Counter-Strike: Condition Zero advances the #1 online action game series by introducing objective based single-player action, the official CS bot, and special enhancements for online play. CS:CZ is a tactical action game that challenges you to compete with and against cunning computerized opponents in a Tour of Duty across the globe.
What has been done : Improved Hit Boxes - no longer misaligned with the meshes UV Chopped Textures - I used a technique I call UV Chopping, to split the UV maps and to separate the large 1024x1024 and 2048x2048 textures into 512x512 textures, thus retaining the original source quality of the textures. Baked Normal Maps - I used a technique for backing the normal maps into the defuse maps, thus achieving pseudo normal map effect in Half-Life 1 engineImproved Animations - handpicked the animations for better alignment with the game / mod needsHQ Overview image - I created a stylized model preview image for easy identification of the models in-game. The theme for the preview is based on FBI / Police case files.
This is a part 1 of my long planned project - hybrid version of CS 1.6 and CZ player models. Can be used to make CS 1.6 look more like CZ, while preserving the original style, or to make CZ look more like 1.6, while still keeping the models unique. I have used models from this skin pack (Gamebanana.com), since some of them are quite similar to Condition Zero player models and I was able to retexture them so that they can be used this way. Known issue: The arctic model uses a defuser backpack instead of the C4 backpack, becouse it is a retextured CT model. I've made the texture brown, to make it look at least somewhat similar to the actual C4 backpack and to be clearly visible in the game. Sadly I'm no modeler and I can't do anyting about it (at least for now).
I recently acquired Counter-Strike: Condition Zero and was, as most veteran CS were, appalled by the models that were used--the same tired ones from the original CS with a skin tone like a sun-burned asian covered with cheese. So, naturally, being the seasoned PC gamer that I am, I copied my models that I'd downloaded for the mod version of CS 1.5 to the cstrike\models\players folder in Condition Zero. I started playing a match with bots and quickly noticed an oddity continued to occur with my CS 1.5 models; they weren't dying--at least not in the typical sense where you would expect them to be dead when you apply a bullet to their skull. Instead, they floated around in the dummy pose such as in the screenshot to the right. As you can imagine, this is extremely annoying and can affect your game when you can't determine if a player is dead or not. I'm Snake, though...and I find solutions. If you also have this problem with older custom models in new versions of HL mods (particularly CS), I'll detail how to fix them in the following guide.
First, you will need a few things. One being that you do need some skill and knowledge with the computer and Half-life for some of the steps. Modeling by nature is a complex practice, even if we're only cutting the surface of it by upgrading its structure. Of course, you will also need some programs to assist you, as this guide won't help you without them. Go ahead and download/install these programs and continue reading when you're ready:
So things don't get complicated, we need to set up a directory structure in which to convert the models we plan to upgrade. If we don't do this, things will definitely get screwed up as we convert more models. You'll see why momentarily. Your directory structure should look like this with each model in its own folder and all the model folders in an upper-level folder.
Now fire up Milkshape. You'll have 30 days to use it without buying, but that should be enough time to upgrade all your favorite models. You'll see the standard views for editing in 3D and the like, but for right now, we just need to decompile the old model. Go to the Tools menu and down to Kratisto's HL MDL Decompiler. If you don't have that, you could try the built-in decompiler.
We'll need a base model from CZ (or CS 1.6) in which to steal the skeletal animations (sequences) from. So, head to your cstrike\models\player folder and grab one. Create a new folder with your other models to be decompiled and paste the model from CZ there. Go back to Milkshape to decompile the CZ model like before but this time check only "QC Script" and "Sequence SMDs". It'll chug away for a moment creating the many sequences and then you should have several hundred smd files and a qc file in with your CZ model.
Time to compile the model back together. Copy studiomdl.exe to your CS model's folder. Open a command prompt (run "cmd") and change the directory to where you just copied studiomdl if necessary (using the "cd" command). Then, type "studiomdl arctic.qc" or the name of your model's QC file. You could alternatively use a batch file or drag the QC file to studiomdl.exe. As long as there aren't any errors compiling, you should have a CZ or CS 1.6 compatible mdl file now. I'd recommend downloading HL Model Viewer from the same site as Milkshape to make sure the model looks and moves correctly.
