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[TUT]Getting Player Models InGame

Re: [TUT]Getting Player Models InGame

Postby Shilo » 01 Aug 2009 00:53

Well that all over the screen problem, I had that before , when you move it gets worse right?

Did you remember to do the number changing in the anim smd's from that fpsbanana weapons tut? I believe it was anim_cancel.smd and cancel.smd which you open with notepad or something? That is how it is supposed to be fixed if I recall correctly.
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Re: [TUT]Getting Player Models InGame

Postby Xezium » 01 Aug 2009 11:03

Shilo wrote:Well that all over the screen problem, I had that before , when you move it gets worse right?

Did you remember to do the number changing in the anim smd's from that fpsbanana weapons tut? I believe it was anim_cancel.smd and cancel.smd which you open with notepad or something? That is how it is supposed to be fixed if I recall correctly.

Thank you :)<3
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Re: [TUT]Getting Player Models InGame

Postby Crdbrdbxr » 02 Aug 2009 01:21

okay, back with another problem. i havent been trying much lately but i decided to try out xsi mod tool as i installed it a while ago but never ended up using it. so i imported a the reference_wrinkle model and exported it then when i view it in model viewer, and ingame, the model is all screwed up. i can post a pic now because i was just about to shut my pc off and i dont know how to describe it but it looks as though random vertices were moved all over the place.

i have no idea what to do. i would prefer not to have to get trials because then i would only have # of days to create custom models. thanks again
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 02 Aug 2009 01:47

Check out these 2 posts from the first page of this thread, this may be your problem
http://www.l4dmods.com/forums/viewtopic.php?f=81&t=2554#p24408
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Re: [TUT]Getting Player Models InGame

Postby Crdbrdbxr » 02 Aug 2009 14:23

ya, i made sure to follow their instructions for exporting and i get the messed up models. when i export without unchecking remove unused bones it fails to compile.
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 02 Aug 2009 19:14

Can you put up a picture of what you are getting then?
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Re: [TUT]Getting Player Models InGame

Postby Crdbrdbxr » 03 Aug 2009 11:45

for some reason the screenshot got cut off but you can still see what i mean.

Image
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 03 Aug 2009 18:15

I've got to ask, are you sure you rigged everything up properly, first of all.
Secondly, check the skeleton in the model viewer to make sure it looks as it should. If it does, it's probably a rigging or exporting problem, if it doesn't, then it's something else.
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Re: [TUT]Getting Player Models InGame

Postby Crdbrdbxr » 03 Aug 2009 18:28

im not sure being that im using an unfamiliar modeling program but i think in xsi the rig is already attached.

in model viewer all the bones are where they should be.

so its either me having no clue how to rig the model or something else.
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 03 Aug 2009 21:46

Well, it looks like a rigging issue to me lol, try moving the bones in xsi and see if the mesh moves with it properly.
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Re: [TUT]Getting Player Models InGame

Postby Crdbrdbxr » 03 Aug 2009 23:47

lol, thats the problem. i dont know how to move the bones. i dont think xsi has bones so im not sure how to go about doing so.
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 04 Aug 2009 04:00

Well you will have to import one of the original l4d player models, whichever one you are replacing, delete the mesh (but not the skeleton!), and merge that somehow with your custom mesh. I've never used XSI so I can't tell you the details.

Found this tutorial which I think should help you.
http://developer.valvesoftware.com/wiki/Rigging_in_XSI
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Re: [TUT]Getting Player Models InGame

Postby Crdbrdbxr » 04 Aug 2009 12:00

i imported l4d player model, then immediatly exported it and it wouldnt work. so im guessing there is something i have to do to make the ValveBiped (skeleton?) object connect to the mesh. Thanks for the link ill check it out.
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 05 Aug 2009 17:04

Hope it helps.
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Re: [TUT]Getting Player Models InGame

Postby HotDogMKII » 06 Aug 2009 18:28

Hello!, I tried to replace a the hunter with a Michael- jackson-Thriller-style model but couldn't make my mdldecompiler work so I got stuck in the process, if you'd want i can send you the model for you to get it in the game
Last edited by HotDogMKII on 06 Aug 2009 18:37, edited 1 time in total.
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Re: [TUT]Getting Player Models InGame

Postby HotDogMKII » 06 Aug 2009 18:36

Here a screenshot of my custom model
Zoom in (real dimensions: 562 x 738)Image
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 06 Aug 2009 19:30

