<div class="IPBDescription">help :)</div> I'm working to convert some models on my own now, but I'm having some trouble and need the link to that one good tutorial on the FireArms board. The FireArms board was running extremely slow, so I just decided to ask here.
BP's "How to do a hackjob" tutorial 101 --------------------------------------- Since the last hackjob thread seems to be going to hell... well..
BP to the rescue again!
Step 1 Setting up your workspace
Many people seem to skip over this essential step, and then they **obscenity** that their models won't compile right! sigh
#1 Take the model you want to use as a base (In this case, ill be showing how to do take the scope from the FA M82 and slapping it onto the Desert Eagle... don't ask me where i got the idea! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->) and put in a folder like c:\hackjob\. In this case, take the v_deagle.mdl file and put it in there.
#2 Take the v_m82.mdl and put it in c:\hackjob\m82\
Step 2 Decompiling
Take the Krastitos decompiler from MS3D and decompile both model in their respective folders.
Step 3 Setting up
#1 Open MS3D and IMPORT the desert eagle's reference file. Save it as deagle.ms3d. #2 Do FILE<NEW #3 Import the M82's reference file and save it as M82.ms3d.
Step 4 Going at it
This is where you'll actually start doign stuff. First, you need the scope and ONLY the scope.
#1 Go in the TABS joints and delete the skeleton. Save. #2 Go in your GROUPS tab and delete the hands. Save.
Now you should only have the M82, without the hands or skeleton to get in the way.
#3 Select the every single polygon that makes up the scope. #4 Do a SELECT INVERT, and press delete. #5 Now that you've only got the scope, go in your textures, and delete the textures that aren't used for the scope.
Step 5 transfering files
Now that your m82.ms3d only has a scope in it, you're ready to attach it to your scope, but in order for your deagle to compile right, you need all the textures in the same folder.
Go in your /m82 folder, and copy/paste the .bmp textures used for the scope into your \hackjob folder.
Do the same with your m82.ms3d file.
Step 6 "And god said: Let there be Desert Eagle whoring!"
Now all that's left is to merge both files and start attaching ther vertices.
#1 Open your deagle.ms3d file #2 Go in FILE>merge #3 Select your M82.ms3d file. (THE ONE YOU COPIED)
Now you're left with a desert eagle and a scope somewhere in the grid.
#4 Go to your GROUPS tab and select the one for the Desert Eagle. #5 Use the MOVE command to move it on top of your Desert Eagle, on the slide. You might want to rotate it a bit as well! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Almost there!
#6 Go to your JOINTS tab and select the bone which currently has the main body's vertices attached to it. (Bone12 in this case) #7 Press the SELECT UNASSIGNED button. That will select only the vertices of the scope. #8 Press the ASSIGN button. #9 Save #10 Go to FILE<EXPORT<half life .smd and replace the reference .smd file for the Desert Eagle.
Step 7 compiling
#1 Go to TOOLS< Half Life<compile .qc file #2 Select the .qc file and let her rip!
At this point, if you get a INVALID vertex assignement message, it means not every single one of the vertices has been assigned. Go back to Step 6.
Now you should have a fully compiled v_deagle.mdl file ready to do. Put it in your firearms\models\ folder and you're all set!
This tutorial was written in a record 15 mins. Errors are a possibility... if i was someone else... like fox mike.. or some kind of dumb **obscenity**.. in any case, its the right way to do it. It may not be the ONLY way, but imho, it's the best.
P.S.: Now, when you get to step 4, the M82 has it's own group for the scope which made things easier. But i told you to do it this way, because you won't always get every peice of stuff you want to hack nicely grouped for you at the start1 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
------------- BP's "How To Convert a Model" tut 101 -------------
**UPDATE April 12 2002**
This is a short but COMPLETE tutorial. I take for granted that you KNOW how to operate a keyboard and mouse! (Therefore, CS noobs this tutorial is NOT for you! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Step 1: Choose your model carefully.
Essentially, this is so you don't replace a machine gun with say, a pistol! Looks very bad, and the anims would be very weird. Well.. not so much as the anims, but the feeling of it ingame is enough throw you off.
Replacing an assault rifle with a submachine gun is ok (and vice versa), Shotguns for shotguns, Pistols for pistols, etc.
Also, when you download a custom model, say.. from CS-skins.net, check with the author before you release. They worked hard on their models. Don't just give them credit in the .txt file. EMAIL THEM!
Step 2: Check the animations.
Some mods have more anims then others for their weapons. But usually, all mods that have guns have idle, reload and firing anims. So unless the mod is very different, there shouldn't be any problems.
What to do: -Open the model that you want to replace in FA with HL MODEL VIEWER -Write down each name of every anim for that weapon in a .txt file. This is important, you'll need the names later on. -Open model from other mod in HLMV. -Check it's animation's names.
If the anims match(very rarely), your done! All you gotta do is take the model from the other mod's /model folder (or .pak file) and put in the firearms/model folder. No recompiling necessary
Step 3: If the anims DO NOT match (more anims, other anim names, etc)
What to do: -Copy the new model into another folder -Open Milkshape 3D -Decompile the model via Tools<Half-life<Decompile normal HL .mdl file -Leave ALL of the boxes CHECKED.
