Stupid question: how does the process of making/porting animations for both the Anniversary models, and the vanilla models, work exactly with the two different types in the 25th Anniversary version?
If you make say, a two-handed shotgun hybrid carry animation for the Anniversary models (a la early SS2 screenshots), is making it also for the original models, fairly easy with the updated model tools you've developed? Or do you have to do vastly different rigging, joint bones etc for "25th Anniversary" vs "Original models"? Ditto for weapon model animations.
In Half Life 1, there's the HD pack models, which have different joints compared to the original ones, different animations and infamously, different timings for certain stuff like running: some mods back in the day had their scripted sequences messed up if the player was using the HD pack. Fans had to make custom HD pack models with correct speed/timing to fix this, many years ago.
The motion format and database is still unchanged, it's a whole complicated thing so anything there for the nightdive mod will be updated motions.
There will be a better set of blender tools for importing and exporting both meshes and motions though, so characters are set up using just a regular armature with weight painting.
It's a breeze compared to limit planes.
Both mesh and obj has had a new version update, similar but with a few new features.
Kexdark supports both old and new.
Static mesh animations such as with the weapons is where it gets interesting: it's all implemented using a squirrel based animation system.
So static mesh joints and object positions can have animations triggered just by sending a specific object a message, and if a certain animation script is attached to it, it will know what to do.
So the shotgun for example: it has a bunch of animations set up for shooting, reloading, equipping etc. And in shooting you have the motion for shooting, the kickback and the shell ejection at the end, it can even trigger the ejection point and where to eject from.
Sounds can be triggered in the animation too.
Weapons are also procedurally animated via camera movement and and player movement.
This system could be used to set up something complicated like the shodan reveal scene using keyframes in a table inside a .nut file. Or have very fine control over a static mesh made up of a bunch of joints, like a robotic factory arm.