need help with: xsi source
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Re: need help with: xsi source
Posted by guru_meditation on Fri Dec 3rd at 3:36pm 2004


lo again!

since my first post @ www.steampowered.com was much like a personal statement and i dont really expect valve to react on it, i now ask for direct help by the community. i dunno if anybody has been able to do this yet but..

i want to do the following:
make a new "hi"-poly 1st person model for a custom gun. put it in the virtual arms of a sc:s character. load that character in a cs:s demo map. fire the new weapon.

i dont want to edit the model of the character that will carry the weapon. i just/only want to see the weapon in 1st person view! also, this aint be a cs:s mod. its just for testing purpose. no time to do characters yet, just want to do a test weapon.

i know how to work with xsi, so modeling and animating isnt the problem.

the 1st. problem is: where to find a reference scene, already pre-built with arms and a standard weapon (best for my case would be mp5), where i could just replace the weapon.
if such a scene is not available, how did u guys manage to get proportions/positions and anything right?
could anybody please send me a demo .scn or simply a screenshot of a wire with bones and everything so that i can reffere to that.

2nd. problem: where can i find documentation about how to do/export such a 1st person "hi"-poly weapon with all its shoot/reload animations? i mean, e.g.: how many bones may i use for fingers/arms? how do i have to name them?...

3rd. problem: where's the connection between source and my new model? how to tell it to use my new weapon, with its animations. where to set up the amount of ammo u carry with it? sure, this is all done inside source using c++ compiles or something, but where/how? im not a programmer but i know some guys i could get to do something about that if i could only tell them where they can find some docs on this. remember, i dont want to make a whole new mod here, just 1 new weapon capable for use in cs:s for testing purposes.

so pleeease, anybody who has already did that (made a working custom weapon) tell me how!

!!i dont expect a 10 page pdf step by step tutorial which screenshots (which would be great)!!, just where to find those sample scenes, how and what to export with what tools and how to bring it into hammer to build a working demo map. just some short sentences that make sense.

for somebody who already did a working custom weapon this questions should be rather simple/can be answered shortly.

everybody else who has no idea and just want to flame me cause i may not have read the manuals/enough posts (which i did, and didnt find really useful answers) please just leave the threat right now. im not interested in getting stupid answers.

at the moment everything looks totally complicated/around the edge to me. but i bet once i've got into the workflow, its all easy as cake.

pls help me out a little since my time is very limited but i would love to use xsi for creating source content.

loads of respect to anybody who already found a way to do the things i ask for! 'cause even if im an advanced xsi user its hard to find a way around.

thx in advance, cya!




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Re: need help with: xsi source
Posted by Gwil on Mon Feb 21st at 2:26am 2005


XSI tutorials - google. We don't have any XSI experts here, nor any tutorials

1/2/3 problems? 1 problem per thread, please.

Google is your friend, for this situation - that's about the best advice you're likely to get for XSI issues, i'm afraid.

Try www.moddb.com forums and see if there are any modellers over there, we are primarily a mapping community [addsig]




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Re: need help with: xsi source
Posted by tantoedge on Wed Feb 23rd at 12:16am 2005


1stly, These are located under you source content folder directly under your username path in the Steam folder.
2ndly, There doesn't seem to be any walkthroughs or 'documentation' per say. My suggestion: Get your neurons firing and anal-yze the .xsi files in the source folder.
3rdly, your connection exists in the .smd file. This file can be read by the model converter and is meant to be compiled as a set of .smd files, each with their own piece of data concerning the model at hand.
In other words, one .smd file is your rotation limit left, another is your rotation limit right, and so on. Each of these is compiled into the end result, the holy .mdl file.





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