
The Ted B interview

DD: First tell us which monsteres you have created, that
have already been mentioned elsewhere, in previews
or magazines etc..
Ted B: Half-Life has more than forty characters. These
include everything from the massive big mamma to the lowly cockroach.
Of these, I've modeled, textured and animated approximately half.
Some of my favorites are the human grunt, alien controller, female
assassin, houndeye, scientist, bullsquid, big mamma, headcrab,
ichthyosaur, kingpin and of course, Mr. Friendly.
DD: Second, I was wondering how the skin will be
wrapped around the mesh, the models show
don't seem to have stretched skins or a noticeable
seem line.
Ted B: Well it's pretty simple actually. You can put
textures on however you would like. You can have one or one hundred
maps assigned to your model. There are no restrictions on the
direction or angle of any given mapping plane. What this means is
that you don't have to follow any kind of template or formula if you
want to create maps. All you have to do is select a group of polygons
and lay on your texture.
DD: What program do you use to model the
characters?
I use 3D Studio Max v1.2 with Clay Studio Pro to
model. If you haven't seen Clay Studio Pro before, it's pretty
cool. You can construct your creature using nurb muscles; it's very
intuitive. But this is just the setup I use, Chuck Jones still uses
Animation Master to make his models because he's used to spline
modeling. You can use whatever you want to model really, as long as
it can export to a common format. Texture placement and animation
must occur in 3D Studio Max though.
DD: Yes/No: Will there be any cameos, or
comic relief as most games have done?
Ted B: There is humor in the game, but it's more the
kind of humor you'd see in an adult action film than the slapstick
Saturday cartoon humor you see in some action games.
DD: Let's finally clear this up: what is the Average
poly count for a creature.
Ted B: Our polygon count is determined by the behavior
of the creatures. Those creatures that prefer to exist in squads,
packs or gangs are going to have fewer polygons. Creature that are
loners have much higher polygon counts. We have created the creatures
with radically varying polygon numbers, so to give an average wouldn't
really tell you too much.
DD: Min/Max?
Ted B:
Lowest poly creature: 10 faces.
Highest poly creature 6000 faces.
DD: Are those manta and/or other ambient
creatures still going to be used?
Ted B: There's around ten different 'ambient'
creatures. I've squealed like a little pig on many occasions while
playing 'squash the cockroach'. Steve Bond is my hero.
DD: Is Mr. Friendly still in the game?
Ted B: Yes
Here are some questions from fans:
Jon Woodruff
Question: How easy will it be for amatuer
editors to manipulate the skeletal animation
system? What programs will we need to
accomplish this?
Ted B: We will provide the necessary tools for people
to create and animate Half-Life creatures. We will also provide
source code for people who want to create their own tools or create
plug-ins for other modelers.
Anders Hongslo
Can you give me some examples of the
animations of the enemies (like the grunt)?
On the N64 game Golden Eye there in some really
cool animations made by the Skelletal animation
system will you have even better and more animations?
Will players be able to choose diffrent
parts of the body of the player in
multiplay so you can make a lot of
combinations so that every player can
be recognized in multiplay.
Like diffrent hair colors and
diffrent combinations of clothes.
The skelatal animation system should
make this possible.
Ted B: The human grunt has more than 45 behavior
animations, plus hundreds of frames of unique scripted sequence
animations. For instance, you'll see a scientist plead with a grunt
for help and get rather violently rebuffed. You'll see grunts
rappelling out of helicopters. It would be safe to say that the human
grunt has more frames of animation than all the characters combined in
other action games.
Ken Birdwell is an incredibly talented and
experienced programmer and the animation system he created is amazing.
In Half-Life, you'll see characters moving due to traditional behavior
animations, programmatic animations (like heads turning), level
designer's instructions, site specific sequences, and unique scripted
sequences. Our engine is an animator's engine; we are truly spoiled by
it.
Kevin Lloyd
With the new Skeletel Animation system
can you change the looks of the same character
to create character diversity?
Ted B: The skeletal-based model system lets us
substitute body groups. This means is that you see characters with
some of the body parts changed. The most common use for this is
alternate heads. For instance, in Half-Life you'll see many unique
scientist characters. All the (male) scientists share a body model but
look quite different because we have created a variety of different
head models. Another example of how we use this capability are the
alternate body parts used for the German version of the game.
Dwayne B.
In Half-Life, how will you pick up
weapons? Will they spin and float in the air
like Quake (I hope not) or will they be on the
ground and other places like real life?
Ted B: One thing we are trying to do with Half Life is
make it as realistic as possible. We think sounds should be affected
by the type of room you're in, monsters should have a sense of
self-preservation, wet floors should be slippery, etc. Weapons will
not spin, but will be placed so as to make sense. You will find a gun
rack in a security area, a pistol in a drawer, a rifle laying on the
ground near a half consumed corpse. And when you want to improve your
health, you need to find a first aid box on the wall rather than find
some "health symbol" spinning in the air.
|