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Author Topic: [WIP] REV - Mod  (Read 5972 times)


  • Roach
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[WIP] REV - Mod
« on: July 25, 2012, 12:16:16 PM »


been working on this for months, with 2 other members (coder and modeller)

theres ALOT of changes coming for example...

Special ECG Hud:

2 special Herb picked up as "healing gun" to heal whenever you feel like it.
« Last Edit: July 25, 2012, 12:21:31 PM by Heffernan »


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Re: [WIP] REV - Mod
« Reply #1 on: July 31, 2012, 09:07:23 AM »
as no one else seems to pay attention at this thread. I may ask the question; What is this exactly ? Yet another Resident Evil mod for HL1 ?

Do you have a Moddb page or something ?


  • Roach
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Re: [WIP] REV - Mod
« Reply #2 on: January 17, 2013, 01:37:14 AM »
wow heh guess i didnt update for some time and even forgot about the topic...

yep still alive, i solo work on this project, heres the Moddb

ill finished a outside Area (old screen) with a transport plane coming and 8 Umbrella grunts dropping fighting Zombies then u gotta fight them

Medical Area, high lighted (after u gotta find the light button)

Prison Area.

solo working means i do all the mapping... u might notice the Resident Evil looking Hud... aCoder made this for me when he was a fewdays on my team then vanished, same for some weapon changes, like removing most sec fires and no-recoil on MP5

i was gonna add a flamethrower and heals u can pickup and use from or weaponbar but never found a Moddeler who could take y finished plant model and put hands around it for a player to hold them..

i currently finished 6 maps wich are "not yet" fully finished and subject to change and u can see lot of screens on moddb
« Last Edit: January 17, 2013, 01:40:19 AM by Heffernan »


  • Roach
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Re: [WIP] REV - Mod
« Reply #3 on: January 17, 2013, 09:49:17 PM »
since i've already posted some pics id might aswell start trying to ask for some help and tell what i might need

most important:
a Modeller to finish
- a plant model wich is completely DONE needs hands like weapons and 2 basic animations (idle and use aka eat)
- a special simple monster_human_grunt model or just rekame/retexture of something based on UBCS (

much important after atleast the plant model finished:
 a coder that can use the or work with the SOHL (Spirit of Half Life) code and implement basic features
- changed hud - super easy
- deletion of most weapons sec fire and deactivating of most weapons   - super easy
- implemention of a flame thrower - possible hard
- implemention of 2 medkit weapons for insta-use (25hp/75hp) - maybe... hard?
- possible to pickup items and ammo by using action key instead of walking over them - probably hard
(more infos about them here tho a older txt

thats all for now, probably BETA testers later but ok for now.


  • Roach
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Re: [WIP] REV - Mod
« Reply #4 on: February 02, 2013, 08:49:53 AM »
First ever attemp at creating a Texture (horrible one tho haha)

aaaaand a big outside area.

 :suicide: Feedback and/or Help greatly appreciated


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Re: [WIP] REV - Mod
« Reply #5 on: February 02, 2013, 09:06:52 AM »
It's errmmm ...
Ok I guess that HIND comes from Stalker ? It's ok to use that model, but isn't suppose to be an american company ? Why would they use a Russian gunship ?
Regarding the map itself, I guess what we see in the background is suppose to be a cliff and that you are going to add more detail later (flat cliff don't exist, never), same thing for the bridge the pillars will come later.
It's a bit too early to judge honestly, maybe add a little dock down the ladder for the zodiac ?


  • Roach
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Re: [WIP] REV - Mod
« Reply #6 on: February 02, 2013, 09:56:44 AM »
Cliffs just "look" flat from Far away.

also the Helicopter might be changed later depending if i find a new one


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  • Roach
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Re: [WIP] REV - Mod
« Reply #7 on: February 03, 2013, 05:00:03 AM »
I think the point he is making about the cliffs is that they LOOK flat from a DISTANCE. You need to make them not LOOK flat from a distance. Try making the vertices pertrude more, both horizontally and vertically.

Vulpine Complex

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Re: [WIP] REV - Mod
« Reply #8 on: February 12, 2013, 02:48:56 AM »
I sure do see a lot of RECB content in those pictures. :v:


  • Roach
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Re: [WIP] REV - Mod
« Reply #9 on: February 15, 2013, 07:46:51 PM »
havent used anything from RECB, but stuff from the SvenCoop maps RE0 and RE1, they might have used it too.  also models form "that russian page offering free models noone wants to talk about"


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Re: [WIP] REV - Mod
« Reply #10 on: September 17, 2018, 01:05:50 AM »
Oh Myyyyy hoe time flies, i really forgot about this place but as im desperate for a bit small help i though id jump back in

since 2013 alot of stuff happened and we got alot of help especially from Legendaries like Shaphard62FR, Rara Cerberus and Admer, The303 or some people on Moddb, the Sven Coop people(who even allowed me to use there flamethrower they havent put in SC yet) or even Minuit from RECB

Lets Start with some Pictures?

