Converting A Player Model
Venmoch
Join Date: 2002-08-07 Member: 1093Members
<div class="IPBDescription">I believe this belongs here.....</div> First off I know this can be done, problem is I don't seem to have a clue where to start.
Does anyone have a good tutorial from converting a standard HL model (Or any other Mod model but HL would be prefered) to the NS animations?
Thanks for any help in advance.
As many of you may have guessed this is my first foray into the world of modeling so please be nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Does anyone have a good tutorial from converting a standard HL model (Or any other Mod model but HL would be prefered) to the NS animations?
Thanks for any help in advance.
As many of you may have guessed this is my first foray into the world of modeling so please be nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Comments
Say you wanted to convert a CS player model to NS the easy way to do it is decompile your NS player model and CS player model. Open up MS3D and import the refrence smd for the cs player model then export the refrence smd and save it as the ns ref.
put the bmps in the right place and your done, compile and you have yourself a player model.
but u may need to tweak the model beacause of flaws and put the JP on. Do this a few times play around with it and u'll soon get it right
-EDIT- OK I know what the problem is, I just need to assign vertices to the skeleton..... -EDIT-
The problem comes when compiling. It seems to run normally until this....
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
grabbing .\/crouch_handgrenade_prime_blend1.smd
grabbing .\/crouch_handgrenade_prime_blend2.smd
grabbing .\/crouch_handgrenade_fire_blend1.smd
grabbing .\/crouch_handgrenade_fire_blend2.smd
BMP DM_mask_body.BMP [256 255] (100%) 66048 bytes
BMP filter.BMP [32 32] (100%) 1792 bytes
BMP equip_jetpack.bmp [256 255] (100%) 66048 bytes
BMP Marine_final.bmp [256 255] (25%) 66048 bytes
BMP Marine_black_01.bmp [256 255] (25%) 66048 bytes
illegal parent bone replacement in sequence "look_idle"
"Bip01 L Foot" has "Bip01 L Calf", reference has "Bip01 L Leg1"
illegal parent bone replacement in sequence "look_idle"
"Bip01 R Foot" has "Bip01 R Calf", reference has "Bip01 R Leg1"
illegal parent bone replacement in sequence "look_idle"
"Bip01 L Hand" has "Bip01 L Forearm", reference has "Bip01 L Arm2"
illegal parent bone replacement in sequence "look_idle"
"Bip01 R Hand" has "Bip01 R Forearm", reference has "Bip01 R Arm2"
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Also if it helps I'm using Milkshape
unless you have the same amount of bones in each model then you would rename all the converting model bones to the ones named in the ns model.
hope this helps. also hope i am right.