[wip] Return Of The M.a.l.i.c.e.
Jaeger
Join Date: 2002-11-28 Member: 10202Members
<div class="IPBDescription">Animators needed</div> Download the ALPHA (broken anims, unoptimized shell) <a href='http://www.wrestlinghaven.com/gg/Jaeger/jw_malice24dec03.mdl' target='_blank'>here</a>.
First, I'll start off by making this open request to anyone on the forums who can help me out. Right now I have the MALICE model rigged to a bastardized light armor skeleton; I need idle anims for each of the weapons poses, firing anims, and crouching sets. New idle poses would really help, and I need the walking anims timed to the default heavy armor.
Basically, I'm asking anyone out there who is capable of hammering out some slick anims to give me <b>a nearly, if not entirely, complete set of player animations</b>.
I also need help animating the v_models that are going into this pack. This includes both heavy AND light weapons, since the heavy and light marines share the same p_ models.
If there is ANYONE out there who can help me get this thing off the ground, pm me ASAP or catch me on Gamesnet IRC, #nsmodelling, #modeling, or #thrill2kill
<img src='http://www.wrestlinghaven.com/gg/Jaeger/malice_preview.JPG' border='0' alt='user posted image'>
First, I'll start off by making this open request to anyone on the forums who can help me out. Right now I have the MALICE model rigged to a bastardized light armor skeleton; I need idle anims for each of the weapons poses, firing anims, and crouching sets. New idle poses would really help, and I need the walking anims timed to the default heavy armor.
Basically, I'm asking anyone out there who is capable of hammering out some slick anims to give me <b>a nearly, if not entirely, complete set of player animations</b>.
I also need help animating the v_models that are going into this pack. This includes both heavy AND light weapons, since the heavy and light marines share the same p_ models.
If there is ANYONE out there who can help me get this thing off the ground, pm me ASAP or catch me on Gamesnet IRC, #nsmodelling, #modeling, or #thrill2kill
<img src='http://www.wrestlinghaven.com/gg/Jaeger/malice_preview.JPG' border='0' alt='user posted image'>
Comments
Not the case. Unless you did not include the skeleton in this mdl file. No one can work on it until everyone uses the same skeleton.
b00m... erm.. jaegar.. if you get this done mate.. or whoever does.. i will have your cyb0r babies. for real. been waiting on one of these for god knows how long <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
but those v_models I can certainly do.
Option A:
Default NS weapons, reskinned to match the MALICE. An animator shouldn't have too much trouble with this, seeing as all I'd need are some p_ model positioning to line up with the MALICE army pylon and some new reloads for the v_ models.
Option B:
Use current AVP2 weapons (permission granting), modify them to work with the MALICE. Again, I'll need some slight animation reworking to mate it with the new pylon arm.
Option C:
This one is gonna be hell. Thanks to Wolf Kahler, I have a package of halfway-there v_models that need animating (draw, shoot, reload anims). To do this, I'm going to also need the same weapons rebuilt for the light armor models. New p_ models are gonna be easy to scratch together, seeing as they're already included in the model.
BTW, Im using a totally different skeleton, and Im gonna hafta work out a few things.
The MALICE in AVP2 didn't have a crouch or jump mode, but for purposes of NS I don't see how it could go without. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I'm sure after Sushi and Jamil finish their hard work I can see what needs to be done, but unfortunately I can't guarantee any promises.
Ya know that little Y frame on the back, I decided to use those as a small "exhaust" allowing the suit to glide or jump.
However, I can fix up a quick jumppack if you need one.
no problem now. All i have to do is make the poses for the weapon firing options. Clever qc file editing will cut work time down. Really, there are only 21 actual animations needed to be created. The rest reuse the other animations.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
/*
==============================================================================
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.
