Problem With Jin Roh Models

ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
edited September 2003 in NS Customization
<div class="IPBDescription">--> Looks "unweldered" ingame</div> I have a problem: While the LA Roh soldier looks nice ingame, the heavy one has some problems. In the helmet area you can see the faces, they aren't smoothed, same applies to the backpack (see screenies, notice the line through the backpack). NOTE: In HLMV or MS3D it looks smooth. Also, I think the additive texture doesn't show up at all ingame on the HA. This is the .qc-file, screenies are attached:


<!--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-->
QC quotation no longer needed, just takes up space  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

Comments

  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Another screenie:

    How may I fix this problem?
  • nthngnsdnthngnsd Join Date: 2003-07-26 Member: 18442Members
    weld the vertices and assign proper smoothing groups
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Vertexes were welded. But now, I gave smaller smoothing goups and it worked <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Somehow HL and the HLMV/ms3d must handle smoothing gotoups different.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    OK bumping again cause I got another problem. This is the last thing to do, then it's release time, so pls help me ^^

    OK here it is:

    The Roh HA uses the LA skeleton, unfortunately, they move at different speeds ingame so I have to modify the HA's run anim. Is there a run animtion for LA skeleton fitting 2.0 HA ingame speed of movement? I need it, and "run" is too short for doing a search, and searches without it give way to many results...
    Please help <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • Daza4Daza4 Kerc Kasha Join Date: 2003-04-06 Member: 15233Members
    just make the fps in the run and walk animation : walk= 25 run=30

    that should do it
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Already tried several values in there. Run Anim in slomo looks bizarre, cause the rine is tool ong int he air, looks like he's flying on an overdoe'o'weed ^^. An accelerated walk anim as run anim look like he was on steroids. But I'll try again with teh exact values you've given, thx!
  • Psycho-Kinetic_Hyper-GeekPsycho-Kinetic_Hyper-Geek Join Date: 2002-11-18 Member: 9243Banned, Constellation
    Why dont you fit it the the HA skeleton? They released an updated ref frame thats not doing a chicken dance you know.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited September 2003
    You mean reassigning vertexes and moving them to fit the skel? I suppose this would be much more work than even creating a new anim would be. Or is there an easier way I missed out?

    EDIT: And where to these new frames? Searching didn't bring me any results...
  • Daza4Daza4 Kerc Kasha Join Date: 2003-04-06 Member: 15233Members
    in the qc <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Sign In or Register to comment.