Tutorial: Use Smartgun Anims On Any Marine Model

MausMaus 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)

Comments

  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    I should add to this that it's often possible to use this method to convert models from other HL mods (at least, I know it's possible to convert between FA, CS, and NS quite often from my own experiences). All you need to do is copy the mesh from the model from the other mod and put it in among the NS animations, as above. Sometimes it takes a little tweaking if it gives you errors, but not all that much work.
  • RicoRico Join Date: 2003-02-23 Member: 13888Members
    Nice one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> i might need this.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Okay, since a lot of requests for welder anims are popping up:

    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.
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    I know this is a month old or so, but one of Souris link took me here. Anyways, can any moderator please Pin this up? This is very useful information for everybody to have and know.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited April 2003
    It's linked in "Modelling 101" so in a way it's already stickied. If it doesn't push me over the character limit I'll try adding it to the main post.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    these tutorials might find there way onto a certain webpage (if author permits)
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <a href='http://t2k.neotech.cc/ns/tuts/animin.shtml' target='_blank'>http://t2k.neotech.cc/ns/tuts/animin.shtml</a>

    AHAHAHAHA, i work fast when i like the content...
  • EstaranEstaran Augsburg, Germany Join Date: 2003-04-01 Member: 15117Members
    really nice tutorial! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    /me votes for "webbed"
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    you might want to add $cliptotextures to the decompiled .qc too, just so milkshape doesn't mess up the sizes of the textures during the compile <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
  • ParaseticLifeFormParaseticLifeForm Join Date: 2003-07-23 Member: 18384Members
    Can someone do the avp welder and smartgun with the specop/brig playermodel cause i tried 3 times and all failed horribly
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