Re: [TUT] Converting Sourcemod Models
Hey someone can convert this model please?
http://s-low.info/forum/viewtopic.php?f=8&t=64 |
Re: [TUT] Converting Sourcemod Models
Ok, first off, you need to rerig your models for them to work. Animation and hitbox conflicts make most models unworkable. The only thing I can tell you is how to fix the origins, but the models will not have very good animations unless you modify them further. Paste this at the end of each animation.
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origin 0 0 36Quote:
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Re: [TUT] Converting Sourcemod Models
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trashed
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Re: [TUT] Converting Sourcemod Models
Milkshape out of date,, huh bitch..
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Re: [TUT] Converting Sourcemod Models
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Okey I jacket the milkshape for now... I was pissing with it half day...
Btw I followed the tutorial for now and converted model fine (thanks to you and I'm not lazy and not a bitch, it was interesting and I was pissing also with animations, but I did just and those works, when I will finish I will post here the model :) ) Btw how to scale skeletons all? in .qc $scale 0.5 - didn't worked EDIT: Look at the models I converted, I borrowed yours animations :mrgreen: slow.mdl kinda buggy,becouse I splited them to 4 parts due to 'too much vertexes'. |
Re: [TUT] Converting Sourcemod Models
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what the heck did i do wrong? http://i38.tinypic.com/iog3mw.jpg |
Re: [TUT] Converting Sourcemod Models
Chill batista, I didn't mean anything by it, it's just a term I use for calling people lazy, bitch is just an adjective. No offense ment lol. Umm tell me what anima you want for it, If you like the slow ones then np. I'll take a look at the model and fix it up a lil for you. I also meant to send you the l4d tank models I have, they are buggy but as good as they are gonna get unless you want it to not be able to run and attack
Edit: just glancing at your model your divided it badly. You want to rig it again with skeleton you also have the option of reducing polygons if you wish to add performance. @georgik57 I don't see anything wrong with what you have, it should work out fine. My only suggestions are to check the anims and the paths. Check if there are over ~3200 verts. Check the texture sizes/colors (512x512x8bit (256 colors)) .If all those check out then make sure you are compiling your models using paths with no spaces. Spaces cause a lot of problem with names for cmd prompt windows. That's why I literally use C:/modeling/ as my base. If all of that is fucked, send it to me. |
Re: [TUT] Converting Sourcemod Models
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About 'slow' model, as you said I just splited it to 4 parts and its kinda buggy with Textures, becouse there are no group. It would be nice if you fix my models ,I will learn then more. About Tank hmm dunno, but try to send me , I will take a look. HellKnight, is combined by yours 'el_gigante' too, just that hellknight model is smaller, so I just changed origins and size, but its kinda sexy :) Quote:
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Re: [TUT] Converting Sourcemod Models
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all i've done is that i added what u told me to add...it compiled before with or without the spaces
all files are there and corresponding to the conditions of a hl1 model umm and 1 more thing...when i press compile on wiesel it doesn't compile the model it just makes the .qc file, then i use jed's half life model viewer to compile http://i33.tinypic.com/15yhk1.jpg EDIT: compile problem solved...now i want to know what origin i have to use to adjust the model ground position when it's crouching..so if you would be kind to tell me i would be thankfull EDIT2: model done...i have a problem with the shoot_knife and shoot_grenade animations(they don't work) and the walk/run animations are sliding(feet don't move corresponding to the speed) + still need help with what i told u in the first edit |
Re: [TUT] Converting Sourcemod Models
hey tirant u can convert this skin http://www.fpsbanana.com/skins/53934
im on a low pc cuz my other pc is bad plz u can do it? |
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