Tutorial: How To Make A Conversion!
Darkkiz
Join Date: 2003-05-28 Member: 16814Members
<div class="IPBDescription">With pics!</div> Okay, so i will tell you how to do a VERY simple conversion for ns. This tutorial will not show you how to change arms, only to replace a Ns model with a cs model.
So, I have decided to put a AWM to Natural selection's HMG model.
1. Step, copy your replacement model to some empty folder. Now copy your original Ns model to some empty folder.
So, I have decided to put a AWM to Natural selection's HMG model.
1. Step, copy your replacement model to some empty folder. Now copy your original Ns model to some empty folder.
Comments
as you see, the smd files don't match the sequences part. Now, you need to rename the smd files to match the Sequences' part animations. If the original model has I.E 3 idle animations, you need to copy/paste the idle.smd and rename the others to like idle2.smd and idle3.smd. If you have completely different anims like (shoot empty and such) you'll need to decide with what smd file you want to replace that.
When it's compiled, copy it to your ns/models folder. If you didn't change the $modelname part from last post, you'll have to rename it to match your original model.
<b>Sticky</b>
Problem: Tried it with my CS USP model for the pistol, first I got an .smd not found error, so I tried copying the .smds from the NS model into the CS model's folder, and got tons of illegal bone replacement errors... I must have done something wrong.
Problem: Tried it with my CS USP model for the pistol, first I got an .smd not found error, so I tried copying the .smds from the NS model into the CS model's folder, and got tons of illegal bone replacement errors... I must have done something wrong. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Don't remeber who said that you can't compile cs models with default compiler, as it gaves consistency errors
this will NOT work if there are different bones in the reference and any other files...
say you have 4 bones for each finger... and 3 fingers as Default CS.... but wau, what's thie, NS only has TWO finger? (i'm making up these numbers).... you run into an error... for some things this tut will work, for ALOT of others, it won't work...
-=]EDIT[=-
Consistency is a server side thang... has "some" to do with what your making, but not everything....
this will NOT work if there are different bones in the reference and any other files...
say you have 4 bones for each finger... and 3 fingers as Default CS.... but wau, what's thie, NS only has TWO finger? (i'm making up these numbers).... you run into an error... for some things this tut will work, for ALOT of others, it won't work...
-=]EDIT[=-
Consistency is a server side thang... has "some" to do with what your making, but not everything.... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Didn't know about this... but as i said that this is a very simple tutorial, as i can't use milkhape. This worked for my awm to hmg though
Btw the bones don't matter as when you convert the model this way to ns, it will have cs anims and bones. for example, when you convert model from PE to CS, it will work altough the PE-model has completely different skeleton
************ ERROR ************
.\/idle1.smd doesn't exist
man is there a <b>Simple</b> tut that help us newbies out on converting ?
Spawn, look at the path. It has \/, just remove one of the slashes from the qc file.
This is what I needed!!
LUV YOU
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->$modelname "v_kn.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
// reference meshes
$body studio "f_sog2000_template"
// 0 attachments
// 0 bone controllers
// 2 hit boxes
$hbox 0 "Right Hand" -2.880000 -11.700000 -2.840000 2.290000 2.060000 1.100000
$hbox 0 "Left Hand" -2.000000 -0.620000 -1.110000 2.310000 11.790000 2.030000
// 6 animation sequences
$sequence "idle1" "idle1" fps 10
$sequence "idle2" "idle2" fps 10
$sequence "attack1" "attack1" fps 25
$sequence "attack2" "attack2" fps 25
$sequence "draw" "draw" fps 18
$sequence "flourish" "flourish" fps 22
// End of QC file.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Forgot to mention, You'll prolly have to change the fps part in the sequences part, so the animations won't stop before they are completed. You don't have to do this though.
Yes. If you do it this way, you'll have the animations from the model you are converting
And for the shoot last, copy paste the shoot animation (sorry for not remebering the filenames =]) and rename it to the shoot last .
That explains everything, even how to change hands and get the correct anims and such.
You'll do us all a big favor <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I liked this tut <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Ace well done Darkidz, this is alot better than my uneffortless Convertion tut i put in!
BLATENT <b><i><u><span style='font-size:21pt;line-height:100%'>STICKEH</span></u></i></b>
Thnaks soo much Darkkiz
Now all i need to do is the sounds
oh btw
<b><u><span style='color:green'>STICKEH</span></u></b>
right i just found a USP Match, what shall i do about the silencer?