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Model Convert http://sc.cartman-2000.net/forum/viewtopic.php?f=18&t=224 |
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Author: | NinjaVayne [ Tue Oct 28, 2008 8:48 pm ] |
Post subject: | Model Convert |
Hello. I need these models to be converted to sven coop. The converting goes as follows: crowbar.mdl names = crowbar.mdls... which is actually a knife 9mmhandgun.mdl names = 9mmhandgun.mdl... a glock from paranoia deagle.mdl names = 357.mdl... deagle from paranoia 9mmar.mdl names = 9mmar.mdl... mp5 from paranoia Please note that these models are from paranoia, and i would love to use them. P Models V Models Their animations aren't the same. I've tried to do the knife my self, but it actually didn't work. |
Author: | impcnrd [ Sat Nov 01, 2008 12:12 pm ] |
Post subject: | Re: Model Convert |
dude the models don't need to be converted do you know how to use custom models cause you can just use the those models and replace them during mapping paranoia is a hl mod and it uses the same p/v model format those models are were just made for paranoia but can be substitdued for and model in the game |
Author: | NinjaBunny [ Sun Nov 02, 2008 10:53 am ] |
Post subject: | Re: Model Convert |
and the animations will be fucked up And i dont see why this is in Mapping help |
Author: | impcnrd [ Sun Nov 02, 2008 4:13 pm ] |
Post subject: | Re: Model Convert |
howd the animations be fucked up the animations are like this for example action23- aka attack - made up # this would be a normal knife attack and would run the action23 animation NO MATTER WHAT MOD THE GAME IS action24- secondary attack this would play the secondary-or right click- attack if you played the Swiss Cheese Halloween 2003 - or whatever y2k date it tells you this cuase the hgrunt models don't really have a die animation so in the console is says hgrunt model doesn't have animnation for action 342 or something like that been a while since i last played it |
Author: | NinjaVayne [ Tue Nov 04, 2008 5:58 pm ] |
Post subject: | Re: Model Convert |
Well i was gonna use them in my map, but i dont know how to actually make it WORK for sven coop. Paranoia IS a HL mod, but im currently using the models from PARANOIA and the animations are screwed. When ever i attack and hit something, there is no animation. |
Author: | impcnrd [ Mon Nov 10, 2008 12:59 pm ] |
Post subject: | Re: Model Convert |
rly thats wierd it should work fine i konw that for paranoia the source code was modified but i don't know why theyed mess with model commands try reinstalling the mod if not your gonna have to get new models cuase no one here know shit about modeling try sven coop forums there is a section for asking for people to make models for you |
Author: | cartman-2000 [ Mon Nov 10, 2008 1:05 pm ] |
Post subject: | Re: Model Convert |
They probably did there weapons from scratch (both the code and the models) which means the anims will be different the hl models and most likely not work correctly. |
Author: | NinjaBunny [ Mon Nov 10, 2008 6:00 pm ] |
Post subject: | Re: Model Convert |
In simple terms: differnt firing rates/animations, differnt reloading time, no grenade shot animation, and a lot of other stuff that will screw it up |
Author: | NinjaVayne [ Sat Nov 15, 2008 12:36 pm ] |
Post subject: | Re: Model Convert |
Feh, I'll see what im gonna use now.... I KNOW! RESKINNING HALF-LIFE MODELS WITH THE FREAKIN HLMV!!!!!!!! AND MAKE EM LOOK SOOOO CRAPPY!!! |
Author: | impcnrd [ Mon Nov 17, 2008 5:44 am ] |
Post subject: | Re: Model Convert |
NinjaBunny wrote: In simple terms: differnt firing rates/animations, differnt reloading time, no grenade shot animation, and a lot of other stuff that will screw it up ok i get it now ninja just to let you know what you said is completely wrong and that has nothing to do with modeling those are new guns in the source code they are different from the hl guns so diff action for diff commands firing rates and reloading time won't affect it if your a programer its af "if" statetment for example :if mouseclick = action40; :modelplay.action40; or something like that with new weapons it could be like this :if mouseclick = action20; :modelplay.action20; |
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