Tutorial: Use Smartgun Anims On Any Marine Model
Maus
Join Date: 2002-11-03 Member: 5599Members
<div class="IPBDescription">(or any other "special" anims)</div> I've had a few people PM requests for conversions of a couple of my models so they can use the smartgun animations, and since I can't access my webspace at the moment I'm unable to do that. However, the requests gave me an idea:
<b><u>Converting NS models to use new animations</u></b>
The process is very simple, and the only tools you need are a model compiler and a decompiler. Instructions for setting up Kratisto's compile tools are near the start of my <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=20223' target='_blank'>Modelling 101</a> thread, and the tools are attached to the main post.
Essentially all you need to do is strip the animations from a e.g. smartgun-enabled model (I'll be using that example throughout), and put them on the model you want.
(1) I suggest you first set up a pair of folders in which to decompile both the smartgun-enabled model and the non-smartgun model - decompiling models creates a lot of files you'll want to keep separate.
(2) Now, go ahead and decompile them both in their respective folders, and locate their .qc files.
(3) Open each .qc file in any text editer (notepad does the job), and find the section marked something like
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->// reference meshes
$bodygroup marine
{
studio "marine_ref"
studio "marine_jetpack"
}<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
there'll be a file with the same name as the "studio" parts for each model (for soldier models)
(4) Copy or move the file(s) (ie the mesh for the model) you just identified and any .bmp files (its textures)from the model you want to the model you're stealing the animations from, and edit the .qc so it now looks for these files instead of the ones it had before. You may also like to edit the $modelname line, or you'll overwrite the model you're taking the animations from when you compile.
(5) Now you can right-click on the newly-edited .qc and hit "compile" from the pop-up menu, and you'll get your model with the correct animations.
<b><u>Alternative method</u></b>
Another way to do this is to identify the <i>animations</i> you want to put on your model from another model, and move/copy them into the folder with <i>your</i> model in (overwriting the ones that are already there, of course), then recompile your model. If you know which animation .smd files to copy, this method is often easier.
--
<b><u>Welder</u></b>
If you look down to <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=27213&st=3' target='_blank'>post #3</a>, you'll see a handy little welder anim conversion guide too.
--
(edit: these aren't completely foolproof as it depends on how the model's bones are named, but has worked with all the models I've tried it with)
<b><u>Converting NS models to use new animations</u></b>
The process is very simple, and the only tools you need are a model compiler and a decompiler. Instructions for setting up Kratisto's compile tools are near the start of my <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=20223' target='_blank'>Modelling 101</a> thread, and the tools are attached to the main post.
Essentially all you need to do is strip the animations from a e.g. smartgun-enabled model (I'll be using that example throughout), and put them on the model you want.
(1) I suggest you first set up a pair of folders in which to decompile both the smartgun-enabled model and the non-smartgun model - decompiling models creates a lot of files you'll want to keep separate.
(2) Now, go ahead and decompile them both in their respective folders, and locate their .qc files.
(3) Open each .qc file in any text editer (notepad does the job), and find the section marked something like
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->// reference meshes
$bodygroup marine
{
studio "marine_ref"
studio "marine_jetpack"
}<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
there'll be a file with the same name as the "studio" parts for each model (for soldier models)
(4) Copy or move the file(s) (ie the mesh for the model) you just identified and any .bmp files (its textures)from the model you want to the model you're stealing the animations from, and edit the .qc so it now looks for these files instead of the ones it had before. You may also like to edit the $modelname line, or you'll overwrite the model you're taking the animations from when you compile.
(5) Now you can right-click on the newly-edited .qc and hit "compile" from the pop-up menu, and you'll get your model with the correct animations.
<b><u>Alternative method</u></b>
Another way to do this is to identify the <i>animations</i> you want to put on your model from another model, and move/copy them into the folder with <i>your</i> model in (overwriting the ones that are already there, of course), then recompile your model. If you know which animation .smd files to copy, this method is often easier.
--
<b><u>Welder</u></b>
If you look down to <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=27213&st=3' target='_blank'>post #3</a>, you'll see a handy little welder anim conversion guide too.
--
(edit: these aren't completely foolproof as it depends on how the model's bones are named, but has worked with all the models I've tried it with)
Comments
If you follow the "alternative" method above, what you'll need to do is:
(1) as above, decompile a welder-reanimated model and the model you want to change into two separate folders
(2) copy the following from the welder-reanimated model into the other model's folder:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->crouch_welder_look_blend1.smd
crouch_welder_look_blend2.smd
crouch_welder_fire_blend1.smd
crouch_welder_fire_blend2.smd
welder_look_blend1.smd
welder_look_blend2.smd
welder_fire_blend1.smd
welder_fire_blend2.smd<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
(3) recompile the model, and you'll have the welder anims.
AHAHAHAHA, i work fast when i like the content...
/me votes for "webbed"