This will "unzip", if you like. the .mdl file into the folder it currently is into several files. (.smd, .bmp and .qc)
-Open the .qc file with NOTEPAD.
At the bottom of the .qc file, you will see something like this:
$sequence: animation1: This is the name .smd file containing the animation. "animation":This is the name of the anim as it appears inside HLMV. Loop doesnt really matter unless it is an IDLE animation, an animation that can be played over and over again (like the breathing of the player model when its not moving)
Since the name in between the " " 's don't match the ones from the FA model you want to replace, you have to rename them. (Thats why i asked you to write down the names of the anims from the FA model your replacing in the first place!)
Step 4: Renaming
What to do:
-Rename the anims that fit the FA ones the most by changing the name between the " " 's.
Like, if the model from the other mod as a single "idle" anim, and the FA model's idle anim is called "idle1"... well.. add the 1! DUH! And as i said before, some models from other mods have different number of anims.
If it as MORE animations, there's no problem. FA simply doesn't use the excess ones. You could delete the lines in the .qc file, but it would still work perfectly.
If it as LESS, then there is a problem:
Some of the FA anims are unique... but can be copied! Most notably is the reload_empty animation is the major problem in converting weapon models. FA as 2 reloads. 1 for if the weapon still has a bullets in the magazine, and 1 for when the gun is completely empty, thus, it will not only reload, but recock the gun as well.
What to do: -In the .qc file, copy the whole line of the "normal" reload anim and paste it after all the others. -Rename it to reload_empty
Your model will now have 2 anims that are exactly the same, but will make it work in FA. If there are any other anims that are missing, repeat this process with the most appropriate anims:
Like, if a model as a single "idle" anime and FA as "idle1", "idle2 and "idle3", copy the idle anims 3 times and rename them!
But if the new model has, let's say, "shoot1" and "shoot2", and your replacing a model with just a "shoot" anim, well then, pick one of them! And rename it to "shoot".
After this, don't forget to save the file!
Step 5: re-compiling This is easy...honest! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
What to do: -in Milkshape 3D, go to Tools<Half-Life<compile .qc file -Select the .qc file you just edited (of the new model, duh!) -Press ok. -Let her rip!
If all goes well, you'll have a brand new .mdl file. Check it's animation's name and compare them to the FA weapon you want to convert and see if its all right. The ORDER in which the anims are in does not affect FA in anyway. Afterwards, copy the new .mdl file in your firearms/models folder and you're set!
PROBLEMS you might encounter:
If the model is misaligned ingame, use this tutorial to correct it.
It's the best way.. trust me.. i know...:rolleyes:
There are also tons of problems that can occur during compile. IF you didn't do ANYTHING but rename the .qc file and you get an error during the compile, it might be that you mispelled something. Check the .qc file again.
Ending statement I made this tutorial to increase the visual quality of FA. I DO NOT SUPPORT MODEL RIPPING IN ANY FORM. So please don't do it! ok? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> Got problems? TRY STUFF BEFORE YOU POST HERE! Trying is the god damn best way to learn stuff.
It's late.. i need coffee!..
------- BP's "How To Convert a Model" tut 102 -------
Ok class, listen up. 101 was just to show you how to make a direct conversion with the .mdl file.
Now i'm still filled with alchool right now, and im writing this on the top of my head so.. yeah.
In this class, 102, you'll learn how to do a FULL conversion of a weapon from another mod into FireArms, which means you'll have lots of recompiling to do, and loads of bone assignement to do also, but you'll be able to use use your weapon with the FA arms.
What you will need for this tutorial Half-Life model viewer
Milkshape 3D (Any version will work, but since 1.6.0, it has a new .mdl decompiler plugin which doesn't **obscenity** up animations anymore.. which is uber good! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )
The model you want to convert. The model you will replace.
Step 0: model check First off all, like in class 101, i told you to carefully choose the model you want to convert, as not every model can be converted without reanimating it.
Obviously, you don't want to convert your "1337" Desert Eagle model from CS to replace the M60!
Now, you may ask why not replace the Sterling with a P90 for example. Well the simple fact of the matter is: HAND PLACEMENT You do NOT hold a Sterling the same way you hold a P90. And since this tutorial is to convert models WITHOUT reanimating, well you need a model that is held almost the same way that the original FA model is held. So replacing the MP5 with a UMP.45 would work for example.
Another thing to consider in choosing your model, is what key parts does the weapon have. By this, i mean the magazine, cocking handles, and bolts for rifles. This is the reason why you cannot convert a SIG 552 to replace the SSG 3000, since the SIG uses a cocking handle rather then a bolt. If the model you want convert has the same things as the model you want to replace, you're good right?
Well you're not out of the woods yet! WHERE the things are located. If your model for example uses a LEFT handed bolt, or if the cocking handle is further away along the receiver.. well you're outta luck for this model.
Now, for this tutorial, i will use my Counter-Strike AWP replacement model for the SSG 3000 if and when a more detailed example is needed. But keep in mind, im simply using my conversion as an example, and that the principles behind the conversion is the same for almost every conversion.
