Hello everyone, i am making a special map for obsidian conflict and i wanted to implement a custom model for the "npc_metropolice".
I took this model from garrysmod (http://www.garrysmod.org/downloads/?a=view&id=86410) (it was a ragdoll) and i tried decompiling it and recompiling with the "metropolice" animations. (( i used StudioCompiler for compiling and Crowbar for decompiling the models. ))
BELOW YOU WILL FIND MY TESTS TO GET THIS WORKING
1 IS THE UNEDITED QC
ANOTHER ONE IS EDITED (ADDED ONLY THE REPLACEMODEL FOR POLICE ANIMATIONS) WHICH CRASHES
ANOTHER .QC IS FULLY MADE BY ME, NO CRASHES BUT T-POSE (NO ANIMATIONS) AND WRONG ANGLE.
YOU WILL ALSO FIND THE METROPOLICE (police.mdl) .QC
HERES ALL THE FILES I USED
http://www.sendspace.com/file/m4twq0
virus scan: https://www.virustotal.com/it/url/86ffc ... 397652383/
Thanks for any help.
here's the UNEDITED QC
--------------------------------------------------------------------------------------------------------------------------------------------------
// Created by Crowbar 0.19.0.0
$modelname "Cl_SG/Cl_SG2.mdl"
$bodygroup "studio"
{
studio "Cl_SG2_reference.smd"
}
$cdmaterials "models\Cl_SG\"
$surfaceprop "flesh"
$contents "solid"
$hboxset "default"
$hbox 0 "pelvis" -25.673 -7.923 -1.959 4.518 5.313 8.465
$hbox 0 "l_thigh" -0.815 -1.231 -7.312 2.185 1.169 0.217
$hbox 0 "l_knee" -7.672 -1.415 -2.411 0.149 1.503 1.091
$hbox 0 "l_foot" -3.498 -15.012 -10.152 5.487 5.306 1.77
$hbox 0 "r_thigh" -0.79 -1.169 -7.312 2.209 1.231 0.217
$hbox 0 "r_knee" -0.149 -1.48 -1.067 7.672 1.438 2.436
$hbox 0 "r_foot" -3.474 -15.012 -1.77 5.511 5.306 10.152
$hbox 0 "l_arm" -6 -0.7 -0.637 0 0.699 0.732
$hbox 0 "l_elbow" -7.528 -1.101 -1.023 0 1.106 1.142
$hbox 0 "l_wrist" -8.5 -3.645 -3.265 2.215 3.345 3.43
$hbox 0 "r_arm" 0 -0.701 -0.637 6 0.699 0.732
$hbox 0 "r_elbow" 0 -1.102 -1.023 7.529 1.105 1.142
$hbox 0 "r_wrist" -2.214 -3.645 -3.265 8.5 3.345 3.43
$hbox 0 "neck" -19.75 -23.240999 -5.173 19.767 11.265 23.728001
$hbox 0 "spine" -19.75 -23.240999 -5.173 19.767 11.265 23.728001
$hbox 0 "belt" -19.75 -23.240999 -5.173 19.767 11.265 23.728001
$hbox 0 "belt2" -19.75 -23.240999 -5.173 19.767 11.265 23.728001
$hbox 0 "belt3" -19.75 -23.240999 -5.173 19.767 11.265 23.728001
$hbox 0 "belt4" -19.75 -23.240999 -5.173 19.767 11.265 23.728001
$hbox 0 "belt5" -19.75 -23.240999 -5.173 19.767 11.265 23.728001
$hbox 0 "belt6" -19.75 -23.240999 -5.173 19.767 11.265 23.728001
$hbox 0 "belt7" -19.75 -23.240999 -5.173 19.767 11.265 23.728001
$sequence "idle" "Cl_SG2_anims\idle.smd" {
fps 1
}
$collisionjoints "Cl_SG2_physics.smd"
{
$mass 200
$inertia 10
$damping 0.01
$rotdamping 1.5
$rootbone "pelvis"
$jointconstrain "belt6" x limit -120 15 0
$jointconstrain "belt6" y limit -45 45 0
$jointconstrain "belt6" z limit -53 30 0
$jointconstrain "belt4" x limit -41 15 0
$jointconstrain "belt4" y limit -45 45 0
$jointconstrain "belt4" z limit -30 30 0
$jointconstrain "belt7" x limit -120 15 0
$jointconstrain "belt7" y limit -45 45 0
$jointconstrain "belt7" z limit -30 30 0
$jointconstrain "belt2" x limit -41 15 0
$jointconstrain "belt2" y limit -45 45 0
$jointconstrain "belt2" z limit -30 30 0
$jointconstrain "belt3" x limit -41 15 0
$jointconstrain "belt3" y limit -45 45 0
$jointconstrain "belt3" z limit -30 30 0
$jointconstrain "spine" x limit -21 15 0
$jointconstrain "spine" y limit -17 17 0
