Converting Models...

TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
<div class="IPBDescription">I thought there was a sticky</div> I want to use the exploder fo rmy lmg....but it is a cs model. I already trie dit in game and noticed how all of the animations are mixed up. How do I fix this? I kinda know that I have to decompile it, but then what?
Thanks.

Comments

  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    I really want this to be fixed. I would love to use this exploder as my lmg and the one that was made by a forum member as my pistol. Problem is.... the animations are dicked up. I am guessing I have to decompile and crap...right? Also.... it had cs arms and stuff--- but they are skinned differently. THe arm and hand and everything but the fingers are one skin (human parts that is). When I try to put together another basically same thing except with twp bmps from NS skins, they change colors when I save them. THey get heavily distorted. Or...if I open the the cs skin.....delete all of it and put in the ns ones---they turn black. Do I have to change a pallete or something? Wow....I just thought of that as I typed...
    Thanks.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited July 2003
    The game plays sequences of the model from frame a to b in speed x on event e.
    The .qc file asigns model sequence names (the engine displays) with .ms3d animated sequences you create.

    Used textures are also listed in the QC file.
    Most ns Models use external texture-models (makes it easyer to change the model without downloading the texture again) theres one model only containing the texture and one model with the geometry and sequences that refers to the texture model.
    You can include the textures into the model instead.
    Using 2 skins on one model (black and white marine) is also set in the CQ file.

    Then there are special effects (muzzleflash , shells) and behaiours (like looking left side) in the cq file, too.

    Detailed .QC file syntax is explained in that big HL-SDK file
    and thats the ns modelling guide.
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=20223' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=19&t=20223</a>
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    ok, thanks for clearing that up. Im still having problems replacing the arms. Like--- I make a new skin for the arms because o fhow the CS one is set up, but it gets fubared. If I decompile it... can I do the same to another model and put in new arms?
    Thanks.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <a href='http://t2k.neotech.cc/ns/tuts/animin.shtml' target='_blank'>http://t2k.neotech.cc/ns/tuts/animin.shtml</a>

    written by Maus....
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    <!--QuoteBegin--Delarosa+Jul 20 2003, 12:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Jul 20 2003, 12:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <a href='http://t2k.neotech.cc/ns/tuts/animin.shtml' target='_blank'>http://t2k.neotech.cc/ns/tuts/animin.shtml</a>

    written by Maus.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    that useful....but not what I am looking to do. I found what I need to do...thanks for the help <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    frig... I just ralized that this model doesnt have a P model.. but it has all the others. Isnt there a really easy way to make one since there is a w model.
    Thanks.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Yeah, if you have the w_model, it'll be pretty easy to knock up a player model.

    Have a read at this.

    <a href='http://www.planetquake.com/polycount/resources/halflife/tutorials/scarecrows_tutorials/weapons/weapons.shtml' target='_blank'>http://www.planetquake.com/polycount/resou...s/weapons.shtml</a>

    Full instructions, for Max or Milkshape.
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    Ok, thanks. I am now having a new problem. I decompiled the model. I then took th elmg model... decompiled it....stole its sequence section from its QC and pasted it over the one I am converting's sequence lines. Then--I renamed all the smds to the correct names and deleted the ones I didnt need. I changed the qc name and modle name to v_mg. By changing the mdl name I mean inside of the qc. WHen I go to compile--I run the tool and all I get is the window. It goes real fast but I can see it saying /grabing idle.smd and a bunch of other ones. It then flashes text at the pottom and closes. Is there anyway to make it so that this window stays open so I can see what it is saying? I cannot get this model to cpmpile now.
    Thanks.
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    w00t...now all of th eanimations are fine. Now all I need to do is make a p model and pu ton some ns arms <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    So fo rthe P model I basically need to open the w model and attach a skeleton (player)? This is a dumb question, but how do I open the smd in 3dsmax5?
    Thanks
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    Just letting you know "TheFrag", try to stray from double posting, unless its for orginization reasons.
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    its no tlike I posted and then posted right again.... I just thought of somehting or wante dto give an update, I really don tlike editing after a crtin time because of the fact some people could of read and then not known I edited it....... Yeah I am paranoid like that :/

    Ok lets get back on subject
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    u gonna release this when complete?
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    edited July 2003
    yeah I will. Its almost done. I have all the animations sorted out. It looks great when coupled with the Exploder Compact pistol someon (Jaeger?) made <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    EDIT: Is the point of smdlexp.dle plugin to open smd files? If so.... si there a max5 version? Thanks.
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    im really getting frustrated and I really need to know, so up. I kno whow to export em but how about importing them? That way I can attach a premade skeleton and be good to go.
    Thanks.
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    That problem is solved. A biped is just like the soldier.mdl with skeleton and stuff....right?
    Thanks.
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