new .smd refence

new .smd refence

Re: new .smd refence Posted by Knare on Fri Aug 20th 2004 at 9:12pm
Knare
62 posts
Posted 2004-08-20 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
Re: new .smd refence Posted by Biological Component on Fri Aug 20th 2004 at 9:23pm
Posted 2004-08-20 9:23pm
500 posts 90 snarkmarks Registered: Apr 7th 2004 Location: USA
capitalization and punctuation
Re: new .smd refence Posted by Knare on Fri Aug 20th 2004 at 9:25pm
Knare
62 posts
Posted 2004-08-20 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
fizscy46
334 posts
Posted 2004-08-20 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
Knare
62 posts
Posted 2004-08-20 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
fizscy46
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Posted 2004-08-20 10:51pm
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334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
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
Knare
62 posts
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 fishy on Sat Aug 21st 2004 at 2:29am
fishy
2623 posts
Posted 2004-08-21 2:29am
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Knare said:
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
all that can be make out from what you've posted, is that you tried to edit some v_model, and it messed up. i would hazard a guess that you either made your own skeleton, or imported and then moved/rotated an existing one.

i'll try not to miss anything.

put the v_model and the slave in a folder together. decompile all of the v_model, and the textures and triangles of the slave.

now, in milkshape, import the v_model ref.smd. [triangles and skeleton]

BE VERY CAREFUL NOT TO MOVE OR ROTATE ANY OF THE SKELETON, while you delete the gordon arms.

now import the slave, triangles only. delete all of the slave, exept fpr the arm bits that you want.

move/scale/rotate the arms so that they fit onto the skeleton. DO NOT MOVE THE SKELETON.

once you have done this, you will need to assign the vertices to whatever seems the best placed joint, and export it all as the reference.smd.
Re: new .smd refence Posted by Knare on Sat Aug 21st 2004 at 2:59am
Knare
62 posts
Posted 2004-08-21 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 fizscy46 on Sat Aug 21st 2004 at 3:00am
fizscy46
334 posts
Posted 2004-08-21 3:00am
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334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
Pictures man, pictures!
Re: new .smd refence Posted by fishy on Sat Aug 21st 2004 at 3:04am
fishy
2623 posts
Posted 2004-08-21 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
Knare
62 posts
Posted 2004-08-21 3:06am
Knare
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62 posts 6 snarkmarks Registered: Aug 20th 2004 Location: New York, US
[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
fishy
2623 posts
Posted 2004-08-21 3:09am
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
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
fraggard
1110 posts
Posted 2004-08-21 3:17am
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, and they should not be BMPs :/
Re: new .smd refence Posted by fizscy46 on Sat Aug 21st 2004 at 4:55am
fizscy46
334 posts
Posted 2004-08-21 4:55am
fizscy46
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334 posts 72 snarkmarks Registered: Nov 16th 2003 Location: Toronto, Canada
lol, www.imageshack.us will host your JPEG images (Look up Irfanview if you need a program to convert it to jpg)
Re: new .smd refence Posted by Biological Component on Sat Aug 21st 2004 at 5:22am
Posted 2004-08-21 5:22am
500 posts 90 snarkmarks Registered: Apr 7th 2004 Location: USA
Even MSpaint is capable of outputting jpegs, even if they are somewhat poorly optimized.

User posted image
Imageshack is the bomb
Re: new .smd refence Posted by Captain P on Sat Aug 21st 2004 at 7:50am
Captain P
1370 posts
Posted 2004-08-21 7:50am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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 1:55pm
Knare
62 posts
Posted 2004-08-21 1:55pm
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lol
here
User posted image
notice how he's not holding on to it and its just floating as well as the appearance of the arms
Re: new .smd refence Posted by Knare on Sat Aug 21st 2004 at 1:57pm
Knare
62 posts
Posted 2004-08-21 1:57pm
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62 posts 6 snarkmarks Registered: Aug 20th 2004 Location: New York, US
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 Knare on Sat Aug 21st 2004 at 2:10pm
Knare
62 posts
Posted 2004-08-21 2:10pm
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62 posts 6 snarkmarks Registered: Aug 20th 2004 Location: New York, US
and here the skeleton i edited in milkshape

User posted image

notice the arms, the joints i made
Re: new .smd refence Posted by Steel on Sat Aug 21st 2004 at 5:40pm
Steel
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Posted 2004-08-21 5:40pm
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i was working with knare with this and this is what we came up with:

User posted image

as u can c, its the gordon skeleton and the alien slave arms over it

also, it isnt perfect yet, and were not done with it

and thank u fishy, ur idea worked
Re: new .smd refence Posted by fishy on Sat Aug 21st 2004 at 6:39pm
fishy
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Posted 2004-08-21 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.
Re: new .smd refence Posted by Steel on Sat Aug 21st 2004 at 7:07pm
Steel
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Posted 2004-08-21 7:07pm
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lol

i did some more work and fitted the arms with the crossbow

User posted image

User posted image

User posted image
Re: new .smd refence Posted by Knare on Sat Aug 21st 2004 at 10:38pm
Knare
62 posts
Posted 2004-08-21 10:38pm
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62 posts 6 snarkmarks Registered: Aug 20th 2004 Location: New York, US
fishy u solved this problem
Thank you!

see another model (not that good):
User posted image
Re: new .smd refence Posted by Biological Component on Sat Aug 21st 2004 at 10:39pm
Posted 2004-08-21 10:39pm
500 posts 90 snarkmarks Registered: Apr 7th 2004 Location: USA
That's actually pretty cool.
(the Alien w/ crossbow)
Re: new .smd refence Posted by Knare on Sat Aug 21st 2004 at 10:40pm
Knare
62 posts
Posted 2004-08-21 10:40pm
Knare
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62 posts 6 snarkmarks Registered: Aug 20th 2004 Location: New York, US
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
Knare
62 posts
Posted 2004-08-21 11:00pm
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62 posts 6 snarkmarks Registered: Aug 20th 2004 Location: New York, US
maybe soon ill distributing those .mdl's
Re: new .smd refence Posted by Captain P on Sun Aug 22nd 2004 at 12:41pm
Captain P
1370 posts
Posted 2004-08-22 12:41pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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 Steel on Sun Aug 22nd 2004 at 3:55pm
Steel
4 posts
Posted 2004-08-22 3:55pm
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4 posts 0 snarkmarks Registered: Aug 21st 2004 Location: New York
i was wonder if some1 knew how to fix this:

User posted image

it may look right but when i reload i get

User posted image

whats wrong?

i added the oppsoing force arms onto the HD rpg

and the original output was the rpg launcher w/ rocket about 5 feet behind the hands, so i moved up the rpg, but not touching the bones

edit

heres the ms3d left view

User posted image
Re: new .smd refence Posted by fishy on Sun Aug 22nd 2004 at 5:22pm
fishy
2623 posts
Posted 2004-08-22 5:22pm
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
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
Knare
62 posts
Posted 2004-08-22 6:51pm
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62 posts 6 snarkmarks Registered: Aug 20th 2004 Location: New York, US
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
fishy
2623 posts
Posted 2004-08-23 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.
Re: new .smd refence Posted by Steel on Mon Aug 23rd 2004 at 7:43pm
Steel
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Posted 2004-08-23 7:43pm
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heres the soldier arms next to the gordon arms<br style="color: white;">
the new arms have the same exact postion and joint assaignment as the old ones<br style="color: white;">
<br style="color: white;">
User posted image<br style="color: white;">
<br style="color: white;">
[sry the pic came out bad]