$jointconstrain "spine" z limit -15 15 0
$jointconstrain "l_arm" x limit -50 50 0
$jointconstrain "l_arm" y limit -90 65 0
$jointconstrain "l_arm" z limit -70 60 0
$jointconstrain "l_elbow" x limit 0 0 0
$jointconstrain "l_elbow" y limit -90 0 0
$jointconstrain "l_elbow" z limit 0 0 0
$jointconstrain "l_wrist" x limit 0 0 0
$jointconstrain "l_wrist" y limit -20 20 0
$jointconstrain "l_wrist" z limit -40 30 0
$jointconstrain "r_arm" x limit -50 50 0
$jointconstrain "r_arm" y limit -65 90 0
$jointconstrain "r_arm" z limit -60 70 0
$jointconstrain "r_elbow" x limit 0 0 0
$jointconstrain "r_elbow" y limit 0 90 0
$jointconstrain "r_elbow" z limit 0 0 0
$jointconstrain "r_wrist" x limit 0 0 0
$jointconstrain "r_wrist" y limit -20 20 0
$jointconstrain "r_wrist" z limit -30 40 0
$jointconstrain "neck" x limit -25 15 0
$jointconstrain "neck" y limit -45 45 0
$jointconstrain "neck" z limit -30 30 0
$jointconstrain "l_thigh" x limit -50 48 0.04
$jointconstrain "l_thigh" y limit -19 15 0.04
$jointconstrain "l_thigh" z limit -73 79 0.04
$jointconstrain "l_knee" x limit 0 90 0
$jointconstrain "l_knee" y limit 0 0 0
$jointconstrain "l_knee" z limit 0 0 0
$jointconstrain "l_foot" x limit -23 23 0
$jointconstrain "l_foot" y limit -15 15 0
$jointconstrain "l_foot" z limit -28 28 0
$jointconstrain "r_thigh" x limit -50 48 0.04
$jointconstrain "r_thigh" y limit -15 19 0.04
$jointconstrain "r_thigh" z limit -79 73 0.04
$jointconstrain "r_knee" x limit 0 90 0
$jointconstrain "r_knee" y limit 0 0 0
$jointconstrain "r_knee" z limit 0 0 0
$jointconstrain "r_foot" x limit -23 23 0
$jointconstrain "r_foot" y limit -15 15 0
$jointconstrain "r_foot" z limit -28 28 0
$jointconstrain "belt5" x limit -41 15 0
$jointconstrain "belt5" y limit -45 45 0
$jointconstrain "belt5" z limit -30 30 0
}
----------------------------------------------------------------------------------------------------------------------------------------------------
here's the EDITED QC which would CRASH
// Created by Crowbar 0.19.0.0
$cd "C:\Users\ALEX\Desktop\samurai\Cl_SG\decompiled 0.19"
$modelname "Cl_SG/Cl_SG2.mdl"
$bodygroup "studio"
{
studio "Cl_SG2_reference.smd"
}
$cdmaterials "models\Cl_SG\"
$hboxset "default"
// Model uses material "txFlanFace.vmt"
// Model uses material "txFlandre.vmt"
$includemodel "Police_animations.mdl"
$includemodel "Police_ss.mdl"
$surfaceprop "flesh"
$illumposition 0.016 0.578 34.522
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {
$mass 60.0
$inertia 10.00
$damping 0.01
$rotdamping 1.50
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"
$poseparameter move_yaw -180.00 180.00
$poseparameter body_pitch -90.00 90.00
$poseparameter body_yaw -90.00 90.00
$attachment "grenade0" "ValveBiped.Bip01_Spine" 5.99 0.39 7.59 rotate 76.91 71.22 57.14
$attachment "grenade1" "ValveBiped.Bip01_Spine" 6.24 -2.34 6.66 rotate 62.97 100.42 87.46
$attachment "grenade2" "ValveBiped.Bip01_Spine" -0.35 2.21 -8.34 rotate -75.89 92.68 95.17
$attachment "grenade3" "ValveBiped.Bip01_Spine" 1.22 -1.11 -7.34 rotate -78.22 82.38 102.13
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" 0.05 3.84 -6.30 rotate 0.08 -2.59 79.96
$attachment "primary" "ValveBiped.Bip01_Spine2" 10.44 -5.10 -4.88 rotate -11.71 179.79 3.52
$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 0.00 1.22 -6.66 rotate -73.06 90.93 179.75