Step 1: Setting up your working environment This may seem like trivial step, but it's important.. trust me on this one.
First off, make a new folder (like c:\models\ to keep it short) Inside that folder, make another folder called \old\. This ensures that the files do not overwrite themselves during decompiling.. and makes everything more clean!
Now, copy the v_model you want to convert (the one from the other mod) into the \old\ folder. Then copy the model you want to replace into the c:\models\ folder.
So when i did my AWP conversion, i put the v_awp.mdl file in the \old\ folder, and the v_ssg.mdl into the c:\models\ folder.
Step 2: Decompiling the models You'll need to decompile both the model you want to convert, and the model you want to replace.
1- Open Milkshape 3D 2- Go to the Tools menu < Half-Life < "Decompile normal HL .mdl file" 3-Browse to where the model you want to convert is, and press ok. 4- Keep everything checked. 5- Press OK 6-Repeat same procedure for the model you want to replace.
Step 3: "Cutting the fat" This is where you take out all off the unnecessary parts off the model you want to convert. By this, i mean the arms and the bones.
1- Still in MS3D, go to FILE < import < Half-Life SMD 2- Select the REFERENCE .smd file for the model you want to convert and open it. Uncheck the SKELETON box.
The name of the .smd file is usually named something other then an animation name. (for example: Not idle.smd or reload.smd) If you still don't know, well then try each and everyone of the .smd files. If a message box pops up saying:
"Append Keyframes at current time?", well thats not it. It's an animation file. Press NO, and keep searching until the message box: "SMD IMPORT" comes up.
3- Now that your model is all up, go to the GROUPS tab in the Top right of MS3D 4- Click on every item that says things like "Arms", "Fingers", "thumbs", and press delete for each of them.
If you're not sure which ones to delete, just click SELECT, and the groups will be highlighted in red in the viewports.
6- Then go the MATERIALS tab 7- Select the materials that are put on the hands, arms, thumbs.. basically all the materials used on the groups you deleted just before and press the DELETE button also. 8- Save the model (like weapon.ms3d should do)
Now you have a nice weapon model to fiddle with! Yay!
Step 4: Triming the old model Repeat the same procedure as in Step 3, but this time, you'll delete everything BUT the arms AND the skeleton.
1- Still in MS3D, go to FILE < import < Half-Life SMD 2- Select the REFERENCE .smd file for the model you want to convert and open it. RECHECK the SKELETON box. 3- Do as in Step 3, but delete the weapon model instead. 4- Also delete the materials for the old weapons. 5- Save ("new.ms3d" should do)
Now you got nothing but the arms AND skeleton.
Step 5: Putting it all together Now it's time to put 2 and 2 together and do some magic! (Does it reeeeally show im full of beer right now? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )
Copy the weapon.ms3d file AND it's textures to the c:\models\ folder.
With the arms still loaded up in MS3D, proceed as such:
1-Go to the FILE menu < Merge Now your arms have something to hold onto!
2- Select every group that makes up the weapon 3- Move the gun into position. This is a tricky manouver and as such, it's quite normal that this tutorial isn't meant for complete newbies. It's also why i told you to choose your models wisely. This is the time where you can see if the conversion is possible, with a minimal loss of realism.( Ie: The arms don't clip in the weapon too much , and the grips and such as where your arms are,etc)
When your new model is in position with the arms, make sure the scale is right. If the model is too big, rescale it by going to the [b?]MODEL[/b] tab and pressing the SCALE button. In the 3 XYZ fields below, put in 0.9 OR 1.1 in each of them and press scale. This will scale down OR up your model in slow increments until the size is juuuuuust right!
After thats done, save.
Step 6: "Slap me up Scotty!" This is the step where you reassign the vertices to the right bones to make everything work!
With the weapon and arms all in place, its time to get ready to recompile. But before you do that, you need to reassign every vertices to their appropriate bone. THIS IS NOT AN EASY STEP.
Watch closely where the bones are (If you don't see them, go to the JOINTS tab and check SHOW SKELETON. It may look like a mess, but you just have to zoom in.(shift+left click and drag)
Now, this is where it gets complicated. You have to select a bone in the JOINTS tab and it will show up red in the viewports. Then according to that bone, you have to go to the MODELS? tab, press the SELECT button, and then the LOWER Vertex button (not the one under ROTATE mind you). Then by dragging selection boxes all over your model, select the vertices that you want to assign to the bone you selected. After all are selected, go back to the JOINTS tab, and press ASSIGN. Now, not knowing exactly which bones does what in the animation, you have to assume what they do. They are usually named differently then the ones used for the arms, or are situated inside the weapon model.
For my AWP conversion, i assigned every vertice of the main body of the gun to one bone, then assigned the vertices of the bolt to another, the bolt hand, the trigger, and the magazine and so on until every vertice is assigned. To check if you did assign every vertice, click on the SELUNASSIGNED button. The ones that aren't assigned will be highlighted red.
Also, to make sure you don't reassign vertices of the hands, go to the GROUP tabs, select the hands, and press HIDE.
You're almost done!
Save your model.
Step 7: "Export this mofo!" This is where you get ready to compile and actually do it.
