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

Tirant 10-18-2009 07:00

[TUT] Converting Source Models
 
1 Attachment(s)
Info in file! Some info may be a little wrong, I made this a couple months ago and I never got around to finishing it. It still isn't completely done, but it will suffice and at least help some people. Please post and comments or questions about areas that need clarification.

Wiesel:
http://www.megaupload.com/?d=AQ3XRRAT

sabrioz 10-19-2009 06:25

Re: [TUT] Converting Sourcemod Models
 
nice tut man..will try it..
thanks

georgik57 10-20-2009 14:15

Re: [TUT] Converting Sourcemod Models
 
when i try to start wiesel it gives me this error...
http://i36.tinypic.com/2mey1c0.jpg

Tirant 10-20-2009 22:51

Re: [TUT] Converting Sourcemod Models
 
1 Attachment(s)
trashed

georgik57 10-21-2009 02:09

Re: [TUT] Converting Sourcemod Models
 
is seems to be a problem from my pc
i tried it on another pc and it worked...odd
thanks anyway for the info about the QCs
http://i33.tinypic.com/2qnrvo0.jpg

Tirant 10-21-2009 21:42

Re: [TUT] Converting Sourcemod Models
 
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.

Koshak 10-22-2009 03:11

Re: [TUT] Converting Sourcemod Models
 
Tirant
I like the model for this forum http://s-low.info/forum/ should try to remake for CS 1.6, thanks for the manual :wink:

Tirant 10-22-2009 03:31

Re: [TUT] Converting Sourcemod Models
 
htat's where i get all of my models from. i just don't post them here or anywhere else, i keep them fo myself like the greedy bastard i am. but converting models and rerigging to work takes time. i usually only do it for models i really like. i usually rig my own skeleton that i got.

georgik57 10-22-2009 09:29

Re: [TUT] Converting Sourcemod Models
 
can someone tell me why the retarded wiesel program doesn't work on my pc?
it gives me this error: http://i36.tinypic.com/2mey1c0.jpg
EDIT: Problem solved

EDIT2: one problem...the model doesn't toutch the ground...the ground position is higher than normal
look at this picture and you will understand what i'm saying: http://i35.tinypic.com/rr6o9i.jpg

Koshak 10-22-2009 13:10

Re: [TUT] Converting Sourcemod Models
 
Thank Tirant! I tried to remake the model CSS in CS 1.6! All turned out!
http://img408.**************/img408/7436/testingtut.jpg
Hulk and Goblin :-)

xbatista 10-22-2009 14:53

Re: [TUT] Converting Sourcemod Models
 
Hey someone can convert this model please?
http://s-low.info/forum/viewtopic.php?f=8&t=64

Tirant 10-22-2009 22:22

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.
Code:

origin 0 0 36
You will know if it works if when you view the ground it is through their waist-area (unless it's a big mofo). This tells the model file to reorigin the model so ingame it is on the ground.

Quote:

Originally Posted by xbatista (Post 969339)
Hey someone can convert this model please?
http://s-low.info/forum/viewtopic.php?f=8&t=64

Honestly you lazy bitch, i just told you how to do it yourself. Are you fucking dyslexic or blind (video also).

Tirant 10-22-2009 23:35

Re: [TUT] Converting Sourcemod Models
 
1 Attachment(s)
trashed

xbatista 10-23-2009 00:55

Re: [TUT] Converting Sourcemod Models
 
Milkshape out of date,, huh bitch..

xbatista 10-23-2009 12:42

Re: [TUT] Converting Sourcemod Models
 
3 Attachment(s)
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'.

georgik57 10-23-2009 15:29

Re: [TUT] Converting Sourcemod Models
 
Quote:

Originally Posted by Tirant (Post 969604)
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.
Code:

origin 0 0 36
You will know if it works if when you view the ground it is through their waist-area (unless it's a big mofo). This tells the model file to reorigin the model so ingame it is on the ground.

ok so i done what u said and now it doesn't compile anymore
what the heck did i do wrong?
http://i38.tinypic.com/iog3mw.jpg

Tirant 10-24-2009 03:16

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.

xbatista 10-24-2009 06:58

Re: [TUT] Converting Sourcemod Models
 
Quote:

Originally Posted by Tirant (Post 970524)
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.

I need something like yours 'el_gigante' all animations good working if you have, to add to my converted models, they are pretty cool. ;)
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:

you also have the option of reducing polygons
What/where you mean I don't understand?

georgik57 10-24-2009 07:00

Re: [TUT] Converting Sourcemod Models
 
1 Attachment(s)
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

brianx323 11-29-2009 17:50

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?