$attachment "eholster" "ValveBiped.Bip01_L_Thigh" 5.36 0.02 4.90 rotate 8.31 -91.56 99.67
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" -0.00 5.20 -0.00 rotate -0.00 0.00 -0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" 0.00 5.20 0.00 rotate 0.00 0.00 0.00
$attachment "muzzle_flash" "ValveBiped.Bip01_L_Hand" -0.00 -0.00 -0.00 rotate 0.00 -0.00 -0.00
}
-----------------------------------------------------------------------------------------------------------------------------------------------------
HERE'S THE .QC made by me USING THE OC-wiki informations
much better, no crashes, but he is in T-pose chasing me...
picture (http://imagizer.imageshack.us/a/img835/9928/rh6n.png)
// Created by Crowbar 0.19.0.0
$cd "C:\Users\ALEX\Desktop\samurai\Cl_SG\decompiled 0.19"
$modelname "Cl_SG/Cl_SG2.mdl"
$bodygroup "studio"
{
studio "Cl_SG2_reference.smd"
}
$cdmaterials "models\Cl_SG\"
$hboxset "default"
// Model uses material "txFlanFace.vmt"
// Model uses material "txFlandre.vmt"
$includemodel "Police_animations.mdl"
$includemodel "Police_ss.mdl"
$surfaceprop "flesh"
$illumposition 0.016 0.578 34.522
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.707 0.707 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.707 0.707 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.707 -0.707 0.000
$collisionjoints "phymodel.smd"
----------------------------------------------------------------------------------------------------------------------------------------------------
metropolice (police.mdl) QC
// Created by Crowbar 0.19.0.0
$modelname "Police.mdl"
$model "police" "police_reference.smd" {
flexfile "police.vta"
{
defaultflex frame 0
}
flexcontroller head range -30 30 head_rightleft
flexcontroller head range -15 15 head_updown
flexcontroller head range -15 15 head_tilt
flexcontroller eyes range -30 30 eyes_updown
flexcontroller eyes range -30 30 eyes_rightleft
flexcontroller body range -30 30 body_rightleft
flexcontroller chest range -30 30 chest_rightleft
flexcontroller head range -0.2 0.2 head_forwardback
flexcontroller gesture range -1 1 gesture_updown
flexcontroller gesture range -1 1 gesture_rightleft
}
$bodygroup "manhack"
{
blank
studio "police_manhack_reference.smd"
}
$lod 12
{
replacemodel "police_reference.smd" "police_reference_lod1.smd"
}
$lod 18
{
replacemodel "police_reference.smd" "police_reference_lod2.smd"
}
$lod 42
{
replacemodel "police_reference.smd" "police_reference_lod3.smd"
}
$lod 55
{
replacemodel "police_reference.smd" "police_reference_lod4.smd"
}
$lod 80
{
replacemodel "police_reference.smd" "police_reference_lod5.smd"
}
$shadowlod
{
replacemodel "police_reference.smd" "police_reference_lod6.smd"
}
$cdmaterials "models\Police\"
$cdmaterials "models\manhack\"
$attachment "eyes" "ValveBiped.Bip01_Head1" 3.34 -5.28 0 rotate 0 -80.1 -90
$attachment "Center" "ValveBiped.Bip01_Spine1" -6.2 2.09 0 rotate 0 96.62 90
$attachment "Chest" "ValveBiped.Bip01_Spine4" -2.7 3.88 0 rotate 0 79.75 90
$attachment "LHand" "ValveBiped.Bip01_L_Hand" 3 0 0 rotate 0 0 0
$attachment "RHand" "ValveBiped.Bip01_R_Hand" 3 0 0 rotate 0 0 0
$attachment "zipline" "ValveBiped.Bip01_Spine4" 2 -2 0 rotate 0 -17 0
$attachment "manhack" "ValveBiped.Bip01_Spine" 18 -6 3 rotate -25 50 0
$attachment "forward" "ValveBiped.forward" 0 0 0 rotate 0 0 0
$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_LH" "ValveBiped.Anim_Attachment_LH" 0 0 0 rotate -90 -90 0