1- Go to the FILE menu < Export < Half-Life SMD 2- Overwrite the old reference .smd file. At this point, if you get this message: "FOUND VERTEX WITH INVALID BONE ASSIGNEMENT!" , it means you did NOT assign every vertice. Go back, and finish the job.
3- Go to the TOOLS menu < Half-Life < Compile .qc file 4- Select the .qc file for the old weapon model, and let her rip!
VOILA! YOU'RE DONE!!!!!!!!! Woot!
Go in your c:\models\ folder and open the .mdl file you just created. Play every animation to see if it all fits well. If some parts of the mesh are all **obscenity** up and stretched all over the place, it's most likely that you assigned the vertices to the wrong bone. Go back, and reassign them.
Well that's it folks. My head is throbbing with a massive headache and i think im gonna puke!
If you have any questions, post them here... ill answer them.. when my headache goes away..
EDIT: Here is another good FA site for modeling stuff <a href='http://models.firearmsmod.com/tutorials/' target='_blank'>http://models.firearmsmod.com/tutorials/</a>
Thank you so much <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Hey thanks TacoSupreme I have been wanting to convert my skin from avp2 to ns that I did a a couple weeks ago. Also does converting a player model work the same way as converting a weapon model?
This is what Babel Fish gave me. I have no clue how good it is so dont blame me if it reads like a retarted 10 year old german wrote it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> Maybe you could read through and make it sound better or remove crap jester
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hackjob und Bekehrter BP Tutorials! BP ", wie zu ein hackjob "Tutorial 101 tun Sie --------------------------------------- Da das letzte hackjob Gewinde scheint, zur wohlen H?lle zu gehen.... BP zur Rettung wieder! Schritt 1, der Ihren Arbeitsbereich aufstellt Viele Leute scheinen, ?ber diesem wesentlichen Schritt und dann ihnen zu ?berspringen ** obscenity **, da? ihre Modelle nicht nach rechts kompilieren! Seufzer Nehmen #1 das Modell, das Sie als Unterseite benutzen m?chten (in diesem Fall, zeigt Kranke, wie zu den Bereich vom Fa M82 nehmen Sie und ihn auf den ?dland-Adler schlagend..., mich, wohin fragen Sie nicht ich die Idee erhielt! und gesetzt in ein Heft m?gen Sie c:\hackjob \. in diesem Fall, nehmen Sie die v_deagle.mdl Akte und setzen Sie sie innen dort. Nehmen #2 das v_m82.mdl und gesetzt ihm in c:\hackjob\m82 \ Schritt 2 Decompiling Nehmen Sie das Krastitos decompiler von MS3D und von decompile beiden Modell in ihren jeweiligen Heften. Schritt 3, der aufstellt #1 ?ffnen MS3D und IMPORTIEREN die des ?dlandakte adlers Bezugs. Au?er ihr als deagle.ms3d. #2 tun FILEmerge #3 vorw?hlen Ihre M82.ms3d Akte. (DAS, DAS SIE COPIES) Jetzt werden Sie mit einem ?dlandadler und einem Bereich irgendwo im Rasterfeld gelassen. #4 gehen zu Ihrem GRUPPEN Vorsprung und w?hlen das f?r den ?dland-Adler vor. Gebrauch #5 der BEWEGUNG Befehl, ihn auf Ihren ?dland-Adler, auf dem Dia zu verschieben. Sie konnten es au?erdem drehen w?nschen eine Spitze! Fast dort! #6 gehen zu Ihrem VERBINDUNGEN Vorsprung und w?hlen den Knochen vor, der z.Z. die Gipfel des Hauptk?rpers hat, die zu ihm angebracht werden. (Bone12 in diesem Fall) Presse #7 die AUSERW?HLTE FREIE Taste. Das w?hlt nur die Gipfel des Bereichs vor. Presse #8 die ZUWEISENTASTE. #9 au?er #10 gehen zum FILE
merge #3 vorw?hlen Ihre M82.ms3d Akte. (DAS, DAS SIE COPIES) Jetzt werden Sie mit einem ?dlandadler und einem Bereich irgendwo im Rasterfeld gelassen. #4 gehen zu Ihrem GRUPPEN Vorsprung und w?hlen das f?r den ?dland-Adler vor. Gebrauch #5 der BEWEGUNG Befehl, ihn auf Ihren ?dland-Adler, auf dem Dia zu verschieben. Sie konnten es au?erdem drehen w?nschen eine Spitze! Fast dort! #6 gehen zu Ihrem VERBINDUNGEN Vorsprung und w?hlen den Knochen vor, der z.Z. die Gipfel des Hauptk?rpers hat, die zu ihm angebracht werden. (Bone12 in diesem Fall) Presse #7 die AUSERW?HLTE FREIE Taste. Das w?hlt nur die Gipfel des Bereichs vor. Presse #8 die ZUWEISENTASTE. #9 au?er #10 gehen zum FILE<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> There is Babel Fish's Translation. I hope it works if not, sorry... I tried <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
Comments
BP's "How to do a hackjob" tutorial 101
---------------------------------------
Since the last hackjob thread seems to be going to hell... well..
