Counter-strike M4a1 As Lmg Model
Zerotech
Join Date: 2003-12-20 Member: 24583Members, Constellation
<div class="IPBDescription">need help</div> Hi i've been working on getting some counter-strike models to work properly on ns, so far I was able to get the colt as lmg but it appears to be on the left hand rather than right also it has no reloading model sequence, any fixes will be appreciated.
Comments
Go work though!
Edit: nvm i've found the program, but it wont let you load up the models <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
- go to tools -> hl tools -> decompile mdl
-- file -> import -> smd -> *.smd
* = the smd names. Import ALL of them (not at once) and use the mirror animation tool (search the menus i don't use it so i donno which it's in) save them back as the original smd, then:
tools -> hl tools -> compile qc file -> X.qc
x = the name of the mdl you decompiled IE v_lmg.mdl would generate v_lmg.qc. That's what you're looking for
Converting a CS model to NS arms/animations
By **Grizzly
Im not releasing a model but the CS model used is Quad's model, skinned by Solid Snake.
You will need Milkshape 3d and HLMV to do this.
Step 1:Put the cs model in one folder and the ns model in another. Get the v_ models.
Step 2:Decompile both models.
<img src='http://webpages.charter.net/starstargrizzly/1.jpg' border='0' alt='user posted image' />
Step 3:Open Milky and go to file<import<half life smd
Step 4:Import the CS model. Check triangles only. In the groups tab delete the hands.
Step 5:Import the NS model. Check all boxes.
<img src='http://webpages.charter.net/starstargrizzly/2.jpg' border='0' alt='user posted image' />
Step 6:Find out what bones are the hands and which ones are the gun.
Ignore the hands we just wanna switch the gun. Go to the joints tab and click on a bone and press selassigned to see what its assigned to. As you convert you may notice a pattern in the bones.
<img src='http://webpages.charter.net/starstargrizzly/3.jpg' border='0' alt='user posted image' />
Step 7:Assign joints.
NS def animations
Bone 53:Barrel
Bone 51:Slide
Bone 55:Trigger
Bone 49:Mag
Bone 02:Everything else.
Step 8:Use the select tool to select what you need to. When you have, say the trigger selected
go to the joints tab and press assign. Some tips, press selunasssigned to see what isnt
assigned, a good way to select everything else. Use the groups tab to try select some groups
that you may be able to use. The most common ones are the mag and the slide.
Step 9:The CS model is too big :O So select it and go to scale. Change X Y Z all on .9 then press
scale until its the right size.
Step 10:Once the model is the right size it needs to be in the right spot.Use move tool to put it in place. Make sure its in the right place ON ALL THE AXIS.
<img src='http://webpages.charter.net/starstargrizzly/4.jpg' border='0' alt='user posted image' />
Step 11:Delete the old model, use the group tab.
Step 12:File<export<halflifesmd
Step 13:Save it over the old ref smd on the NS gun.
Step 14:Copy paste textures
<img src='http://webpages.charter.net/starstargrizzly/5.jpg' border='0' alt='user posted image' />
Step 15:Compile the ns qc file.
If you have any problems then play around with it and teach urself its the best way to learn.
The more you do it the faster and the more you will learn about milky.
PS heres the <a href='http://webpages.charter.net/starstargrizzly/mdl_flip.rar' target='_blank'>Model Flipper</a>
The model which I've attempted to modify made it look worse, when i shoot the model dissapears which makes it very bad to me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
Heres a pic of what it looks like now
old school>practicality <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
link doesnt seem to work
Prob some nub got mad at a admin banning them for them posting in the wrong section one too many times, as happens in these forums way too often.
you can use Jed's HLMV to find out the correct origins to use.
In order for the animations to be displayed correctly you have to have a look at the $sequence order on the default weapon's .qc file.
In order to sync animations you also have to look that the mathematic result X of
(Number of FPS) : (Number of Frame) = X
stays the same, so you have to change the FPS accordingly to the animation's length (HLMV tell you the lenght of a sequence when you have it selected)