Cs Conversion

ChackleChackle Join Date: 2003-01-24 Member: 12672Members
<div class="IPBDescription">please! this is a request</div> I was wondering wether anyone could convert this?


<img src='http://skinshack.counter-strike.net/images/leetarab.jpg' border='0' alt='user posted image'>


here is the download: <a href='http://www.fileplanet.com/dl.aspx?counter-strike/skinshack/player/leet/cs11-leetarab.zip' target='_blank'>http://www.fileplanet.com/dl.aspx?counter-...11-leetarab.zip</a>
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Comments

  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    waaaah, i wud convert it but my bloody milkshape wont work <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    aww. i really love this model.
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    it would also be good in the modern arms pack <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • cr3amcr3am Join Date: 2002-11-05 Member: 7221Members
    you do it chackle. j00 haxed teh pistol!
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    hehe. me no good with player models <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • ArgOnatHArgOnatH Join Date: 2003-01-02 Member: 11720Members
    ok i will tell u how. Decompile the original NS model, import it into milk shape Check both Boxes, Triangles > Check, Bones > Check. Now decompile your CS model, and import <u>BUT</u> UN CHECK BONES! now position your player model so u can see both, but u wont select both at the same time. Now on the tabs on the top right (Groups, material etc) goto bones and click some bones like R Foot and click Selassign and now you can see which Vertexes are assigned to that Bone On the original Player model!!! now this is the point where i hope ur geting the picture. Goto the CS model and select the vertexs around about the same posistion on the CS player, and keep doing this every where else!

    one good tip Assign VERTEXES not Faces!!!!!!! AND DO NOT MOVE THE BONES WHAT EVER YOU DO!

    it will take a few times to get it perfect! but wen it compiles right, u'll be a happy chappy!
    ----------------------------------------------

    Or ignoring that! re-name every single animation SMD file in the CS model, like the way you would convert a gun!

    i havent tried this yet, but it may work...... tell me if it does i would like to know!
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Alternatively you could just drop the CS reference (and a jp version) in with the NS anims and recompile (with a changed qc, natch).
  • superevilspacealienofdoomsuperevilspacealienofdoom Join Date: 2003-05-18 Member: 16468Members
    i have always thought NS meets CS would be funny as hell, this conversion would pwn ! _b
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    For example, this here took ten minutes:
  • LordLestatLordLestat Join Date: 2003-06-03 Member: 16976Members
    is his eyes supposed to be like that?
  • Private_ColemanPrivate_Coleman PhD in Video Games Join Date: 2002-11-07 Member: 7510Members
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    LOL!
    Look at the eyes.
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    Maus, you could do a mini tut to show how to do player models.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    If people wanted to engage their brains for a second they'd see I already have, especially with this here example added.
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin--Maus+Jun 22 2003, 10:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maus @ Jun 22 2003, 10:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For example, this here took ten minutes: <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    looks weird... in fact... I don't like it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    but gj to the conversion <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    <!--QuoteBegin--CaptainPanaka+Jun 23 2003, 06:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainPanaka @ Jun 23 2003, 06:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Maus+Jun 22 2003, 10:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maus @ Jun 22 2003, 10:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> For example, this here took ten minutes: <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    looks weird... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Oui, that's because it's a CS model ... in NS! Of course it looks bad. :/
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    CS vs NS:
    Any ideas how this would turn out?
    On topic, That jetpack actually matches the skin there, it's quite funny XD
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    I think Bumpercars pwnz joo!!


    disclaimer: NOT!!
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    ooooooo! sweet.

    could you reskin the jp slightly? doesnt go well <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    but great job! release?
  • WindywooWindywoo Join Date: 2003-02-24 Member: 13939Members
    Chackle I used Maus's suggestion of just copying across the Arab smd file and the textures. I didn't think it would be that simple but it worked. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Now I have to make a jetpack version (still have the default model, so as soon as your marine put on a jetpack he would change back <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> ) but that will be fairly simple I think.

    I'll MSN it to you later.
  • ArgOnatHArgOnatH Join Date: 2003-01-02 Member: 11720Members
    <!--QuoteBegin--Maus+Jun 22 2003, 08:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maus @ Jun 22 2003, 08:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Alternatively you could just drop the CS reference (and a jp version) in with the NS anims and recompile (with a changed qc, natch). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ok ive just tried that on a dif CS model, but how do u mean with NS anims, that means re-naming the cs anim surely?

    what i did was import cs model, export it as marine ref, then imported the jp marine, exported it as the erm JP marine, copied the QC anims from the CS model to the NS soldier QC, copied the texturs and compiled it, then tested it, but all the anims are fooked?!?!!??
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    ooo send it now windy! or me kicks ur a$$
  • WindywooWindywoo Join Date: 2003-02-24 Member: 13939Members
    <!--QuoteBegin--ArgOnatH+Jun 23 2003, 11:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ArgOnatH @ Jun 23 2003, 11:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Maus+Jun 22 2003, 08:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maus @ Jun 22 2003, 08:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Alternatively you could just drop the CS reference (and a jp version) in with the NS anims and recompile (with a changed qc, natch). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    ok ive just tried that on a dif CS model, but how do u mean with NS anims, that means re-naming the cs anim surely?

    what i did was import cs model, export it as marine ref, then imported the jp marine, exported it as the erm JP marine, copied the QC anims from the CS model to the NS soldier QC, copied the texturs and compiled it, then tested it, but all the anims are fooked?!?!!?? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Copy the ref.smd and textures from your CS model into the folder where you decompiled the NS soldier. The open the soldier.qc file and look for a set of lines that look like this:

    $bodygroup marine
    {
    studio "marine"
    studio "marine_jetpack"
    }

    Change the marine and marine_jetpack to the names of your CS ref.smd e.g.

    $bodygroup marine
    {
    studio "arab"
    studio "arab_jetpack"
    }

    Then recompile. I didn't think this would work but it seems that NS and CS models have the same skeleton.

    Btw Chackle there are plenty of much better CS models that would be better for marines than this. I'll convert a few more and let you see what you think.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    You'll find that most (if not all) HL mods use the same skeleton. The only problem is that the NS skeleton's legs are too long, and so any models not made specifically for it will have their legs stretched. (witness norn's constant complaining about the Halo conversion's legs, for example)

    Oh, and you'll often find that vertex assignments around the pelvis and knees need a bit of tweaking, but that's simple to fix.
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    o
    so windy send it hear and ill syick it on my site, if ur finsihed that is
  • ArgOnatHArgOnatH Join Date: 2003-01-02 Member: 11720Members
    wow u learn somthing new every day! and its more fun than skool!
    cheers guys. just found me a way so i can fix my player model that will be in my pack.
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    gud gud what pak is this?
  • xexexexe Join Date: 2003-03-27 Member: 14921Members
    no offense but this model isnt to Crash Hot i think it looks quite stupid a cs model with a jetpack hmmmmm <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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