BP to the rescue again!
Step 1
Setting up your workspace
Many people seem to skip over this essential step, and then they **obscenity** that their models won't compile right! sigh
#1 Take the model you want to use as a base (In this case, ill be showing how to do take the scope from the FA M82 and slapping it onto the Desert Eagle... don't ask me where i got the idea! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->) and put in a folder like c:\hackjob\. In this case, take the v_deagle.mdl file and put it in there.
#2 Take the v_m82.mdl and put it in c:\hackjob\m82\
Step 2
Decompiling
Take the Krastitos decompiler from MS3D and decompile both model in their respective folders.
Step 3
Setting up
#1 Open MS3D and IMPORT the desert eagle's reference file. Save it as deagle.ms3d.
#2 Do FILE<NEW
#3 Import the M82's reference file and save it as M82.ms3d.
Step 4
Going at it
This is where you'll actually start doign stuff. First, you need the scope and ONLY the scope.
#1 Go in the TABS joints and delete the skeleton. Save.
#2 Go in your GROUPS tab and delete the hands. Save.
Now you should only have the M82, without the hands or skeleton to get in the way.
#3 Select the every single polygon that makes up the scope.
#4 Do a SELECT INVERT, and press delete.
#5 Now that you've only got the scope, go in your textures, and delete the textures that aren't used for the scope.
Step 5
transfering files
Now that your m82.ms3d only has a scope in it, you're ready to attach it to your scope, but in order for your deagle to compile right, you need all the textures in the same folder.
Go in your /m82 folder, and copy/paste the .bmp textures used for the scope into your \hackjob folder.
Do the same with your m82.ms3d file.
Step 6
"And god said: Let there be Desert Eagle whoring!"
Now all that's left is to merge both files and start attaching ther vertices.
#1 Open your deagle.ms3d file
#2 Go in FILE>merge
#3 Select your M82.ms3d file. (THE ONE YOU COPIED)
Now you're left with a desert eagle and a scope somewhere in the grid.
#4 Go to your GROUPS tab and select the one for the Desert Eagle.
#5 Use the MOVE command to move it on top of your Desert Eagle, on the slide. You might want to rotate it a bit as well! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Almost there!
#6 Go to your JOINTS tab and select the bone which currently has the main body's vertices attached to it. (Bone12 in this case)
#7 Press the SELECT UNASSIGNED button. That will select only the vertices of the scope.
#8 Press the ASSIGN button.
#9 Save
#10 Go to FILE<EXPORT<half life .smd and replace the reference .smd file for the Desert Eagle.
Step 7
compiling
#1 Go to TOOLS< Half Life<compile .qc file
#2 Select the .qc file and let her rip!
At this point, if you get a INVALID vertex assignement message, it means not every single one of the vertices has been assigned. Go back to Step 6.
Now you should have a fully compiled v_deagle.mdl file ready to do. Put it in your firearms\models\ folder and you're all set!
This tutorial was written in a record 15 mins. Errors are a possibility... if i was someone else... like fox mike.. or some kind of dumb **obscenity**.. in any case, its the right way to do it. It may not be the ONLY way, but imho, it's the best.
P.S.: Now, when you get to step 4, the M82 has it's own group for the scope which made things easier. But i told you to do it this way, because you won't always get every peice of stuff you want to hack nicely grouped for you at the start1 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
-------------
BP's "How To Convert a Model" tut 101
-------------
**UPDATE April 12 2002**
This is a short but COMPLETE tutorial. I take for granted that you KNOW how to operate a keyboard and mouse! (Therefore, CS noobs this tutorial is NOT for you! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Step 1: Choose your model carefully.
Essentially, this is so you don't replace a machine gun with say, a pistol! Looks very bad, and the anims would be very weird. Well.. not so much as the anims, but the feeling of it ingame is enough throw you off.
Replacing an assault rifle with a submachine gun is ok
(and vice versa),
Shotguns for shotguns,
Pistols for pistols,
etc.
Also, when you download a custom model, say.. from CS-skins.net, check with the author before you release. They worked hard on their models. Don't just give them credit in the .txt file. EMAIL THEM!
Step 2: Check the animations.
Some mods have more anims then others for their weapons. But usually, all mods that have guns have idle, reload and firing anims. So unless the mod is very different, there shouldn't be any problems.
What to do:
-Open the model that you want to replace in FA with HL MODEL VIEWER
-Write down each name of every anim for that weapon in a .txt file. This is important, you'll need the names later on.
-Open model from other mod in HLMV.
-Check it's animation's names.
If the anims match(very rarely), your done! All you gotta do is take the model from the other mod's /model folder (or .pak file) and put in the firearms/model folder. No recompiling necessary
Step 3: If the anims DO NOT match (more anims, other anim names, etc)
What to do:
-Copy the new model into another folder
-Open Milkshape 3D
-Decompile the model via Tools<Half-life<Decompile normal HL .mdl file
-Leave ALL of the boxes CHECKED.
This will "unzip", if you like. the .mdl file into the folder it currently is into several files. (.smd, .bmp and .qc)
-Open the .qc file with NOTEPAD.
