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[TUT]Getting Player Models InGame

Re: [TUT]Getting Player Models InGame

Postby Arctic0ne » 14 Jun 2009 09:56

OK, well I have Max 2009 I'll try that out and see if it makes any difference, thanks.

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Re: [TUT]Getting Player Models InGame

Postby Arctic0ne » 15 Jun 2009 11:25

YEAH! New problems :) I got the model to compile and everything, but his arms stay straight, they don't move, same with his legs.
Also, can you add new lines to the vpk? I have 3 brand new skins to cover his new body, helmet, and mask.

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Re: [TUT]Getting Player Models InGame

Postby Shilo » 15 Jun 2009 17:43

It could be, if the arms don't move, you didn't "skin" or rig the arm mesh to the right bones? Check in Max again if they are rigged properly, if you move the bones, do the arms move?

Well if your new model points to new textures, you don't need to add those textures to the vpk at all. As long as you have them in the right folders with the right path in the model, it should work.
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Re: [TUT]Getting Player Models InGame

Postby Arctic0ne » 16 Jun 2009 14:37

Ok, I knew this had to be a noob mistake. How would I go about rigging the model to the skeleton then? I thought that was the problem, it seemed to easy to just overlay the skeleton.

I do need to add new lines, because the model doesnt work right without the new ones, it needs a new body line, mask line, and helmet line. I tried to add new lines, but i can't make things like the "nul" etc.

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Re: [TUT]Getting Player Models InGame

Postby Shilo » 16 Jun 2009 18:01

lol, took me a while to learn how to rig properly. And it was quite difficult to find any tutorials on how to do it.

Select your mesh (and only the mesh), on the right, under the modify tab, in the drop down menu, choose the Skin Modifier. Turn on the modifier (click it so it's highlighted yellow), then go to Add Bone. Choose all the bones and hit ok.

Under the Select area, check the box that says Vertices. Now for the tedious part, select a bone in the list and select the vertices on the model you want to rig to that bone, and under Weight Properties where it says Abs. Effect, set that number to 1. You can make the number less for some areas depending on how much influence you want each bone to have on each vertex. You have to do this with the whole model lol.

You can also go here http://www.benbryan.net/tuts/rigging/charrigging.html
If you search or scroll down to the Skinning section, they have a few screenshots too.
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Re: [TUT]Getting Player Models InGame

Postby Arctic0ne » 16 Jun 2009 20:05

:-o Wow, that's a lot of bones, this might take a while
OK, thanks. I'll see if that helps. Also, I'll be sure to give you a HUGE thanks in the final version of my mod :D

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Re: [TUT]Getting Player Models InGame

Postby Shilo » 16 Jun 2009 21:07

No problem :)
Always glad to be of help. If you have any more questions or problems, don't hesitate to ask lol.
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Re: [TUT]Getting Player Models InGame

Postby xenoblackinc » 17 Jun 2009 14:59

Could you make a video tutorial on this. I seem to be getting lost trying to get my character into the engine. if you can drop me a e-mail i've added you on steam already. ontharizeradio@yahoo.com
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Re: [TUT]Getting Player Models InGame

Postby Arctic0ne » 17 Jun 2009 17:18

Ok, now I have another problem, I have never used MAX before so this is all new. When I go to rig the bones to the mesh, it already has a bunch of points selected, how to select the ones i want and deselect the ones I don't?

Btw, when I figure this out, I have weapons working, but it just attaches parts of the weapon to the arms, I'd be glad to put up how I did so.

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Re: [TUT]Getting Player Models InGame

Postby Shilo » 17 Jun 2009 20:54

xenoblackinc wrote:Could you make a video tutorial on this. I seem to be getting lost trying to get my character into the engine.


I don't think a video would show much more than the tutorial does. Tell me where you are getting lost and I'll try to help you out.


Arctic0ne wrote:Ok, now I have another problem, I have never used MAX before so this is all new. When I go to rig the bones to the mesh, it already has a bunch of points selected, how to select the ones i want and deselect the ones I don't?


If there are points that are weighted (showing up red) that you don't want, select them, and set the abs effect field to 0. Select the ones you want, and then set the abs effect field for those to 1. On the mesh, red means they are fully attached to that joint, blue means they aren't. Any other colour (yellows and oranges) mean they are partly attached to the joint.
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Re: [TUT]Getting Player Models InGame

Postby Arctic0ne » 17 Jun 2009 21:33

OK, that helps, I don't have any yellow/orange points, so that shouldn't be a problem. But, when I change the abs to zero it changes back to 1.0. But I can change, non-weighted points to 1.0. Do I need to do something more?