New Hud: looks exactly like Resident Evil

Weapon M79 Grenade Launcher

Items will no longer be Picked up by Moving over them but by pressing USE to pick up, this includes Health, Weapons, Ammo and Items

When Zombies attack you you are Shaking a bit and will be Stunned for 2 Seconds so you cant move and should stay on Distance to them (OLD MODEL)

the most Exciting Change is the use of a new Entity called env_paper wich work like in Resident evil to Display Text Messages from a txt file (just the text and the window is made coded, the background is a small black room with the paper as texture in background and a env_camera pointing on it)

Resident Evil:


now also a SUPER Exciting Thing, we got ourself a complete new Model of a UBCS (Umbrella Biohazard Countermeasure Service) for use made by a friendly modeller with Original UBCS Textures and a High Detailed MP5 with Laser Vision like in the Movie Resident Evil Apocalypse (the Base is a CSS model i think)

the NEXT Exciting Change is that we will have 3 Different Medic Weapons, in Resident Evil you picked up medkitsfor later use, in Half Life you run over them and they are used, in ReV you will pick up Medkits (max 20 of each 3) and have them stored in the weapon slot so you can use them later to instantly heal you (Green Herb 25%, Red Herb 50% First Aid Spray 100%)


STI Eagle 6.0

City Defense Map:

now another Exciting thing, i had seen a old mod wich name i forgot and saw they had the whole RCPD in it, so i asked a friend on Moddb if he could recreate it, he decompiled the original map, opened 2 editors and recreated it from scratch (if you decompile a map its 100% unusable as everything gets put into a single brush resulting in 1000% more brushes and a unplayable map so i told him to 100% recreate parts of it)

when you Shoot Enemies and they explode they have Bodyparts flying around creating even more blood decals

HID Information Display like in Sven Coop (again thx to Shephard for this brilliant work)

Startmenu (not finished)

Albert Wesker (the Endboss)

Survivor thats fully Functional as Barney and will help you fight:

now this is one of the most exciting things, going away from shitty or crappy HL Zombie models someone took the L4D1 Zombie Models and recompiled them for us (not fully working right now)

Way to the Umbrella Lab, Fully Working, the Umbrella Scientists and the Security try to escape but the UBCS Bombed the Bridge and then arrive to gun them down (seen from a window)

Texlights showing Biological Waste

Part of a WIP Way to the Umbrella Lab

Retextured Black UBCS Tank

Amusement Part Recreated after HL: Redemption, a few textures has been used but might be replaced, and i got Admer to take the original map decompiled and again from Scratch Reproduce the Rollercoaster, the rest was added by myself also from scratch

and now for the next Exciting thing, it took me days, moths even Millenials, but i managed to get a 100% working RMF map of the Mecklenburg map from The Specialist that has been released for free use and pimpd it up a bit

its a Fully made map with a Hotel, Burger Shop, Many Apartments, Boxing Club, Weapon Shop, 7/11 Supermarket, Hospital, Storage Area, Bank, Police Department, Bar and much more

Mission of the Map is to Stay alive for 20 Minutes and not die to Zombies, Weapons are Rare and have to be Earned but wait... you are not Solo (no not Han) i Scripted a System of about 150 Triggers, there are Items Scattered Around the Map
5x Sixpacks Beer
5x Medical Bags
5x Weaponparts
5x Ammobags
5x Cashbags
5x Planks

when you collect one of these the System tell you how many you have left of the specific type and after you collect 5 of each a Bonus will unlock like the Police Department defended by Officers, Security at the Bank, Healing at the Hospital, Weapons or... Drunken Rednecks protecting 7/11 for Free Beer

theres also a Display telling you how much is left to Collect, lighting Green once you got a item

oh and i also Bought the full version of the J.A.C.K Editor from Steam

now you might think... how can i participate in this awesome stuff?

what we need:

1x Modeller,
- take the Zombies and others (6 zombies or try to convert to 1, Grunt, Barney, Survivor, Scientist) and decapacitate there Bodygroups like in a sample model attached
- relocate a MP5s Hands cuz it looks really wierd

1x Coder:
- Produce a Bodygroup Decapacitation System for Models in wich you shoot them and depending on Hitbox (left arm, right arm, head, chest, left leg, right leg) they lose a bodypart
- might have guessed it... even MORE blood
- make the game randomly select a zombie at the placement of a monster_zombie or monstermaker from zimbie1,zombie2,zombie3 etc..
- Fix a bug in monster_grunt_repel

we need a PROFESSIONAL mapper to take a few of our maps and beautificate them and if it doesnt look to good recreat the intro based on re3.

also one for Completely Creating Map9, needs to also have Professsional Experience and imagination to completely recreate a Huge Umbrella Laboratory (Screenshots as exampl e will be provided)

PLEASE NO BEGINNERS i had a guy come up to me saying hes Expert and Professional then questioned when he couldnt find leaks or build huge Skyboxes around maps so please dont even try im not the best mapper but not that dumb or delusional.

we offer a nice spot in the Credits and the Game Intro/Offtro as payment and our everlasting gratitute (for the coder i could also offer a bit cash but it would be really really low like 20-30 wich is basically a insult).