At the bottom of the .qc file, you will see something like this:
code:
$sequence animation1 "animation" loop fps 30 ACT_IDLE 1
$sequence:
animation1: This is the name .smd file containing the animation.
"animation":This is the name of the anim as it appears inside HLMV.
Loop doesnt really matter unless it is an IDLE animation, an animation that can be played over and over again (like the breathing of the player model when its not moving)
Since the name in between the " " 's don't match the ones from the FA model you want to replace, you have to rename them.
(Thats why i asked you to write down the names of the anims from the FA model your replacing in the first place!)
Step 4: Renaming
What to do:
-Rename the anims that fit the FA ones the most by changing the name between the " " 's.
Like, if the model from the other mod as a single "idle" anim, and the FA model's idle anim is called "idle1"... well.. add the 1! DUH!
And as i said before, some models from other mods have different number of anims.
If it as MORE animations, there's no problem.
FA simply doesn't use the excess ones. You could delete the lines in the .qc file, but it would still work perfectly.
If it as LESS, then there is a problem:
Some of the FA anims are unique... but can be copied!
Most notably is the reload_empty animation is the major problem in converting weapon models. FA as 2 reloads. 1 for if the weapon still has a bullets in the magazine, and 1 for when the gun is completely empty, thus, it will not only reload, but recock the gun as well.
What to do:
-In the .qc file, copy the whole line of the "normal" reload anim and paste it after all the others.
-Rename it to reload_empty
Your model will now have 2 anims that are exactly the same, but will make it work in FA.
If there are any other anims that are missing, repeat this process with the most appropriate anims:
Like, if a model as a single "idle" anime and FA as "idle1", "idle2 and "idle3", copy the idle anims 3 times and rename them!
But if the new model has, let's say, "shoot1" and "shoot2", and your replacing a model with just a "shoot" anim, well then, pick one of them! And rename it to "shoot".
After this, don't forget to save the file!
Step 5: re-compiling
This is easy...honest! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
What to do:
-in Milkshape 3D, go to Tools<Half-Life<compile .qc file
-Select the .qc file you just edited (of the new model, duh!)
-Press ok.
-Let her rip!
If all goes well, you'll have a brand new .mdl file. Check it's animation's name and compare them to the FA weapon you want to convert and see if its all right.
The ORDER in which the anims are in does not affect FA in anyway.
Afterwards, copy the new .mdl file in your firearms/models folder and you're set!
PROBLEMS you might encounter:
If the model is misaligned ingame, use this tutorial to correct it.
It's the best way.. trust me.. i know...:rolleyes:
There are also tons of problems that can occur during compile.
IF you didn't do ANYTHING but rename the .qc file and you get an error during the compile, it might be that you mispelled something.
Check the .qc file again.
Ending statement
I made this tutorial to increase the visual quality of FA.
I DO NOT SUPPORT MODEL RIPPING IN ANY FORM.
So please don't do it! ok? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Got problems?
TRY STUFF BEFORE YOU POST HERE! Trying is the god damn best way to learn stuff.
It's late.. i need coffee!..
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BP's "How To Convert a Model" tut 102
-------
Ok class, listen up. 101 was just to show you how to make a direct conversion with the .mdl file.
Now i'm still filled with alchool right now, and im writing this on the top of my head so.. yeah.
In this class, 102, you'll learn how to do a FULL conversion of a weapon from another mod into FireArms, which means you'll have lots of recompiling to do, and loads of bone assignement to do also, but you'll be able to use use your weapon with the FA arms.
What you will need for this tutorial
Half-Life model viewer
Milkshape 3D
(Any version will work, but since 1.6.0, it has a new .mdl decompiler plugin which doesn't **obscenity** up animations anymore.. which is uber good! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )
The model you want to convert.
The model you will replace.
Step 0: model check
First off all, like in class 101, i told you to carefully choose the model you want to convert, as not every model can be converted without reanimating it.
Obviously, you don't want to convert your "1337" Desert Eagle model from CS to replace the M60!
Pistols replace pistols
SMGs replace SMGs
Rifles replace Rifles
HMGs replaces HMGs
and so on, but it doesn't work that way.
Now, you may ask why not replace the Sterling with a P90 for example. Well the simple fact of the matter is:
HAND PLACEMENT
You do NOT hold a Sterling the same way you hold a P90. And since this tutorial is to convert models WITHOUT reanimating, well you need a model that is held almost the same way that the original FA model is held. So replacing the MP5 with a UMP.45 would work for example.
Another thing to consider in choosing your model, is what key parts does the weapon have. By this, i mean the magazine, cocking handles, and bolts for rifles. This is the reason why you cannot convert a SIG 552 to replace the SSG 3000, since the SIG uses a cocking handle rather then a bolt.
If the model you want convert has the same things as the model you want to replace, you're good right?
Well you're not out of the woods yet! WHERE the things are located. If your model for example uses a LEFT handed bolt, or if the cocking handle is further away along the receiver.. well you're outta luck for this model.
Now, for this tutorial, i will use my Counter-Strike AWP replacement model for the SSG 3000 if and when a more detailed example is needed. But keep in mind, im simply using my conversion as an example, and that the principles behind the conversion is the same for almost every conversion.