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0 0 0 rotate -90 -90 0
$surfaceprop "flesh"
$jointsurfaceprop "ValveBiped.Bip01_Head1" "no_decal"
$jointsurfaceprop "ValveBiped.forward" "no_decal"
$contents "solid"
$eyeposition 0 0 72
$hboxset "default"
$hbox 1 "ValveBiped.Bip01_Head1" -3.5 -7.71 -3.85 7.5 5.71 3.96
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0 -3.37 -3.7 12.51 3.4 2.41
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.9 -3.49 -3.17 9.49 3.1 2.41
$hbox 4 "ValveBiped.Bip01_L_Hand" -1.11 -1.89 -2.38 5.72 1.46 2.34
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0 -3.37 -2.37 12.39 3.41 3.8
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.99 -3.5 -2.37 9.33 3.1 3.27
$hbox 5 "ValveBiped.Bip01_R_Hand" -1.19 -1.86 -2.33 5.31 1.94 2.61
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0 -6 -3.55 17.85 4 4.45
$hbox 6 "ValveBiped.Bip01_L_Calf" 0 -3.51 -3.28 15.64 3.49 2.72
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.07 -2 -2.84 5.04 5 2.16
$hbox 6 "ValveBiped.Bip01_L_Toe0" -0.5 -3 -2.19 2.5 0 2.46
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0 -6 -4.55 17.85 4 3.4
$hbox 7 "ValveBiped.Bip01_R_Calf" 0 -3.51 -2.82 15.64 3.49 3.18
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.06 -2.01 -2.28 5.05 4.99 2.72
$hbox 7 "ValveBiped.Bip01_R_Toe0" -0.5 -3 -2.6 2.5 0 2.1
$hbox 3 "ValveBiped.Bip01_Pelvis" -7.5 -6 -6 7.5 6 6
$hbox 2 "ValveBiped.Bip01_Spine2" -6.5 -2.5 -7 10.5 7.5 7
$sequence "ragdoll" "police_anims\ragdoll.smd" {
fps 30
"ACT_DIERAGDOLL" 1
}
$includemodel "Police_animations.mdl"
$includemodel "Police_ss.mdl"
$ikchain "rhand" "ValveBiped.Bip01_R_Hand" knee 0.707 0.707 0
$ikchain "lhand" "ValveBiped.Bip01_L_Hand" knee 0.707 0.707 0
$ikchain "rfoot" "ValveBiped.Bip01_R_Foot" knee 0.707 -0.707 0
$ikchain "lfoot" "ValveBiped.Bip01_L_Foot" knee 0.707 -0.707 0
$ikautoplaylock "rfoot" 1 0.1
$ikautoplaylock "lfoot" 1 0.1
$collisionjoints "police_physics.smd"
{
$mass 0
$inertia 2
$damping 0.01
$rotdamping 0.4
$jointconstrain "ValveBiped.Bip01_Spine2" x limit -48 48 0.2
$jointconstrain "ValveBiped.Bip01_Spine2" y limit -25 25 0.2
$jointconstrain "ValveBiped.Bip01_Spine2" z limit -25 50 0.2
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -50 57 0.2
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -19 102 0.2
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -93 30 0.2
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -50 57 0.2
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -102 19 0.2
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -93 30 0.2
$jointmassbias "ValveBiped.Bip01_L_Forearm" 2
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -120 4 0.2
$jointmassbias "ValveBiped.Bip01_L_Hand" 4
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -60 60 0.2
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -30 30 0.2
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -57 70 0.2
$jointmassbias "ValveBiped.Bip01_R_Forearm" 2
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit 0 0 0.2
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit 0 0 0.2
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -120 4 0.2
$jointmassbias "ValveBiped.Bip01_R_Hand" 4
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -60 60 0.2
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -30 30 0.2
