Mreq: Black Ops From Op Force
Maus
Join Date: 2002-11-03 Member: 5599Members
<div class="IPBDescription">or a little guide to converting models</div> I'd dearly love a replacement for the standard marines in NS. The shadow ops thread made me remember how neat the black ops guys from op force are, so I'm wondering if anyone could be so kind as to convert them for use in NS.
Better yet would be a guide (or a link to a guide) for how to convert models between HL mods with Milkshape, so I can tinker to my heart's content.
Better yet would be a guide (or a link to a guide) for how to convert models between HL mods with Milkshape, so I can tinker to my heart's content.
Comments
There are a few stickied threads at the top of the page, by BlackPanther, on how to convert models. I recommend reading Converting 101 first.
However, I'm past the free trial period for Milkshape so I can't edit the jetpack version so I have to wait for my registration code to appear.
Care to share that method with us? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
(1) Decompile the original and the one you want to convert into separate directories (so you know what parts belong to what model).
(2) Copy the reference file (the one containing the model and skeleton) of the new model into the folder of the original, then edit the NS model's qc file to look for the new skeleton/body. Change this bit:
$bodygroup marine
{
studio "[basic marine]"
studio "[marine with jetpack]"
}
-put the name of the new file(s) in there to replace the old models when you recompile.
(3a) Here's the tricky part - you'll need to make another model which has a jetpack. I did it by first loading the new model into milkshape, then loading the old one on top (just triangles - no skeleton), and deleting the marine figure to just leave the jetpack.
(3b) Next you'll want to move the jetpack so that it sits on the shoulders correctly and doesn't look odd, then attach it to the skeleton. Pick the uppermost joint of the torso (spine3 I think) and assign the jetpack to it. It should now stay in place when the model is moving around. Save this (export it as a SMD), and put the filename into the appropriate place in the qc file.
(so what you have now is a folder containing all the NS animations, both new models' reference files and a modified qc to make sure everything's going together properly)
(4) Compile the modified qc.
---
Perhaps slightly unorthodox here is how I got rid of a couple of errors - it told me it couldn't find some hitboxes properly, or something - I deleted the two lines in the qc it had problems with. It's possible that this'll lead to errors in-game, but I've not noticed anything amiss as yet.
I've only tested this out with a Firearms model as yet, but it should be the same for all HL mods, probably even other games.