Converting A Player Model

VenmochVenmoch 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-->

Comments

  • SpetsnazSpetsnaz Join Date: 2003-12-26 Member: 24761Members, Constellation
    well first off u need to grab yourself a copy of HL model viewer and Milkshape 3D.

    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
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    edited March 2004
    Problem is when I'm compiling the compiler gives me errors about an illegal bone replacement and stops dead.

    -EDIT- OK I know what the problem is, I just need to assign vertices to the skeleton..... -EDIT-
  • VenmochVenmoch Join Date: 2002-08-07 Member: 1093Members
    Well after I assigned the vertices to the skeleton I ended up with another compiler error. Apprarently this said error is fairly common so I hope someone out here should be able to help.

    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"
    <!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    Also if it helps I'm using Milkshape
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    ah yes, the bones are named different than original. im not sure if this is right but i would delete the converting skeleton, then delete the ns model, but leave the skeleton. then merge (file -> merge) the converting model into the ns skeleton. you might have to move the arms or whatnot onto the skeleton. then you asign the correct bones to the correct limbs and such, and compile.

    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.
Sign In or Register to comment.