Re: model sequences
Posted by scary_jeff on
Sat Jun 5th 2004 at 8:41pm
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OK, I'm going to try and finish the castle map. I have a really ace cannon model that mazemaster made for me, and that works great. I am putting a skeleton in using the same method with a cycler_sprite. The question I have is how do I set the cycler_sprite to show the 's_sitting' sequence for the skeleton model as opposed to the 's_onback' sequence? Neither of these are actually sequences, they are just two states that the model can have. Is this even possible (for a DM map)?
Re: model sequences
Posted by fishy on
Sat Jun 5th 2004 at 10:30pm
Posted
2004-06-05 10:30pm
fishy
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can't you use a monster_generic instead? then you'd be able to get the skeleton to sit by setting the Animation Sequence (in the properties for monster generic) to 1
hammer still crashes on me whenever i try to use a .mdl as a sprite/cycler_sprite, meh :sad: , so it's the option i'd use.
Re: model sequences
Posted by scary_jeff on
Sat Jun 5th 2004 at 10:44pm
Posted
2004-06-05 10:44pm
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Thanks, I'll try that now.
A solution to that crashing problem came up when I searched for an answer to this question. I can't find the thread now, but basically you open your fgd file, and change the bit that says sprite() in the first line of the env_sprite and cycler_sprite definitions to studio().
[edit] monster_generic didn't show up in multiplayer :sad: I tried setting 'body' to 1 instead of 0 (couldn't see an animation sequence setting), but this didn't work either. It could be a bug in the model so i'll wait for some other replies before marking that one wrong. It's just the standard skeleton model that comes with HL [/edit]
Re: model sequences
Posted by ding on
Sat Jun 5th 2004 at 11:15pm
Posted
2004-06-05 11:15pm
ding
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You will not see a monster_generic in Multiplayer, thats right... Just when mp_allowmosters is set to "1" - But I think it is impossible to load the map with this mp_allowmonsters 1 automatically - You have to set this to "1" and than you have to restart the server (or changelevel to the same map...)
Maybe there is a solution that lets HL starts automatically with mp_allowmonsters 1, but only when you load this map...
Re: model sequences
Posted by KungFuSquirrel on
Sat Jun 5th 2004 at 11:18pm
Posted
2004-06-05 11:18pm
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Occupation: Game Design, LightBox Interactive
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Another possible solution, albeit it a cheap hack, would be to re-compile the model with only the sequence (or position) you wish it to have. It's not the most efficient way, but a guaranteed way to ensure the proper animation plays.
Re: model sequences
Posted by scary_jeff on
Sat Jun 5th 2004 at 11:32pm
Posted
2004-06-05 11:32pm
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That sounds OK. The model is only ~50K, so it isn't a problem to redistribute it if this would be legal. I'm not sure how I would go about it though... the closest thing to modeling I have done is opening something with hlmv and changing one of the skins.
Re: model sequences
Posted by Gollum on
Sun Jun 6th 2004 at 8:24am
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If you can guarantee to place the model in a position where it cannot be damaged (by gunfire etc.), then you can use a cycler. You should probably build a couple of layers of invisible-but-solid walls around it, to protect against gauss tunnelling.
Then all you have to do is to damage it (using a trigger_hurt) a second or so after the map loads. The cycler will switch animations when damaged.
Re: model sequences
Posted by scary_jeff on
Sun Jun 6th 2004 at 10:43am
Posted
2004-06-06 10:43am
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Thanks for all the ideas.
Does anybody know where I can find out how to recompile and reposition and things like that? I looked at a few milkshape tutorials, but they seemed to focus more on creating a model from scratch than editing an existing model. I won't mark answers right/wrong until I have been able to try doing what is suggested in them.
Re: model sequences
Posted by scary_jeff on
Sun Jun 6th 2004 at 9:08pm
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Wow, milkshape crashes a lot.
I could not recompile the skeleton model properly, I think because decompiling didn't result in any joints/vertex asignments. Now I'm halfway through doing my own bones to attatch the vertices to, so that I can then reposition and export.
Marked Gollums answer right as well - not what I needed though.
lol... I actually feel bad marking suggestions wrong. Sould I mark KFS answer as correct, as it would work if it were a normal type of model?
Re: model sequences
Posted by Leperous on
Sun Jun 6th 2004 at 9:16pm
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Mark it wrong if it's wrong, it doesn't penalise people in any way.
Re: model sequences
Posted by scary_jeff on
Sun Jun 6th 2004 at 9:22pm
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It's wrong for my particular questrion, but could work for a similar question where the model in question was one that decompiles properly.