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[TUT] Converting Source Models


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georgik57
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Old 10-22-2009 , 09:29   Re: [TUT] Converting Sourcemod Models
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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
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Last edited by georgik57; 10-22-2009 at 10:21.
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Koshak
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Old 10-22-2009 , 13:10   Re: [TUT] Converting Sourcemod Models
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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 :-)
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xbatista
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Old 10-22-2009 , 14:53   Re: [TUT] Converting Sourcemod Models
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Hey someone can convert this model please?
http://s-low.info/forum/viewtopic.php?f=8&t=64
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Tirant
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Old 10-22-2009 , 22:22   Re: [TUT] Converting Sourcemod Models
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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 View Post
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).
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georgik57
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Old 10-23-2009 , 15:29   Re: [TUT] Converting Sourcemod Models
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Quote:
Originally Posted by Tirant View Post
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
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Tirant
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Old 10-22-2009 , 23:35   Re: [TUT] Converting Sourcemod Models
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trashed
Attached Files
File Type: rar v_m4a1.rar (1.02 MB, 172 views)
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Last edited by Tirant; 12-28-2009 at 14:33.
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xbatista
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Old 10-23-2009 , 00:55   Re: [TUT] Converting Sourcemod Models
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Milkshape out of date,, huh bitch..
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xbatista
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Old 10-23-2009 , 12:42   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
slow.mdl kinda buggy,becouse I splited them to 4 parts due to 'too much vertexes'.
Attached Thumbnails
Click image for larger version

Name:	hellknight.jpg
Views:	220
Size:	17.5 KB
ID:	52214   Click image for larger version

Name:	slow.jpg
Views:	197
Size:	21.2 KB
ID:	52215  
Attached Files
File Type: zip HellKnight.zip (623.3 KB, 149 views)
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Last edited by xbatista; 10-23-2009 at 14:53.
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Tirant
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Old 10-24-2009 , 03:16   Re: [TUT] Converting Sourcemod Models
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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.
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xbatista
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Old 10-24-2009 , 06:58   Re: [TUT] Converting Sourcemod Models
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Quote:
Originally Posted by Tirant View Post
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?
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Last edited by xbatista; 10-24-2009 at 07:10.
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