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 ^^)

Tirant 12-09-2009 03:04

Re: [TUT] Converting Sourcemod Models
 
I'll take a look at her tomorrow. If it is bad, I may need the source files and I'll just redo he completely for you. It doesn't matter if it is a zombie or human, they all work the same, they all operate the same.

Damn, first thing I noticed is you chose kinda a hard model, the dress makes these models hard to rig for me, and the lil tunic or hanging thing in front of her dress will be a pain, but I can do it I think.

Thirsk 12-09-2009 03:38

Re: [TUT] Converting Sourcemod Models
 
Oh ok. If it's too much trouble then don't worry about it. I'm still quite happy with what I've got so far and everything looks alright except for when she holds a pistol. It just seems like each and every model I attempt to convert suffers from the same gun misalignment.

If you need the original source files I'll be happy to attach them here. Thanks Tirant.

Tirant 12-09-2009 18:58

Re: [TUT] Converting Sourcemod Models
 
The way I did it was I just made the dress part of her model part of her pelvis which is like the waist (anatomy of the body, learn it). It looks sloppy because the way her feet are, and the dress doesn't look very realistic because this skeleton wasn't designed to use a long skirt like that. Post your source model and i'll try and save it if i can by using the original bones in the model.

Thirsk 12-09-2009 19:07

Re: [TUT] Converting Sourcemod Models
 
1 Attachment(s)
Ah yea, I certainly gotta revise my physiology and anatomy lol (I know now what you mean by the stick up the ass.) Not sure if you want just the reference smd but I'll post the whole material and model file just in case.

EDIT: Oh right..I didn't realise I made the skirt her pelvis LOL. A tutorial just said to select the entire body when aligning that joint. Oops..I'm surprised it didn't turn out worse. So the problem with the gun misalignment was to do with the pelvis..? Or is there an entirely different cause?

Tirant 12-09-2009 19:41

Re: [TUT] Converting Sourcemod Models
 
trashed

Tirant 12-09-2009 20:19

Re: [TUT] Converting Sourcemod Models
 
I tried, but all I can do for you is make it look like i described above. The skeleton just won't work with this model. You chose a hard model. I always try and avoid models with dresses and skirts that long. the most I can do is make the skirt not move with the legs which looks crappy and have the legs/calfs just go through it which looks equally as crappy.

Thirsk 12-09-2009 20:31

Re: [TUT] Converting Sourcemod Models
 
It's alright, thanks for trying anyway. It took me ages to get the skirt to work fine in the game (probably because I rigged the pelvis wrong to begin with.) I might go give the hands another try but I guess I'm just being too picky. Most people probably won't notice it in-game especially since a two-handed gun covers the right hand anyway.

And if I still can't figure it out, I might just give up on all of this and return to working on my website, lol. Have a good trip.

DruGzOG 12-18-2009 17:45

Re: [TUT] Converting Sourcemod Models
 
I got to the stage where it should compile but I seem to get this usin Gui StudioMDL 1.0

Code:

[Performing Sanity Check]
QC file loaded...PASS
Can read QC...PASS
Can find studiomdl.exe...PASS
Can build command line...PASS
All tests passed!

[Compiling QC file - "slow.qc"]
[Compiler output follows]
--------------------------------------------------------------------------------
entering C:\DOCUME~1\Levin\Desktop\tutorial\slow\slow.qc
grabbing C:\Documents and Settings\Levin\Desktop\tutorial\/slow.smd
unknown studio command : triangles
---------------------
writing C:\Documents and Settings\Levin\Desktop\tutorial\slow_css.mdl:
bones        244 bytes (0)
sequences    280 bytes (1 frames) [0:00]
models        76 bytes
textures      0 bytes
total        600

--------------------------------------------------------------------------------
[Compiler execution completed]

When trying to view the model under Jedi's Half-Life Model Viewer I get the error "Error Post-Loading Model"

frk_14 12-18-2009 20:14

Re: [TUT] Converting Sourcemod Models
 
Quote:

Originally Posted by DruGzOG (Post 1021533)
"Error Post-Loading Model"


textures 0 bytes

DruGzOG 12-18-2009 20:57

Re: [TUT] Converting Sourcemod Models
 
Quote:

Originally Posted by frk_14 (Post 1021684)

textures 0 bytes

I got Wiesel to work finally, but it doesnt seem to compile the model nor have any animations. Could you help with that?


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