Re: new .smd refence
Posted by Knare on
Fri Aug 20th 2004 at 9:12pm
Knare
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its a bit radical i was changing some gordon arms in 1st person view of weapons (v_model.mdl) and i came across the POV (Point of View) mod and figured id make my own set of alien slave arms but the skeleton has 3 fingers on the hand unlike human hands. after an hour in milkshape i made the .smd with 5 joints instead of 11 normal ones. i then complied the model on a hi def v_9mmhandgun. I had a number of issues including he wasnt holding the gun it was floating, all my textures did not correctly line up with the joints they were bent out of shape
whats wrong
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capitalization and punctuation
Re: new .smd refence
Posted by Knare on
Fri Aug 20th 2004 at 9:25pm
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no really
u dont need grammar in .smd files
Re: new .smd refence
Posted by fizscy46 on
Fri Aug 20th 2004 at 9:27pm
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yep, really.
The animations for the model may be set up wrong and you're seeing the backfaces on the model
Re: new .smd refence
Posted by Knare on
Fri Aug 20th 2004 at 9:28pm
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i didnt animate anything i just modified the hands reference
the gun is fine but my arms r mutated
Re: new .smd refence
Posted by fizscy46 on
Fri Aug 20th 2004 at 10:51pm
Posted
2004-08-20 10:51pm
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Then you probably have some of the backfaces on the wrong side of your faces, so they become invisible faces.
Re: new .smd refence
Posted by Knare on
Fri Aug 20th 2004 at 11:20pm
Posted
2004-08-20 11:20pm
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u dont understand the arms messed up more specificly the arm textures arent attached in game and the backfaces are facing away from the screen
Re: new .smd refence
Posted by Knare on
Sat Aug 21st 2004 at 2:59am
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the problem is that the slave has only 3 fingers, the lack of bones is my issue here
Re: new .smd refence
Posted by fishy on
Sat Aug 21st 2004 at 3:04am
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the bones that you dont use wont matter.
they are already in the default animations, so leave them in the reference. they wont do any harm.
[edit] the lack of bones where?[/edit]
Re: new .smd refence
Posted by Knare on
Sat Aug 21st 2004 at 3:06am
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[simg]C:/User Transer/titled.bmp[/simg]
here look 4 ur self
Re: new .smd refence
Posted by fishy on
Sat Aug 21st 2004 at 3:09am
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we cant see pics that are stored on your hard drive. they need to be uploaded to webspace.
Re: new .smd refence
Posted by fraggard on
Sat Aug 21st 2004 at 3:17am
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, and they should not be BMPs :/
Re: new .smd refence
Posted by Captain P on
Sat Aug 21st 2004 at 7:50am
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In case you want that third alien arm to move correctly, you're going
to have to modify the skeleton, wich also means you'll have to redo
each animation...
Re: new .smd refence
Posted by Knare on
Sat Aug 21st 2004 at 1:57pm
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it inst the 3rd arm im worried about because its not shown
its the three fingers (not 5) it has thats screwing it up
btw bio i have photoshop
Re: new .smd refence
Posted by fishy on
Sat Aug 21st 2004 at 6:39pm
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no problem.
the 1st time i tried to edit a player model, i moved the skeleton to help fit the skin over it. when i compiled it, it looked like a teleporter accident.
so any time you want to edit a model, whatever you do, don't move the skeleton or you will need to make all new animations for it too.
Posted
2004-08-21 10:39pm
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That's actually pretty cool.
(the Alien w/ crossbow)
Re: new .smd refence
Posted by Knare on
Sat Aug 21st 2004 at 10:40pm
Posted
2004-08-21 10:40pm
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its bad and not finished and he doesnt hold it right but the reload is sweet
(wit the magnum)
Re: new .smd refence
Posted by Knare on
Sat Aug 21st 2004 at 11:00pm
Posted
2004-08-21 11:00pm
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maybe soon ill distributing those .mdl's
Re: new .smd refence
Posted by Captain P on
Sun Aug 22nd 2004 at 12:41pm
Posted
2004-08-22 12:41pm
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To make the alien hand fit with the weapons better, you might consider
editing the mesh itself a bit... the way it is now, it doesn't really
look like he's holding the weapon very thight.
Re: new .smd refence
Posted by fishy on
Sun Aug 22nd 2004 at 5:22pm
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you're really not giving enough info for anyone to know where you went wrong, but at a guess, i'd say that you've tied vertices to the wrong joints.
in the ms pic, i can see joints in the arm that wouldn't normally be there, so to make sure that you assign to the right joints, do this;
load up the original v_model_ref.smd that you want to put the new arms on. dont delete the old arms yet.
import the new arms, and place them somewhere that they dont get in the way. positioning them to the same pose as the old arms will help further on.
now click on the 'joints' tab, and select a joint. hit the 'cell assigned' button to find out what vertices are assigned to the joint. this will highlight vertices in the old arm.
now select the equivalent vertices in the new arms, and tie them to the same joint.
do this with each of the joints.
once you've tied all the new vertices to the old bones, move the new arms into position, using the old ones as a guide.
delete the old arms and texture reference, and any leftover groups.
export, overwriting the old ref.smd, and compile.
Re: new .smd refence
Posted by Knare on
Sun Aug 22nd 2004 at 6:51pm
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is it possible 2 add a joint and not screw the bone structure?
Re: new .smd refence
Posted by fishy on
Mon Aug 23rd 2004 at 8:05am
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it is, but it's also pointless unless you're going to make new animations too.
if you add a new joint, coming from say the elbow, and tie some vertices to it, then the vertices will move just the same as they would if you'd just tied them to the elbow in the first place.