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -57 70 0.2
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -25 39 0.2
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -8 75 0.2
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -97 32 0.2
$jointmassbias "ValveBiped.Bip01_R_Calf" 2
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit 0 0 0.2
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit 0 0 0.2
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -12 126 0.2
$jointmassbias "ValveBiped.Bip01_Head1" 2
$jointconstrain "ValveBiped.Bip01_Head1" x limit -20 20 0.2
$jointconstrain "ValveBiped.Bip01_Head1" y limit -25 25 0.2
$jointconstrain "ValveBiped.Bip01_Head1" z limit -13 30 0.2
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -25 20 0.2
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -73 6 0.2
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -93 30 0.2
$jointmassbias "ValveBiped.Bip01_L_Calf" 2
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit 0 0 0.2
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit 0 0 0.2
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -8 126 0.2
$jointmassbias "ValveBiped.Bip01_L_Foot" 2
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -1 -1 0.2
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -19 19 0.2
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -15 35 0.2
$jointmassbias "ValveBiped.Bip01_R_Foot" 2
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -21 6 0.2
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -15 35 0.2
}
$collisiontext
{
animatedfriction
{
"animfrictionmin" "1.000000"
"animfrictionmax" "1000.000000"
"animfrictiontimein" "0.800000"
"animfrictiontimeout" "0.500000"
"animfrictiontimehold" "0.000000"
}
editparams
{
"rootname" "valvebiped.bip01_pelvis"
"totalmass" "90.000000"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01"
"jointmerge" "valvebiped.bip01_pelvis,valvebiped.bip01_spine1"
}
}
$bonemerge "ValveBiped.Bip01_Pelvis"
$bonemerge "ValveBiped.Bip01_Spine"
$bonemerge "ValveBiped.Bip01_Spine1"
$bonemerge "ValveBiped.Bip01_Spine2"
$bonemerge "ValveBiped.Bip01_Spine4"
$bonemerge "ValveBiped.Bip01_R_Clavicle"
$bonemerge "ValveBiped.Bip01_R_UpperArm"
$bonemerge "ValveBiped.Bip01_R_Forearm"
$bonemerge "ValveBiped.Bip01_R_Hand"
$bonemerge "ValveBiped.Anim_Attachment_RH"
$bonemerge "ValveBiped.baton_parent"
--------------------------------------------------------------------------------------------------------------------------------------------------------
I would appreciate help.
HERE i uploaded the files http://www.sendspace.com/file/m4twq0 virus scan: https://www.virustotal.com/it/url/86ffc ... 397652383/
you will find the decompiled metropolice and the decompiled samurai.
Unedited Samurai .QC, edited and crashy and edited crash-free one by me (which has t-pose problem and angle problem). ALSO INCLUDES METROPOLICE (police.mdl) qc.
Thanks for any help.
npc_metropolice custom model
- noxiousvegeta
- Pixel
- Posts: 4
- Joined: Wed Dec 14, 2011 7:19 am
- Location: Italy
- Contact:
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: npc_metropolice custom model
Your problem is the following: the skeleton of the samurai isn't the same of the metropolice. Without that, your model will have errors. That's why it crashes for you when compiling with the animations.
