30 posts
3 snarkmarks
Registered:
Oct 31st 2007
hi i am trying to get a strider into hl1 So, i Decided to make the strider replace the garg since it wasn't used in hl2, and my strider DOESN'T DO ANYTHING BUT SIT THERE PLAYING THE WALK ANIMATION AND SHAKE THE GROUND. I HAD LEFT EVERYTHING AS TO IT WAS BEFORE, THE CODE, THE ANIMATIONS, THE QC FILE, EVERYTHING! what did i do wrong? any help would be fine. THANKS! :biggrin:
Re: strider
Posted by fishy on
Thu Nov 1st 2007 at 1:34am
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
you might end up getting it to pose for nice pictures or something, but unless you learn to code your own mod, you'll never make it act like a strider.
i eat paint
30 posts
3 snarkmarks
Registered:
Oct 31st 2007
oh, no i don't NEED to code him in. he just replaces the garg. that's it. no added features. just a model. that's all i need to worry about. when i'm done my model, i'll move onto the sounds. BUT RIGHT NOW I NEED TO WORRY ABOUT THE MODEL
30 posts
3 snarkmarks
Registered:
Oct 31st 2007
actually, i'll send you a video of it.
Re: strider
Posted by Naklajat on
Sun Nov 11th 2007 at 9:56pm
1137 posts
384 snarkmarks
Registered:
Nov 15th 2004
Occupation: Baron
Location: Austin, Texas
Sorry to say, but I think fishy is right. Without digging into the code it's probably not possible to get a strider into HL1 with much success.
o
30 posts
3 snarkmarks
Registered:
Oct 31st 2007
oh, it's ok i still have the files on my disk. the smd's the mdls ect.
Re: strider
Posted by Zein on
Tue Jan 22nd 2008 at 12:01am
Posted
2008-01-22 12:01am
Zein
member
167 posts
517 snarkmarks
Registered:
Sep 1st 2006
Occupation: Computer fixing
Location: United States
i have no idea about the Half-Life mapping hammer, but i might know how to get a strider to work. Try making the path_tracks or whatever you use in the air, thats what you do for HL2...right?
YeaY! Fer MesPehling WerDs
The expression for success is
(energy x enthusiasm)
~Zein
127 posts
13 snarkmarks
Registered:
Feb 4th 2008
Occupation: Battlefield Studios, Hl2Goldsrc.
Location: Canada, BC
<DIV class=quote>
<DIV class=quotetitle>? quoting Zein</DIV>
<DIV class=quotetext>i have no idea about the Half-Life mapping hammer, but i might know how to get a strider to work. Try making the path_tracks or whatever you use in the air, thats what you do for HL2...right?</DIV></DIV>
oh, it's ok. aaron figured out what was wrong. it was happening to every model i created. if anyone else is having this problem, try this:
<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>Remove the LX flag from the qc file than recompile the model. Once you do that, view the model in a model viewer and go to his walk and run animations. Instead of walking on the spot, they should now be actrully be moving instead of walking on the spot, if the don't, than you need to edit the walk and run animations in milkshape or gmax or whatever you have, to actruly walk forward. This is done by moving his origin (the whole model) a little bit more forward every frame. Once you are happy with it, apply the LX flag back into the qc file and you're done.</DIV></DIV>
EDIT: sorry, you're probably confused to death right now. (hehe) it's me, thehalflifedude.