model sequences

model sequences

Re: model sequences Posted by scary_jeff on Sat Jun 5th 2004 at 8:41pm
scary_jeff
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Posted 2004-06-05 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
fishy
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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
scary_jeff
1614 posts
Posted 2004-06-05 10:44pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
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
ding
200 posts
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
KungFuSquirrel
751 posts
Posted 2004-06-05 11:18pm
751 posts 393 snarkmarks Registered: Aug 22nd 2001 Occupation: Game Design, LightBox Interactive Location: Austin TX
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
scary_jeff
1614 posts
Posted 2004-06-05 11:32pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
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 fishy on Sun Jun 6th 2004 at 12:00am
fishy
2623 posts
Posted 2004-06-06 12:00am
fishy
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KungFuSquirrel said:
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.
the cheap hack doesn't work. at least not with milkshape. it appears that the model doesn't use the standard reference.smd and sequence.smd's, and won't compile again. i've seen a few standard hl models that seem to be like this. they decompile fine, but wont re-compile.

another, even hackier, solution would be to reposition the model in milkshape, and export it as new reference and sequence .smd's. then recompile it.
Re: model sequences Posted by Gollum on Sun Jun 6th 2004 at 8:24am
Gollum
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Posted 2004-06-06 8:24am
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1268 posts 525 snarkmarks Registered: Oct 26th 2001 Occupation: Student Location: Oxford, England
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
scary_jeff
1614 posts
Posted 2004-06-06 10:43am
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
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
scary_jeff
1614 posts
Posted 2004-06-06 9:08pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
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
Leperous
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Posted 2004-06-06 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
scary_jeff
1614 posts
Posted 2004-06-06 9:22pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
It's wrong for my particular questrion, but could work for a similar question where the model in question was one that decompiles properly.
Re: model sequences Posted by Orpheus on Sun Jun 6th 2004 at 9:31pm
Orpheus
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Posted 2004-06-06 9:31pm
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scary_jeff said:
It's wrong for my particular question, but could work for a similar question where the model in question was one that decompiles properly.
i have not tested it fully yet, but i think the search does not restrict its params to correctly marked answers.. so.... if a future person searches, at least do not mark them wrong.. as soon as you mark an answer correct/blue.. the rest go to green..

red answers may throw off future questions.

hope that made sense..
Re: model sequences Posted by fishy on Sun Jun 6th 2004 at 10:41pm
fishy
2623 posts
Posted 2004-06-06 10:41pm
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scary_jeff said:
Now I'm halfway through doing my own bones to attatch the vertices to, so that I can then reposition and export.
you only need to reposition the vertices so that the skeleton is in the position you want. then tie them all to only one joint, and export as both SKELETON_Template_Biped1 (reference) and s_sitting (sequence) then all you need to do before you re-compile is edit out the 'on-back' line of the .qc.