« Last Edit: September 17, 2018, 01:11:05 AM by Heffernan »


  • Roach
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Re: [WIP] REV - Mod
« Reply #11 on: October 09, 2018, 05:32:24 PM »
i'd like to put down some Information

Firstly we tried to find a Modeller to Decapacitate our few Models especially the HD Zombies but it didnt work, i had someone in a PM on Discord tell me its impossible unless you have a Payd Experienced Professional, so we had 2 Choices left

MinuiT the original Programmer of RECB (Resident Evil Cold Blood) was nice enough on Discord to allow us to use his Models aka Zombies (see Pic1)

then i though about asking the Guys from BrainBread, so i contacted the BrainBread2 devs but noticed they are a completely different Team, i contacted IronOaks the Original Swiss Devs of BrainBread1, the website is still open aswell as the forum but dead since 2013 and not working (when you click a topic it opens a blank page) and even on all the mail addressed i got nothing exept Mail System Errors but a reply from info@ were Zpin told me it would ne ok to use his Zombie Models (

so we have 2 Differents to chose from


2nd one looks a bit better but only has 3 Submodels wich look all similar, 1st one has 6 Submodels and is therefor preferred

Heres a Testvideo displaying Mecklenburg with the Item Pickups and Rebuilding of the City Effects.

we also found a Coder from TWHL Discord but once told what there is to do and the saying that it would be done asap he vanished from TWHL about 20days ago without any reply

what odo we need?

as above Coder for a bit of stuff, Mapper for Map9 and Beautificating and probably a Texture Artist to retexture the Zombies.



  • Roach
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Re: [WIP] REV - Mod
« Reply #12 on: January 19, 2019, 11:27:25 PM »
News Update, some new Display Videos of the Themepark and the Final Lab

heres the Immense Themepark in Big just to show up, its hitting all 4 map Edges and i had to convert 2 underground Trains to Models else the engine would go poof with the amount of stuff

meanwhile we had someone Testplay the mod in BETA and noticed a few bugs including a Crash and had a bit of Coding help from Shepard, Solokiller and Jamberoonie/RuMpl from RECB fixing a Crashing Bug and various small things also thx to Admer for help with the Themepark Rollercoaster.

Mappingwise we should be 98% Finished, just finish the Lab9, Fix a broken entity in most maps and were good to go for another Beta Test

Meanwhile i tried to implement something i saw at RECB

but after hours of trying i gave up

(my result as a basic beginner coder lol)

i wish i had someone to polish the Intro more or beautificate/Optimize some maps but this will do till were in new beta

also Zombie Decapacitation is again Far away with no coder, so bear that in mind if u want to apply for some testing.

oh and for the curious i had my mod working on a Video Projector in BIG Screen just for display (

Watch the Videos and enjoy the show of a Great Themepark (just alone the circus tent took about a day to build)

« Last Edit: January 19, 2019, 11:37:46 PM by Heffernan »


  • Roach
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Re: [WIP] REV - Mod
« Reply #13 on: January 20, 2019, 08:54:30 PM »
got Bored of of Standard Ammo Display Today so i changed it to something else..... but only on Paper aka Sprites, it hasnt been implemented yet so i gotta find a Coder (i did put up a PAYD job offer on Source Modding community)

First Aid

Red Herb

Green Herb

.357 Magnum

Hand Grenades

M202 Flash Rockets

Grenades of Launcher



9mm Bullets


  • Roach
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Re: [WIP] REV - Mod
« Reply #14 on: October 04, 2019, 09:42:29 PM »
forgot to update this in some time

This was the Beta Arrival news, mind ita outdated while i hope to release Beta2 soon once more bugs and gameplay things are fixed

we were also featured in "This week in mods" \o/

this is the latest news

just check trough it, it has some amazing changes to recreate the Resident Evil Feeling, like inventory look, ammo HUD etc....

Beta2 still requires some Mapping, Modelling and Coding work but were hope to find more ppl for that soon.

edit: also a second mod i worked on being bored and not able to continue on REV due to missing stuff
« Last Edit: October 05, 2019, 01:21:56 AM by Heffernan »