hv.mdl
Original internal name:
"C:\3dmax31\Scenes\natural_selection\hugo\hvarmor\heavy.mdl"
==============================================================================
*/
$modelname "hv.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$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 mesh(es)
$body "body" "ref"
// 6 attachment(s)
$attachment 0 "joint16" 11.400000 1.600000 6.400000
$attachment 1 "joint16" 23.000000 2.000000 7.350000
$attachment 2 "joint16" 30.000000 2.000000 9.500000
$attachment 0 "joint9" 11.400000 1.600000 6.400000
$attachment 1 "joint9" 23.000000 2.000000 7.350000
$attachment 2 "joint9" 30.000000 2.000000 9.500000
// 2 bone controller(s)
$controller 0 "joint3" XR -60.000000 60.000000
$controller 1 "joint3" XR -60.000000 60.000000
// 66 animation sequence(s)
$sequence "look_idle" "look_idle_blend1" "look_idle_blend2" blend XR -90 90 fps 30 loop ACT_IDLE 1
$sequence "idle1" "idle1_blend1" "idle1_blend2" blend XR -90 90 fps 30 loop ACT_IDLE 2
$sequence "crouch_idle" "crouch_idle" fps 1 loop ACT_CROUCHIDLE 1
$sequence "walk" "walk" LX fps 25 loop ACT_WALK 1
$sequence "run" "run" LX fps 35 loop ACT_RUN 1
$sequence "crawl" "crawl" LX fps 20 loop ACT_CROUCH 1
$sequence "jump" "jump" fps 30 ACT_HOP 1
$sequence "swim" "idle" fps 14 loop ACT_SWIM 1
$sequence "treadwater" "idle" fps 14 loop ACT_HOVER 1
$sequence "communicate" "idle" fps 30 loop
$sequence "voicecomm" "idle" fps 30 loop
$sequence "lmg_look" "lmg_look_blend1" "lmg_look_blend2" blend XR -90 90 fps 30 loop
$sequence "pistol_look" "pistol_look_blend1" "pistol_look_blend2" blend XR -90 90 fps 30 loop
$sequence "knife_look" "knife_look_blend1" "knife_look_blend2" blend XR -90 90 fps 30 loop
$sequence "shotgun_look" "shotgun_look_blend1" "shotgun_look_blend2" blend XR -90 90 fps 30 loop
$sequence "grenade_look" "grenade_look_blend1" "grenade_look_blend2" blend XR -90 90 fps 30 loop
$sequence "hmg_look" "hmg_look_blend1" "hmg_look_blend2" blend XR -90 90 fps 30 loop
$sequence "welder_look" "welder_look_blend1" "welder_look_blend2" blend XR -90 90 fps 30 loop
$sequence "grenadegun_look" "grenadegun_look_blend1" "grenadegun_look_blend2" blend XR -90 90 fps 30 loop
$sequence "tripmine_look" "tripmine_look_blend1" "tripmine_look_blend2" blend XR -90 90 fps 30 loop
$sequence "alien_look" "alien_look_blend1" "alien_look_blend2" blend XR -90 90 fps 30 loop
$sequence "lmg_fire" "lmg_fire_blend1" "lmg_fire_blend2" blend XR -90 90 fps 30 loop { event 5011 1 "30" }
$sequence "pistol_fire" "pistol_fire_blend1" "pistol_fire_blend2" blend XR -90 90 fps 30 loop { event 5001 1 "30" }
$sequence "knife_fire" "knife_fire_blend1" "knife_fire_blend2" blend XR -90 90 fps 30 loop
$sequence "shotgun_fire" "shotgun_fire_blend1" "shotgun_fire_blend2" blend XR -90 90 fps 30 loop { event 5011 1 "30" }
$sequence "grenade_fire" "grenade_fire_blend1" "grenade_fire_blend2" blend XR -90 90 fps 30 loop
$sequence "hmg_fire" "hmg_fire_blend1" "hmg_fire_blend2" blend XR -90 90 fps 30 loop { event 5021 1 "40" }
$sequence "welder_fire" "welder_fire_blend1" "welder_fire_blend2" blend XR -90 90 fps 30 loop
$sequence "grenadegun_fire" "grenadegun_fire_blend1" "grenadegun_fire_blend2" blend XR -90 90 fps 30 loop