Step 1: Setting up your working environment
This may seem like trivial step, but it's important.. trust me on this one.
First off, make a new folder (like c:\models\ to keep it short)
Inside that folder, make another folder called \old\. This ensures that the files do not overwrite themselves during decompiling.. and makes everything more clean!
Now, copy the v_model you want to convert (the one from the other mod) into the \old\ folder.
Then copy the model you want to replace into the c:\models\ folder.
So when i did my AWP conversion, i put the v_awp.mdl file in the \old\ folder, and the v_ssg.mdl into the c:\models\ folder.
Step 2: Decompiling the models
You'll need to decompile both the model you want to convert, and the model you want to replace.
1- Open Milkshape 3D
2- Go to the Tools menu < Half-Life < "Decompile normal HL .mdl file"
3-Browse to where the model you want to convert is, and press ok.
4- Keep everything checked.
5- Press OK
6-Repeat same procedure for the model you want to replace.
Step 3: "Cutting the fat"
This is where you take out all off the unnecessary parts off the model you want to convert. By this, i mean the arms and the bones.
1- Still in MS3D, go to FILE < import < Half-Life SMD
2- Select the REFERENCE .smd file for the model you want to convert and open it. Uncheck the SKELETON box.
The name of the .smd file is usually named something other then an animation name. (for example: Not idle.smd or reload.smd)
If you still don't know, well then try each and everyone of the .smd files. If a message box pops up saying:
"Append Keyframes at current time?", well thats not it. It's an animation file. Press NO, and keep searching until the message box:
"SMD IMPORT" comes up.
3- Now that your model is all up, go to the GROUPS tab in the Top right of MS3D
4- Click on every item that says things like "Arms", "Fingers", "thumbs", and press delete for each of them.
If you're not sure which ones to delete, just click SELECT, and the groups will be highlighted in red in the viewports.
6- Then go the MATERIALS tab
7- Select the materials that are put on the hands, arms, thumbs.. basically all the materials used on the groups you deleted just before and press the DELETE button also.
8- Save the model (like weapon.ms3d should do)
Now you have a nice weapon model to fiddle with! Yay!
Step 4: Triming the old model
Repeat the same procedure as in Step 3, but this time, you'll delete everything BUT the arms AND the skeleton.
1- Still in MS3D, go to FILE < import < Half-Life SMD
2- Select the REFERENCE .smd file for the model you want to convert and open it. RECHECK the SKELETON box.
3- Do as in Step 3, but delete the weapon model instead.
4- Also delete the materials for the old weapons.
5- Save ("new.ms3d" should do)
Now you got nothing but the arms AND skeleton.
Step 5: Putting it all together
Now it's time to put 2 and 2 together and do some magic!
(Does it reeeeally show im full of beer right now? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> )
Copy the weapon.ms3d file AND it's textures to the c:\models\ folder.
With the arms still loaded up in MS3D, proceed as such:
1-Go to the FILE menu < Merge
Now your arms have something to hold onto!
2- Select every group that makes up the weapon
3- Move the gun into position.
This is a tricky manouver and as such, it's quite normal that this tutorial isn't meant for complete newbies. It's also why i told you to choose your models wisely. This is the time where you can see if the conversion is possible, with a minimal loss of realism.( Ie: The arms don't clip in the weapon too much , and the grips and such as where your arms are,etc)
When your new model is in position with the arms, make sure the scale is right. If the model is too big, rescale it by going to the [b?]MODEL[/b] tab and pressing the SCALE button. In the 3 XYZ fields below, put in 0.9 OR 1.1 in each of them and press scale. This will scale down OR up your model in slow increments until the size is juuuuuust right!
After thats done, save.
Step 6: "Slap me up Scotty!"
This is the step where you reassign the vertices to the right bones to make everything work!
With the weapon and arms all in place, its time to get ready to recompile. But before you do that, you need to reassign every vertices to their appropriate bone. THIS IS NOT AN EASY STEP.
Watch closely where the bones are (If you don't see them, go to the JOINTS tab and check SHOW SKELETON. It may look like a mess, but you just have to zoom in.(shift+left click and drag)
Now, this is where it gets complicated. You have to select a bone in the JOINTS tab and it will show up red in the viewports.
Then according to that bone, you have to go to the MODELS? tab, press the SELECT button, and then the LOWER Vertex button (not the one under ROTATE mind you). Then by dragging selection boxes all over your model, select the vertices that you want to assign to the bone you selected. After all are selected, go back to the JOINTS tab, and press ASSIGN. Now, not knowing exactly which bones does what in the animation, you have to assume what they do. They are usually named differently then the ones used for the arms, or are situated inside the weapon model.
For my AWP conversion, i assigned every vertice of the main body of the gun to one bone, then assigned the vertices of the bolt to another, the bolt hand, the trigger, and the magazine and so on until every vertice is assigned. To check if you did assign every vertice, click on the SELUNASSIGNED button. The ones that aren't assigned will be highlighted red.
Also, to make sure you don't reassign vertices of the hands, go to the GROUP tabs, select the hands, and press HIDE.
