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-   -   [TUT] Converting Source Models (https://forums.alliedmods.net/showthread.php?t=106724)

Anggara_nothing 11-29-2009 23:18

Re: [TUT] Converting Sourcemod Models
 
Quote:

Originally Posted by Tirant (Post 968953)
Woops, for some reason your version doesn't have English. I think you will be fine though as long as you don't go into the more specific functions of wiesel.

You can change the languange to english.....

how :
1. click Einstellungen -> Allgemeine Einstellungen.
2. set the deutsch to english.
3. Done !!!

Thirsk 12-04-2009 06:22

Re: [TUT] Converting Sourcemod Models
 
Damn you guys are amazing. I've been trying this for a while now and read up almost any support I could get but there's one thing leaving me stumped..

I've managed to get the source model skin into milkshape but after importing the 1.6 skeleton, I'm not sure how to align the two together. Usually it's the arms that don't line up since the 1.6 skeleton is in a spread-eagle shape. I don't dare to modify the skeleton (as it'll screw up the sequence animations) so my only choice is to somehow swing the arms and legs of the skin in place..

But that's the thing..do I select the vertexes, face or group? And do I move or rotate? And if so, on which option - centre of mass, origin, user point, x,y,z coordinates? Actually, am I even on the right track? :|

Tirant 12-05-2009 00:31

Re: [TUT] Converting Sourcemod Models
 
trashed

WelcomE~ 12-05-2009 02:44

Re: [TUT] Converting Sourcemod Models
 
I'm sorry that I'm writing this here, but Tirant can you make one model bigger ?

Thirsk 12-05-2009 18:43

Re: [TUT] Converting Sourcemod Models
 
Haha, no worries. I'm actually really thankful for your advice being that long. Well I guess I'm on the right track after all, just need to play around with the mesh a bit more and squeeze it into place. I'll give this another go and see what happens.

On a random note, you know I was so fed up with the mesh two days ago that I decided to keep the hl2 skeleton and just play the model with ZERO animations LOL

Arkshine 12-05-2009 20:17

Re: [TUT] Converting Sourcemod Models
 
Quote:

sorry this is so long
But very interesting. :)

Thirsk 12-05-2009 22:19

Re: [TUT] Converting Sourcemod Models
 
Unbelievable. It worked like a charm! I can't believe I overlooked such a simple thing..I didn't even think of rotating limbs by clicking and dragging, I'm such a klutz ><

It all turned out fine except for a few glitches due to my rushed attempts. I'll have to fix it up later. Thanks alot for the help, Tirant - looks like you won't have to make a video tutorial after all, aren't you glad lol.

Thirsk 12-08-2009 04:34

Re: [TUT] Converting Sourcemod Models
 
Ok, these few glitches aren't as easy to fix as they seem, lol. I'm having heaps of trouble getting the gun to fit nicely into the hands. Usually you'd expect to find the right index finger fitting the gun trigger and the rest of the hand holding onto the grip. But my model hands just aren't aligned with the gun barrel at all. They pass through the gun, holding onto nothing. I noticed that some models online also seem to have the same problem.

Is there any way I could fix this? I've tried editing the gun attachment origins in the qc, lengthening & shortening the arm, and re-rigging the individual fingers, thumbs and wrists but those efforts were all in vain..and now I'm pretty much out of ideas =/

Tirant 12-08-2009 19:50

Re: [TUT] Converting Sourcemod Models
 
Post it here and I'll take a look and try and fix it before I leave. I will make a video when I get back from my trip. I'm going to Germany on Friday until the 23rd of December. I think you misaligned something wrong. When I align stuff, I try and only rotate the shoulders and legs, never the knees and other stuff unless they look bad. Sometimes when i messed with the pelvis too much i found that your character walks like it has a stick up it's ass. I always do it fast (crappy) just to see how it will look (curiosity :)). Then compile and test in hlmv. Then fix the bugs then recompile, and so on. If you do as many as I have you get pretty fast at it depending on the model, with highpoly models it takes a lot more time to make it look good, but I always let some minor bugs slide, things you wouldn't really notice ingame. It is all up to you though, everyone has their own method. IF you ever read into actual modeling (I did a little because I want to learn) you will find that there are very many ways to do the same thing, and people all have different opinions about things.

Thirsk 12-09-2009 02:41

Re: [TUT] Converting Sourcemod Models
 
2 Attachment(s)
Awesome, thanks for the fast reply. I try my best to align the mesh without modifying anything other than the shoulders and legs but for some reason I still can't get it right.

Oh I've never tried editing the pelvis..what effect does that have? I had a look at a 140 page tutorial on how to model from the ground up but when they said that it helps to be good at drawing, I just gave up in an instant, lol.

Here's the model I've currently been going crazy on. Unfortunately it's not your average zombie - it's Princess Zelda! Well...I thought she'd be an easy one due to the file size but who knew skirts could be so deceiving (pun unintended.)

Anyway..again, just want to let you know that I'm real grateful for the help, especially when your short on time (I don't mind if you can't find the time to fix it - you're already a legend in my books for teaching me the fine arts ^^)


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