I recently replaced my Heavy Armour model with the Warhammer 40k Model, cause it lookspretty sweet! However, now I notice that my Heavy Armors no longer make that satisfying metallic >THUNK< whenever they take a step. Is there anyway to correct this?
Uh, forgive my ignorance, but how? I dont really know that much about modelling and whatnot, and was hoping someone here could give me a tip on how to fix this minor problem. If not, thats ok, I can just simply replace with the original model. Thanks.
Right, I've decompiled the old heavy, and the 2.0 heavy, and to my untrained eye, they look pretty much the same.
There was however a heavy ref in an upright pose that Def One posted some time back , and this has a few extra joints including one caled "bip 01 Footsteps", so possibly this has something to do with it? Possibly recompileing the model using <i>this</i> skeleton would trigger the sounds to play?
All this is me making wild guesses as usual mind, You'll have to wait for someone more knowledgeable to pop along and tell us how the sounds are triggered for sure.
( Actually, it would be nice to know this anyway, as I'm messing around with a HA model at the minute..)
Aha , as usual I overlook the obvious.. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
So a straight recompile with the 2.0qc would do it then I assume?
Cheers.
( I ph34r .qc files, looks too much like programming for my tastes, so I normally just copy'n paste the qc of whatever I was replacing...)
1) Decompile the 2.0 heavy. 2) Decompile only the WH40k ref file and bitmaps in a seperate directory. 3) Copy the 40k ref file into the directory, making sure it replaces the default heavy ref file. 4) Copy all the bitmaps into the 2.0 directory. 5) Compile the 2.0 qc file and voila.
Ignore all this talk of recompiling, everyone overlooked something rather basic: There are no 1.04 heavy replacements that use the heavy skeleton. They're all compiled using the light marine skeleton, and simply renamed heavy.mdl. If it was something that could be fixed by using the 2.0 skeleton and its animations (all identical, by the way) it would be academic, as the models you'd be trying to convert use a different skeleton.
The problem with the footsteps not playing is nothing to do with the model. 1.0x and 2.0 .qc files' sequences, attachments, and bone controllers are identical, as are their skeletons. The problem lies in the game code. Sometimes the sounds simply don't play when they should. From my experience I'd say they only work around 75% of the time, and that's a generous estimate.
I haven't noticed any problems with my sound cutting out. That's a basis for my suggestion. If what I said earlier was misleading, I'm sorry. I should probably look into things myself before posting. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Now that I think about it, I don't recall ever seeing a sound event for running animations ever. Though, that could be a way of doing it.
Comments
-Cpl. Hicks
-Cpl. Hicks
There was however a heavy ref in an upright pose that Def One posted some time back , and this has a few extra joints including one caled "bip 01 Footsteps", so possibly this has something to do with it? Possibly recompileing the model using <i>this</i> skeleton would trigger the sounds to play?
<a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=30144&hl=' target='_blank'>http://www.unknownworlds.com/forums/in...=19&t=30144&hl=</a>
All this is me making wild guesses as usual mind, You'll have to wait for someone more knowledgeable to pop along and tell us how the sounds are triggered for sure.
( Actually, it would be nice to know this anyway, as I'm messing around with a HA model at the minute..)
So a straight recompile with the 2.0qc would do it then I assume?
Cheers.
( I ph34r .qc files, looks too much like programming for my tastes, so I normally just copy'n paste the qc of whatever I was replacing...)
2) Decompile only the WH40k ref file and bitmaps in a seperate directory.
3) Copy the 40k ref file into the directory, making sure it replaces the default heavy ref file.
4) Copy all the bitmaps into the 2.0 directory.
5) Compile the 2.0 qc file and voila.
The problem with the footsteps not playing is nothing to do with the model. 1.0x and 2.0 .qc files' sequences, attachments, and bone controllers are identical, as are their skeletons. The problem lies in the game code. Sometimes the sounds simply don't play when they should. From my experience I'd say they only work around 75% of the time, and that's a generous estimate.
Now that I think about it, I don't recall ever seeing a sound event for running animations ever. Though, that could be a way of doing it.