$sequence "tripmine_fire" "tripmine_fire_blend1" "tripmine_fire_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_lmg_look" "crouch_lmg_look_blend1" "crouch_lmg_look_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_pistol_look" "crouch_pistol_look_blend1" "crouch_pistol_look_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_knife_look" "crouch_knife_look_blend1" "crouch_knife_look_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_shotgun_look" "crouch_shotgun_look_blend1" "crouch_shotgun_look_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_grenade_look" "crouch_grenade_look_blend1" "crouch_grenade_look_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_hmg_look" "crouch_hmg_look_blend1" "crouch_hmg_look_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_welder_look" "crouch_welder_look_blend1" "crouch_welder_look_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_grenadegun_look" "crouch_grenadegun_look_blend1" "crouch_grenadegun_look_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_tripmine_look" "crouch_tripmine_look_blend1" "crouch_tripmine_look_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_lmg_fire" "crouch_lmg_fire_blend1" "crouch_lmg_fire_blend2" blend XR -90 90 fps 30 loop { event 5011 1 "30" }
$sequence "crouch_pistol_fire" "crouch_pistol_fire_blend1" "crouch_pistol_fire_blend2" blend XR -90 90 fps 30 loop { event 5001 1 "30" }
$sequence "crouch_knife_fire" "crouch_knife_fire_blend1" "crouch_knife_fire_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_shotgun_fire" "crouch_shotgun_fire_blend1" "crouch_shotgun_fire_blend2" blend XR -90 90 fps 30 loop { event 5011 1 "30" }
$sequence "crouch_grenade_fire" "crouch_grenade_fire_blend1" "crouch_grenade_fire_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_hmg_fire" "crouch_hmg_fire_blend1" "crouch_hmg_fire_blend2" blend XR -90 90 fps 30 loop { event 5021 1 "40" }
$sequence "crouch_welder_fire" "crouch_welder_fire_blend1" "crouch_welder_fire_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_grenadegun_fire" "crouch_grenadegun_fire_blend1" "crouch_grenadegun_fire_blend2" blend XR -90 90 fps 30 loop
$sequence "crouch_tripmine_fire" "crouch_tripmine_fire_blend1" "crouch_tripmine_fire_blend2" blend XR -90 90 fps 30 loop
$sequence "ability1_alien" "idle" fps 20
$sequence "ability2_alien" "idle" fps 20
$sequence "ability3_alien" "idle" fps 20
$sequence "ability4_alien" "idle" fps 20
$sequence "ability5_alien" "idle" fps 20
$sequence "ability6_alien" "idle" fps 20
$sequence "head_flinch" "idle" fps 20
$sequence "body_flinch" "idle" fps 20
$sequence "death1_die" "death1_die" fps 30 ACT_DIESIMPLE 1 { event 2001 42 }
$sequence "death2_die" "death2_die" fps 30 ACT_DIEBACKWARD 1 { event 2001 42 }
$sequence "death3_die" "death3_die" fps 30 ACT_DIE_HEADSHOT 1 { event 2001 43 }
$sequence "head_die" "head_die" fps 30 ACT_DIE_HEADSHOT 4 { event 2001 42 }
$sequence "gut_die" "gut_die" fps 30 ACT_DIE_GUTSHOT 1 { event 2001 44 }
$sequence "left_die" "left_die" fps 30 ACT_DIESIMPLE 1 { event 2001 44 }
$sequence "back_die" "back_die" fps 30 ACT_DIEBACKWARD 4 { event 2001 44 }
$sequence "right_die" "right_die" fps 30 ACT_DIESIMPLE 1 { event 2001 44 }
$sequence "forward_die" "forward_die" fps 30 ACT_DIESIMPLE 1 { event 2001 44 }
$sequence "crouch_die" "crouch_die" fps 30 ACT_DIESIMPLE 1 { event 2001 44 }
// End of QC script.
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
When you compile, the hitbox info should be automatically generated.
Copy all that into a blank qc file (make a new text file and rename it qc...)
<a href='http://members.dslextreme.com/users/dawunsushi/malice_sushi_beta.zip' target='_blank'>http://members.dslextreme.com/users/dawuns..._sushi_beta.zip</a>
I don't know about the correction characteristics of my ISP's webspace, so it might go On/off.
the MALICE is crouching
BTW, you need to assign the dood to the skeleton <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Also, I need to know how it works ingame too. I'd do it myself...but its the holidays people...
I might also redo the idle animations...since after I found out blending was required, I needed to edit the torso movement out of the animation.
Why must you say that?