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Re: [TUT]Getting Player Models InGame

Postby Shilo » 18 Jun 2009 04:13

That's weird that it's changing it back.. try just assigning (setting abs to 1) those ones to another bone, one that they should be assigned to, that should mean they automatically become weighted as 0 for the other bones.
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Re: [TUT]Getting Player Models InGame

Postby xenoblackinc » 18 Jun 2009 07:07

my models wont compile at all, i think a video tutorial will help a lot as there could be mistakes i'm making on my end, or how about this i send you my mesh and you compile it and send it back to me in a zip. I've got over 104 characters. I wish someone would come out with a app that handles all the custom content that'd be grand lol. In the meantime I'm going to e-mail you my model its' in 3ds max format let me know if there is anything wrong witht he model, and why it wont compile.
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Re: [TUT]Getting Player Models InGame

Postby Arctic0ne » 18 Jun 2009 11:34

Ok, but most of the points shouldn't be assigned at all, so what should I do then?

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Re: [TUT]Getting Player Models InGame

Postby Shilo » 18 Jun 2009 21:01

xenoblackinc wrote:my models wont compile at all, i think a video tutorial will help a lot as there could be mistakes i'm making on my end, or how about this i send you my mesh and you compile it and send it back to me in a zip. I've got over 104 characters. I wish someone would come out with a app that handles all the custom content that'd be grand lol. In the meantime I'm going to e-mail you my model its' in 3ds max format let me know if there is anything wrong witht he model, and why it wont compile.


A video tutorial won't help because my tutorial is not about the actual modeling but mostly about the qc settings and how to compile it properly. Did you make sure you set the qc up properly like how I showed in the tutorial? Every time I had a problem in the model not compiling, it was because I messed up something in the qc file. If you are going to send me the model, send me your qc file as well because it's most likely that.


Arctic0ne wrote:Ok, but most of the points shouldn't be assigned at all, so what should I do then?


Actually in the end, all points should be assigned to one bone or another. Otherwise the skeleton will run off without its mesh lol. As I said before, rigging the mesh to the skeleton is the real tedious part of making models. And you often have to go back to fix it when you find vertices that were assigned wrong later as well.
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Re: [TUT]Getting Player Models InGame

Postby Arctic0ne » 18 Jun 2009 21:13

OK, I didn't know that EVERY point had to be assigned. Thanks again.

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Re: [TUT]Getting Player Models InGame

Postby MTL » 19 Jun 2009 11:17

please help i have a model and i cant doing please can you do a video of it if no please go to my msn nyc37@live.com ill send you the model so you could do it for me please.

i have leon model please to put it in game
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 19 Jun 2009 18:11

I'm not sure about this forum, but double posting usually isn't good etiquette.

As I said in the PM, I can try to help you with whatever part of the tutorial you are stuck on.

A video wouldn't help as my tutorial is mostly about the settings used to compile. Video quality would make it hard to see those settings.
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Re: [TUT]Getting Player Models InGame

Postby MTL » 21 Jun 2009 17:37

theres any one knows how to do this please help this is so hard please come help me on my msn nyc37@live.com please guys please thanks
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Re: [TUT]Getting Player Models InGame

Postby MTL » 23 Jun 2009 11:18

theres anybody could tell me exactly how to do this please ~x(
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 23 Jun 2009 17:03

Like I said before, tell me what part you are stuck on and I'll try to help.
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Re: [TUT]Getting Player Models InGame

Postby MTL » 24 Jun 2009 19:22

i finish the model but i dont know how to put in left for dead its wierd
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 24 Jun 2009 21:20

As the tutorial says, get the decompiled l4d models, choose which character you want to replace.
Import the decompiled character and delete the mesh. Attach your model to that skeleton, and export it as an smd (reference type, not animation).
Set up a qc file as shown in the tutorial and compile it.

If you get stuck on any specific part, just ask.
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Re: [TUT]Getting Player Models InGame

Postby MTL » 24 Jun 2009 22:16

i have the model with the bone already now how you make a qc file and the tool mdldecompiler how you make it work
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Re: [TUT]Getting Player Models InGame

Postby fatdogm » 25 Jun 2009 11:13

anyone got any wip renders of characters they are working on at the moment? be interesting to see what people are up to
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 25 Jun 2009 18:36

MTL wrote:i have the model with the bone already now how you make a qc file and the tool mdldecompiler how you make it work


Use the qc file of the l4d character you are replacing that is supplied in the decompiled models download and just change the settings like I say to in the tutorial.
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Re: [TUT]Getting Player Models InGame

Postby MTL » 25 Jun 2009 22:14

ok i did now what
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 26 Jun 2009 03:41

Once you edit the qc how it says to, then compile it, you can also find how to do that in the tutorial. Look for the section titled Compiling.
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Re: [TUT]Getting Player Models InGame

Postby Yokomoko » 29 Jun 2009 22:45

can you post the repo man model please?
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 30 Jun 2009 21:22

Well the one I put ingame so far was a lower poly model that was actually made for Unreal Tournament 2004.. and I'm currently finishing up a higher poly version.

Do you want the low poly one or would you like me to finish up the higher poly one? Doesn't really matter to me lol.

You a Repo fan too?
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