Time to compile the model back together. Copy studiomdl.exe to your CS model's folder. Open a command prompt and change the directory to where you just copied studiomdl if necessary. Then, type "studiomdl arctic.qc" or the name of your model's QC file. You could alternatively use a batch file or drag the QC file to studiomdl.exe. As long as there aren't any error compiling, you should have a CZ or CS 1.6 compatible mdl file now. I'd recommend downloading HL Model Viewer from the same site as Milkshape to make sure the model looks and moves correctly.
If Milkshape gives you an error, look it up in the chumbalumsoft forums. Remember not to use Milkshape to compile the model, as it doesn't work with the new CZ models. I've also read about another issue with the models appearing to run backwards funny, but I can't clarify as I've never noticed it. If you do see this occurance, the solution is said to be decompiling the upgraded model, then compiling it right back. May be a problem with the compiler/decompiler?
Counter-Strike: Condition ZeroDeveloper(s)Valve CorporationGearbox SoftwareRitual EntertainmentTurtle Rock StudiosPublisher(s)Valve CorporationVivendi Universal PublishingPlatform(s)Microsoft WindowsMac OS XLinuxRelease date(s)March 23, 2004 (Windows)March 7, 2013 (Mac OS X, Linux)GenreFirst-person shooterMode(s)Single-playerMultiplayerRating(s)ESRB: MaturePEGI: 16+
Counter-Strike: Condition Zero (CS:CZ) is a first-person shooter video game and the sequel to the original Counter-Strike. The game was released in 2004 via both retail stores and Steam and uses the GoldSrc engine. Condition Zero features a multiplayer mode, which features updated character models, textures, maps, and other graphical tweaks. It is bundled with a copy of Counter-Strike regardless of how you purchase it.
Unlike other Counter-Strike games, Condition Zero also contains a single-player mission pack with the player unlocking maps and more efficient bots as they pass certain requirements for each map while playing as a Counter-Terrorist. These requirements include objectives such as "kill 3 enemies with a Clarion 5.56" or "win a round in 45 seconds". This game mode is called Tour of Duty.
Counter-Strike: Condition Zero was originally designed to introduce a single-player Counter-Strike experience and therefore it has more in-depth single-player modes available than other entries in the series. In addition to two different single-player modes, the traditional multiplayer mode is also available.
The Tour of Duty single-player mode is the main single-player mode in the game. It allows players to play regular multiplayer maps in an arcade-like single-player experience. The basic setting is very similar to a regular multiplayer game as the game utilizes the new bot AI to enable the possibility of having team mates and enemies in the game. Each map has a certain amount of objectives which include killing a certain amount of enemies or rescuing hostages. Usually, some restrictions such as achieving the objectives with a specific weapon or within a certain time frame accompany the objectives. When these objectives are completed, the player earns a reputation point. Reputation points are needed to unlock the next set of maps and they are also used to recruit new or better team mates.
The Deleted Scenes part of the game is included as a separate bonus game. This part consists of major parts of the work done by Ritual Entertainment for their iteration of the game. There are major differences in game mechanics and weapon balance in this game mode compared to a Counter-Strike multiplayer game or the Tour of Duty mode. This game plays more like a traditional linear shooter like Half-Life than a multiplayer game of Counter-Strike.
While it was originally planned to have cross-compatibility between online players of Counter-Strike and players of Condition Zero, the two games feature completely separate multiplayer communities in a much criticized move. For the most part, the multiplayer game itself is identical to that of the original Counter-Strike.
One major difference is the ability to add bots to servers. These bots function much like any other player taking up regular player slots. The server admin can freely choose the amount of bots they want to include in a server, thus it is also possible to play a multiplayer game solo without other human players using bots.
The hostage models also received a make-over in version 1.2, coinciding with this major hostage rescue scenario update. These models were likely created by Turtle Rock Studios, but they were based on hostage models created by Ritual Entertainment. As these updated models are hard coded to override the hostage models specified by the map file, it is no longer possible to use map specific custom hostage models following this update. 2b1af7f3a8