You're almost done!
Save your model.
Step 7: "Export this mofo!"
This is where you get ready to compile and actually do it.
1- Go to the FILE menu < Export < Half-Life SMD
2- Overwrite the old reference .smd file.
At this point, if you get this message:
"FOUND VERTEX WITH INVALID BONE ASSIGNEMENT!" , it means you did NOT assign every vertice. Go back, and finish the job.
3- Go to the TOOLS menu < Half-Life < Compile .qc file
4- Select the .qc file for the old weapon model, and let her rip!
VOILA!
YOU'RE DONE!!!!!!!!!
Woot!
Go in your c:\models\ folder and open the .mdl file you just created. Play every animation to see if it all fits well.
If some parts of the mesh are all **obscenity** up and stretched all over the place, it's most likely that you assigned the vertices to the wrong bone. Go back, and reassign them.
Well that's it folks.
My head is throbbing with a massive headache and i think im gonna puke!
If you have any questions, post them here... ill answer them.. when my headache goes away..
ugh...
-BP<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Thats the thread on the firearms board, I had no problem getting to it.
URL - <a href='http://forums.firearmsmod.com/showthread.php?threadid=31899' target='_blank'>http://forums.firearmsmod.com/showthread.p...?threadid=31899</a>
EDIT: Here is another good FA site for modeling stuff <a href='http://models.firearmsmod.com/tutorials/' target='_blank'>http://models.firearmsmod.com/tutorials/</a>
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<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hackjob und Bekehrter BP Tutorials! BP ", wie zu ein hackjob "Tutorial 101 tun Sie --------------------------------------- Da das letzte hackjob Gewinde scheint, zur wohlen H?lle zu gehen.... BP zur Rettung wieder! Schritt 1, der Ihren Arbeitsbereich aufstellt Viele Leute scheinen, ?ber diesem wesentlichen Schritt und dann ihnen zu ?berspringen ** obscenity **, da? ihre Modelle nicht nach rechts kompilieren! Seufzer Nehmen #1 das Modell, das Sie als Unterseite benutzen m?chten (in diesem Fall, zeigt Kranke, wie zu den Bereich vom Fa M82 nehmen Sie und ihn auf den ?dland-Adler schlagend..., mich, wohin fragen Sie nicht ich die Idee erhielt! und gesetzt in ein Heft m?gen Sie c:\hackjob \. in diesem Fall, nehmen Sie die v_deagle.mdl Akte und setzen Sie sie innen dort. Nehmen #2 das v_m82.mdl und gesetzt ihm in c:\hackjob\m82 \ Schritt 2 Decompiling Nehmen Sie das Krastitos decompiler von MS3D und von decompile beiden Modell in ihren jeweiligen Heften. Schritt 3, der aufstellt #1 ?ffnen MS3D und IMPORTIEREN die des ?dlandakte adlers Bezugs. Au?er ihr als deagle.ms3d. #2 tun FILEmerge #3 vorw?hlen Ihre M82.ms3d Akte. (DAS, DAS SIE COPIES) Jetzt werden Sie mit einem ?dlandadler und einem Bereich irgendwo im Rasterfeld gelassen. #4 gehen zu Ihrem GRUPPEN Vorsprung und w?hlen das f?r den ?dland-Adler vor. Gebrauch #5 der BEWEGUNG Befehl, ihn auf Ihren ?dland-Adler, auf dem Dia zu verschieben. Sie konnten es au?erdem drehen w?nschen eine Spitze! Fast dort! #6 gehen zu Ihrem VERBINDUNGEN Vorsprung und w?hlen den Knochen vor, der z.Z. die Gipfel des Hauptk?rpers hat, die zu ihm angebracht werden. (Bone12 in diesem Fall) Presse #7 die AUSERW?HLTE FREIE Taste. Das w?hlt nur die Gipfel des Bereichs vor. Presse #8 die ZUWEISENTASTE. #9 au?er #10 gehen zum FILE
merge #3 vorw?hlen Ihre M82.ms3d Akte. (DAS, DAS SIE COPIES) Jetzt werden Sie mit einem ?dlandadler und einem Bereich irgendwo im Rasterfeld gelassen. #4 gehen zu Ihrem GRUPPEN Vorsprung und w?hlen das f?r den ?dland-Adler vor. Gebrauch #5 der BEWEGUNG Befehl, ihn auf Ihren ?dland-Adler, auf dem Dia zu verschieben. Sie konnten es au?erdem drehen w?nschen eine Spitze! Fast dort! #6 gehen zu Ihrem VERBINDUNGEN Vorsprung und w?hlen den Knochen vor, der z.Z. die Gipfel des Hauptk?rpers hat, die zu ihm angebracht werden. (Bone12 in diesem Fall) Presse #7 die AUSERW?HLTE FREIE Taste. Das w?hlt nur die Gipfel des Bereichs vor. Presse #8 die ZUWEISENTASTE. #9 au?er #10 gehen zum FILE<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
There is Babel Fish's Translation. I hope it works if not, sorry... I tried <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
I'm sure we got some people here on the board that have the knowledge to help you tho...
even a retarded 10 year old german could do this better o_O