange, the speech is from projectmanhunt.com. It is history, closed forever.

 

Should the community die wondering Miauz and Sor3nt?
No! Manhunt is and remains a part of us. A new home has to be created.

 

After many days of hard work, it's done.
Dixmor Hospital will be the new home for all Manhunt fans.

 

We hope you feel comfortable in the portal.



very interssting, thanks for that



Credits: MAJEST1C_R3


Manhunt 1
Entity and Character animations [PC, PS2, XBOX] (allanims.ifp)
Entity Models [PC, PS2, XBOX] (*.dff)
Entity Positions [PC, PS2, XBOX] (*.inst)
Data container [PC, PS2, XBOX] (ManHunt.pak)
Translations [PC, PS2, XBOX] (*.gxt)

Manhunt 2
Enitity and Character animations [PC, PS2, PSP, WII] (allanims.ifp)
Execution animations [PC, PS2, PSP, WII] (strmanim.bin)
Settings files [PC] (*.glg)
Entity Positions [PC, PS2, PSP, WII] (*.inst)
Level script code [PC] (*.mls)
Texture extracting [PC] (*.tex)
Translations [PC, PS2, PSP, WII] (*.gxt)


Simply drag and drop target BSP file at converter's executable. IMPORTANT: only SCENE1.BSP and SCENE2.BSP can be converted, SCENE3.BSP is a level collision file and it already compatible with PC without conversion. Supported Beta and Retail versions of the game. Credits: MAJEST1C_R3


There are multiple different versions of the levels, with different weapons to choose from. Credits: Wolfinston (ModDB)


There are multiple different versions of the levels, with different weapons to choose from. Credits: Wolfinston (ModDB)


Credits : Megahoff (https://www.youtube.com/watch?v=mND8AWDe-10)

This archive contains all available execution animations from all platform as json format (Compatible with MHT)



//edit: download link removed because the version was corrupt, will generate soon a new one

The following Google Sheet compares any animation against any platform.



https://docs.google.com/spreadsheets/d/1ixDjXww59t961T_tkBZHATo8Af6XNh24iDC5Fb9ms1w/edit?usp=sharing

Based on the Google Sheet i created a "bestOf" version strmanim.bin for PC (Only green market, long duration from different platforms).



//edit: download link removed because the version was corrupt, will generate soon a new one



* Note: By using this file your audio and some effect could be mismatched. Experimental only.



Affected files: * entity_pc.inst * A01_Escape_Asylum.mls * resource3.glg Required Software: * Manhunt Tookit (MHT) https://github.com/Sor3nt/manhunt-toolkit Short Instructions: -> Pack with MHT the given A01_Escape_Asylum#mls folder to create the Demo MLS File. -> Extract your entity_pc.inst and copy the given files from entity_pc#inst, repack the file. -> Replace your resource3.glg (Or extend it...) In action: https://www.youtube.com/watch?v=dUYLL-Z2Ejc

You could also install PlayOnMac (free), Parallels (paid) or use VirtualBox (free) . Manhunt 1 and 2 works very well on a Macbook Air.

Metal only ;) Its a little bit old but i love it.

 

here is my round based game which is also my playground for different new features. Feel free to clone, modify, commit and extend things!

https://github.com/Sor3nt/manhunt-2-mini-game

happy modding ;)

I just leave here the public available Manhunt Image Collection. Feel free to add new images :)

https://photos.app.goo.gl/gxuo3fnPu6SXAoNG7