[tutorial-req] Convertion Tut
ArgOnatH
Join Date: 2003-01-02 Member: 11720Members
<div class="IPBDescription">Need a Convertion TUT. im going mad</div> No honestly im going mad.
I realy need a convertion tutorial on how to convert HL player models from one mod to another mod.
Or just a Convertion TUT. (must be HL based, not Q2, Q3 or any other game JUST HL based)
And yes i have looked hard in Modeling 101, still nout found there, so could some one pls make my life happier! PLS
thanks
I realy need a convertion tutorial on how to convert HL player models from one mod to another mod.
Or just a Convertion TUT. (must be HL based, not Q2, Q3 or any other game JUST HL based)
And yes i have looked hard in Modeling 101, still nout found there, so could some one pls make my life happier! PLS
thanks
Comments
<!--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-->I should add to this that it's often possible to use this method to convert models from other HL mods (at least, I know it's possible to convert between FA, CS, and NS quite often from my own experiences). All you need to do is copy the mesh from the model from the other mod and put it in among the NS animations, as above. Sometimes it takes a little tweaking if it gives you errors, but not all that much work.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
i.e. you rip out the reference smd from the model you want to convert, and slap on the NS animations. The logic behind this being that the majority of HL mods use the same basic skeleton.
It might not.work, but it's the simplest way of doing it. If it doesn't work you'll need to reassign the reference model to a NS skeleton.
1) Decompile the gun MDL you want to use.
2) Decompile the hands MDL you want to use.
3) Import the hands SMD
4) Import the gun SMD, when it pops up asking you what to import, deselect the skeleton.
5) Delete the gun's hands.
6) Don't delete the old gun that came with the hands, use it to line up the new gun with.
7) Once it's lined up, check all the joints and find the gun ones.
8) Assign the new gun's vertices as close as you can to the new gun. As in trigger joint on old gun = trigger joint on new gun.
9) Copy the gun's textures into the hands' directory.
10) Delete the old gun.
11) Export as a reference SMD, name it the same thing as the old hands reference SMD.
12) Compile with the hands qc.
<!--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-->I should add to this that it's often possible to use this method to convert models from other HL mods (at least, I know it's possible to convert between FA, CS, and NS quite often from my own experiences). All you need to do is copy the mesh from the model from the other mod and put it in among the NS animations, as above. Sometimes it takes a little tweaking if it gives you errors, but not all that much work.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
i.e. you rip out the reference smd from the model you want to convert, and slap on the NS animations. The logic behind this being that the majority of HL mods use the same basic skeleton.
It might not.work, but it's the simplest way of doing it. If it doesn't work you'll need to reassign the reference model to a NS skeleton. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
im been trying to do it for 6 hours! And it realy is driving me insane! i have got the model to compile and work in NS but it walk very strange etc.
And its just that process of assigning all those vertextes! argh soo much time it takes! and then finnaly when it does work it still dont look right!
/me cries in tears of maddness, men in white coats storm my house and bundel me into the back of a ford Van.
Also, when you think you've got everything you want to assign to a joint assigned it's a good idea to move/rotate all the vertices you have selected to make sure you've got everyhting you need (and haven't selected anything you don't).
thanks Souris i didnt think of that!
also what does this mean? " Found Vertex with invalid bone assignment! Model not exported! " <---- Does that mean there a Vertex(s) hanging around that aint assigned?! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
<b>EDIT</b>
ive just done what Souris told me to do. But still im getting that " Found Vertex with invalid bone assignment! Model not exported! " message, what does it mean?
Im using MS3D btw.... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Dude lol things take time =) <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->