Tutorial: How To Make A Conversion!

DarkkizDarkkiz 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.
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Comments

  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Now decompile both models that are in the folders. You need milkshape to do this properly.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Now, once you have decompiled both models, you open up the original .QC-file.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Now, you open the Replacement .QC file.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    edited June 2003
    Now copy the Sequences part from your original's QC-file
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    edited June 2003
    And now, delete the sequences part from your Replacement's Qc-file. Then paste your original qc's sequences part to your replacement's qc file.






    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.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Now, change the $modelname part to match your original model.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Now compile the replacement qc-file (v_awm_r.qc)


    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.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    That's it. Now, there could be typos, mistakes, or anything like that 'cause i made this in a hurry, so please report if something is wrong, and i'll change it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    Wow thanks man ! just what i wanted great job !


    <b>Sticky</b>
  • mbs357mbs357 Join Date: 2003-06-08 Member: 17117Members
    Question: Why is the decompiler you used preferable to the one in the HL Tools submenu? Just curious.
    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.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Good god. You really should have found yourself a bit of webspace to pop all those images onto, instead of this multi-post bonanza.
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    <!--QuoteBegin--mbs357+Jun 10 2003, 10:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mbs357 @ Jun 10 2003, 10:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Question: Why is the decompiler you used preferable to the one in the HL Tools submenu? Just curious.
    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
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    edited June 2003
    *****WARNING**********

    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....
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    edited June 2003
    <!--QuoteBegin--Delarosa+Jun 10 2003, 11:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Jun 10 2003, 11:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *****WARNING**********

    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
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    I just tryed a knife for a kinfe and i got this

    ************ ERROR ************
    .\/idle1.smd doesn't exist


    man is there a <b>Simple</b> tut that help us newbies out on converting ?
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    edited June 2003
    This is great for those who are looking to make conversions. But there's that whole understanding of what you're actually doing missing.



    Spawn, look at the path. It has \/, just remove one of the slashes from the qc file.
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    <span style='font-size:30pt;line-height:100%'>STICKY</span>

    This is what I needed!!

    LUV YOU
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    Sorry =) forgot one step from the tutorial =)))))
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    edited June 2003
    This is what is in the qc. weapon file that im trying to convert, and i followed the tut.

    <!--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-->
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    edited June 2003
    So, open up the replacement qc file that already has the animation sequences part copied from the original. 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.


    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.
  • Azrael2709Azrael2709 Join Date: 2003-05-27 Member: 16760Members
    does this work in reverse? can i change a deagle from cs to a pistol in ns and keep all the regular reloading seqeunces?
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    <!--QuoteBegin--Azrael2709+Jun 10 2003, 11:27 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Azrael2709 @ Jun 10 2003, 11:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> does this work in reverse? can i change a deagle from cs to a pistol in ns and keep all the regular reloading seqeunces? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Yes. If you do it this way, you'll have the animations from the model you are converting
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    ok i got a glock in game for testing and i copyed all the right files from the Ns Hand gun to the glock file and ive hit a problem when the reload empty kicks in the gun disappears and you don't see it untill its finshed also the same happens with shoot last so just copy and paste doesn't work, then do i rename the files? its more complex than i thought its making my brain hurt <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    edited June 2003
    Copy paste the "reload.smd" and rename it to reload empty =]
    And for the shoot last, copy paste the shoot animation (sorry for not remebering the filenames =]) and rename it to the shoot last .
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Ok, now plz! plz! try to make a bigger tut.
    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-->
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    I would love to do that, but i really can't =] I'll try to find some tuts from the 'net and when i can do that, i'll drop the tut here.
  • ArgOnatHArgOnatH Join Date: 2003-01-02 Member: 11720Members
    edited June 2003
    this is brilliant! Defenently wat i need, even tho i can convert some stuff, i still need to refer back and make sure that im doing things right!

    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>
  • DarkkizDarkkiz Join Date: 2003-05-28 Member: 16814Members
    I have noticed that very few people can spell my name right =]
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    edited June 2003
    Well it took me a few goes but yay i got a automatic USP !!
    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>
  • ArgOnatHArgOnatH Join Date: 2003-01-02 Member: 11720Members
    yeah soz m8.

    right i just found a USP Match, what shall i do about the silencer?
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