Having Trouble With A Converted P_model

PsionicMagePsionicMage Join Date: 2003-01-26 Member: 12765Members
<div class="IPBDescription">help plz.</div> I have converted the End of Days MP5 to NS for the LMG. I have the v_model working flawlessly, the w_model works fine (not that it does anything.) But my problem lies with the p_model. No matter what I try he won't hold the gun right...

Here is the QC File

<i>$modelname "p_mg.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0


$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

$eyeposition 0.000000 0.000000 0.000000

// reference meshes
$body studio "reference_mp5"


// 1 attachments
$attachment 0 "Mflash" 0.000000 0.000000 0.000000

// 0 bone controllers

// 2 hit boxes
$hbox 0 "Bip01 R Hand" 0.000000 -1.475220 -1.570000 21.537334 0.640000 1.580000
$hbox 0 "Line06" -1.260000 -7.560000 0.000000 22.379999 2.970000 1.820000

// 1 animation sequences
$sequence "idle" "idle" fps 30

// End of QC file.</i>

And a picture... If you know how to fix, plz let me know in detail (cause im not the best in milkshape, if it needs to be used)

Comments

  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    hm looks like a problem with the attachement for me <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    move it up a bit? lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    hm btw:

    already tried this p-model with the standard ns marine model? 0_o
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited February 2003
    He might be lol-ing but I think Jim has the right idea. If it was me I'd load in the NS LMG and its skeleton, import the EoD MP5 (triangles only) and align it with the LMG (scaling too, if needed), then delete the LMG and save what's left as the p_mdl's reference and recompile it using the LMG's qc file.
  • PsionicMagePsionicMage Join Date: 2003-01-26 Member: 12765Members
    <!--QuoteBegin--Souris+Feb 5 2003, 05:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Souris @ Feb 5 2003, 05:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> He might be lol-ing but I think Jim has the right idea. If it was me I'd load in the NS LMG and its skeleton, import the EoD MP5 (triangles only) and align it with the LMG (scaling too, if needed), then delete the LMG and save what's left as the p_mdl's reference and recompile it using the LMG's qc file. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    it sounds so simple when u say it, so, i have milkshape open, i have the lmg and skeleton there, i import the mp5's triangles only, so i now see both guns and 1 skeleton, i move it top of the lmg and delete the lmg? i dont have to attach joints or anything? I'll tell u how it goes. (i know nothing about modeling)
  • PsionicMagePsionicMage Join Date: 2003-01-26 Member: 12765Members
    well, i moved it right over where the old one was, deleted the old and...............

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Found vertex with invalid bone assignment! Model not exported!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    so... im lost.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Oops - I missed a step. You need to assign the EoD gun to the joint (p_mdls only have one) for it to work.
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