What do you mean you couldn't get your mdldecompiler to work?
There are already decompiled models linked in the tutorial thanks to samm5506.
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Re: [TUT]Getting Player Models InGame

Postby Crdbrdbxr » 06 Aug 2009 20:12

okay, ive gotten closer. i think its just the problems with weight maps now. when i import there is no rig that i can attach the mesh to, other than the rig its already attached to, but it doesnt have that rig set to the mesh and there is no way i can do that short of making a new rig. and that works fine except the weight maps are a little bit off so until i figure that out i think im stuck.

thanks for all your help :)
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Re: [TUT]Getting Player Models InGame

Postby HotDogMKII » 06 Aug 2009 21:12

Shilo wrote:What do you mean you couldn't get your mdldecompiler to work?
There are already decompiled models linked in the tutorial thanks to samm5506.

ok that problem solved, however i still can't find my way in to getting it right...
I'll keep trying however if you want the model to give it a try let me know...
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 06 Aug 2009 21:39

I would help with the model but I have so much on my plate already. I don't mind helping other people to learn for themselves but the amount of people I've had ask me to set up their models for them, if I accepted, I would be even more swamped.

Just tell me where you are losing the trail and I'll try to help you figure it out.
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Re: [TUT]Getting Player Models InGame

Postby HotDogMKII » 07 Aug 2009 10:32

ok, look I have the model done and textured in lightwave, then I can put the mesh over the hunter's original skeleton in milkshape3d, (however I don't know how to link the rig to the mesh), from there I can export an smd, I can export the texture as a .vtf and generate the .vtm...but, after that I get kind of lost.
I know there are some smd plugins for max but,and I know how to add the skin modifier there, but I have max 2009 and the plugins doesn't work with it
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 07 Aug 2009 17:35

I found an smd importer and exporter for 2009, though it's in alpha.
http://www.wunderboy.org/blog/232

My tutorial takes off from after having rigged the model so if you get lost anywhere there, just ask for help.
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Re: [TUT]Getting Player Models InGame

Postby HotDogMKII » 07 Aug 2009 18:30

Ok, I found an importer/exporter working with max2009, the thing now is with the qc file, your example is for changing a survivor, I am trying to change an infected, so is kind of messy be cause the strings are not the same...
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 07 Aug 2009 20:27

Go into the decompiled models you downloaded, find the one you are going to replace, and take the QC from that and use that as a base. Just edit the parts you need to.
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Re: [TUT]Getting Player Models InGame

Postby Mr.Warp » 11 Aug 2009 14:10

Thanks for the tutorial, really helped. Although you have to change the name in the hex editor of the model you want to edit in 4 sepearte places. Incidentally, the _it is the skin that is used when the Boomer voms on you, so you can either do a duplicate of your original skin with charg all over it or make a new skin with something liek "IVE BEEN BARFED" written on it. Good work.
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 11 Aug 2009 17:35

Are you sure the _it is the texture when vomited on? I never made one for my model and yet it looks fine when that happens, even looks drippy.

Perhaps if the model doesn't have one it just uses the base texture anyways.
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Re: [TUT]Getting Player Models InGame

Postby flameknight7 » 13 Aug 2009 14:48

Image

i get this when i run the model. I searched online but all they say is use the code to precache it. I have no idea what code i have to mess with.
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 14 Aug 2009 22:20

I can't recall for sure and can't check because I am not on my own computer, but that may happen if the name you replace suvivor_namvet with in the vpk has more letters than "survivor_namvet". Not positive cause I can't check and it's been a long time since I had that problem. Try changing the vpk. For instance, change survivor_namvet to survivor_namve1 and just save your model as survivor_namvet.
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Re: [TUT]Getting Player Models InGame

Postby flameknight7 » 19 Aug 2009 04:06

thats weird programming if the fle were to mess up because it had the same first letter :[
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Re: [TUT]Getting Player Models InGame

Postby alexius » 22 Aug 2009 05:55

Hey there!

Been trying to make some custom weapon models, to replace the same-old. Got as far as the .smd, and when I went to decompile the weapon files to get the .qc, mdldecompiler won't run -- says error on start up 00000005.

Any ideas? Sorry to bother, but I can't figure this out, and although the survivor mdls are available decompiled, the weapons are not...

Thanks in advance!
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