In order to get it working, you would have to drop the old skeleton, and adapt the model with the new one, on a process called "re-rigging". But before you start with it, you have to check if both models are "anatomically" the same proportions. On this case, your samurai only would need a light resize, although their arms are too long for the skeleton, so this one would give problems at the arms with the animations (unless you modify directly the mesh of the arms).
You would have to use a 3D tool like Blender or Maya in order to do this.
Personally, if I were you, I would drop this model, and continue searching models which has a "HL2 skeleton", also called "Valve.biped skeleton" (if you have doubts, open it on HLMV, and on the Bones tab, look at the names and check if they are named like for example "ValveBiped.Bip01_Pelvis"). Re-rigging models can turn complex, and more if they don't have the same shape as the base one.
In order to get it working, you would have to drop the old skeleton, and adapt the model with the new one, on a process called "re-rigging". But before you start with it, you have to check if both models are "anatomically" the same proportions. On this case, your samurai only would need a light resize, although their arms are too long for the skeleton, so this one would give problems at the arms with the animations (unless you modify directly the mesh of the arms).
You would have to use a 3D tool like Blender or Maya in order to do this.
Personally, if I were you, I would drop this model, and continue searching models which has a "HL2 skeleton", also called "Valve.biped skeleton" (if you have doubts, open it on HLMV, and on the Bones tab, look at the names and check if they are named like for example "ValveBiped.Bip01_Pelvis"). Re-rigging models can turn complex, and more if they don't have the same shape as the base one.
- noxiousvegeta
- Pixel
- Posts: 4
- Joined: Wed Dec 14, 2011 7:19 am
- Location: Italy
- Contact:
Re: npc_metropolice custom model
Well thanks, do you (or anyone reading this) know any model i could use (in theme with samurais or ninjas? (at most maybe a medieval warrior) ???Maestro Fénix wrote:Your problem is the following: the skeleton of the samurai isn't the same of the metropolice. Without that, your model will have errors. That's why it crashes for you when compiling with the animations.
In order to get it working, you would have to drop the old skeleton, and adapt the model with the new one, on a process called "re-rigging". But before you start with it, you have to check if both models are "anatomically" the same proportions. On this case, your samurai only would need a light resize, although their arms are too long for the skeleton, so this one would give problems at the arms with the animations (unless you modify directly the mesh of the arms).
You would have to use a 3D tool like Blender or Maya in order to do this.
Personally, if I were you, I would drop this model, and continue searching models which has a "HL2 skeleton", also called "Valve.biped skeleton" (if you have doubts, open it on HLMV, and on the Bones tab, look at the names and check if they are named like for example "ValveBiped.Bip01_Pelvis"). Re-rigging models can turn complex, and more if they don't have the same shape as the base one.
-
- Team Member
- Posts: 2470
- Joined: Mon May 10, 2010 11:50 am
- Location: Spain
- Contact:
Re: npc_metropolice custom model
Ready to use on a HL2 skeleton? Hard.noxiousvegeta wrote:Well thanks, do you (or anyone reading this) know any model i could use (in theme with samurais or ninjas? (at most maybe a medieval warrior) ???
The only thing I can think is maybe the mod Age of Chivalry, but there are chances that it doesn't use the same skeleton. http://www.moddb.com/mods/age-of-chivalry
- Plasma HeadCrabD
- npc_citizen
- Posts: 167
- Joined: Sat Mar 27, 2010 1:21 am
- Location: china
- Contact:
Re: npc_metropolice custom model
As far as i know ragdoll dont have any animation/skeleton. you need re-rigg it.
Current Projects:
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
![Image](http://steamcard.com/do/original/HeadCrabD.png)
oc_Maestro Fénix_HeadCrabD_Nz(just for boring)
oc_der_riese(don't even think about it.)
oc_nacht_der_untoten (work again!)
(also,you can see some pics about this map on my moddb blog.)
http://www.moddb.com/members/headcrabd
![Image](http://steamcard.com/do/original/HeadCrabD.png)