Help! Any Chance Of People Pulling A Finger Out?
Necrosis
The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
<div class="IPBDescription">BIPs, Decompiling, v_lvl2 3 5, behemoth</div> Ok here's the rules of the game. I've asked in 2 posts for help (only one of which had help in the title, fair enough) and nothing's been forthcoming.
READ THE POST FULLY BEFORE REPLYING.
Third time's a charm right?
WHAT I NEED HELP WITH:
DECOMPILING
The v_lvl2, v_lvl3 and v_lvl5 mdl files DO NOT DECOMPILE FULLY. *ANY* animation using "->" in the title DOES NOT DECOMPILE.
What this means:
I can't decompile models fully, thusly I can't recompile them. I can't even change a simple v_weapon skin because if the anims don't fully decompile, recompiling gives you a Could Not Find error.
HOW YOU HELP:
Post up the version of Kratisto's mdldec.exe that you are using. DO NOT LINK TO THE VERSION IN THE MODELLING THREAD, IT DOES NOT WORK. It does NOT decompile those anims, and I'm not the only one who has trouble with it.
If you are using the modelling thread's mdldec.exe, then PLEASE link me to somewhere that has the mdls pre-decompiled, so that I can try and recompile them.
WITHOUT THESE ANIMS I CANNOT RELEASE THE ALIENS V_WEAPON PACK.
Secondly-
The Alien Behemoth 2.0
It clips the ground. We all know this, if we've used it. People says its a bug with the game, but this is NOT TRUE.
Open up HLMV. Look at the ONOS and BEHEMOTH side by side. Turn on ground view and skeleton view. You will note that the behemoth skeleton lies UNDER the ground plane. The ONOS skeleton is slightly ABOVE the plane. Then open up the behemoth's lvl5 ref file and change bone 0 to the following
0 -0.000058 78.270126 40.636459 0.000000 0.000000 -1.570795
Astute users will notice that this moves the Behemoth model up. In game, the model now walks on the ground properly for all anims (in fact its only as bugged as the ono).
What this means:
The Alien Behemoth 2.0 model has buggy BIP placement, and/or some problem twixt wireframe and skeleton.
<a href='http://www.strangecompany.org/Resources/bip01spine.htm' target='_blank'>What buggy bips do</a>
In milkshape you won't notice, but the Half Life engine WILL. Copy exactly what I've done and you'll see what I mean (tho I think altering the axis by 30 might be a wee bit much, but you get the idea).
HOW YOU HELP:
Know anything about bips? Check the model out. Altering it in wordpad throws off all the anims except the IDLE version. For what its worth I think the problem is with the alignment of the skeleton and wireframe, but you modellers would know better.
The behemoth is someone else's model but I think I'm the first to find the problem, and since I'm asking for help I may as well point that out as well.
PLEASE contribute PRODUCTIVELY. Please DO AS I ASK. Link the files if you can, examine the behemoth bips if you can.
IN RETURN, I WILL HAVE THE V WEAPONS FINISHED. So don't think this is about me offloading simple work onto someone else. I've extracted and fixed the Alien Fade, Fade Claws and Spitter, and photoshopped the runner teeth. I've replaced the Lerk and Onos v weapons, and you can see IMAGE PROOF on my other threads.
All I ask is that SOMEONE constructively help with decompiling the anims which I CANNOT DECOMPILE, and that someone with a knowledge of MODELLING take a look at that flipping behemoth.
Sorry I'm being a bit abrasive, but this is three posts down the line and still nothing productive or constructive being offered as help.
READ THE POST FULLY BEFORE REPLYING.
Third time's a charm right?
WHAT I NEED HELP WITH:
DECOMPILING
The v_lvl2, v_lvl3 and v_lvl5 mdl files DO NOT DECOMPILE FULLY. *ANY* animation using "->" in the title DOES NOT DECOMPILE.
What this means:
I can't decompile models fully, thusly I can't recompile them. I can't even change a simple v_weapon skin because if the anims don't fully decompile, recompiling gives you a Could Not Find error.
HOW YOU HELP:
Post up the version of Kratisto's mdldec.exe that you are using. DO NOT LINK TO THE VERSION IN THE MODELLING THREAD, IT DOES NOT WORK. It does NOT decompile those anims, and I'm not the only one who has trouble with it.
If you are using the modelling thread's mdldec.exe, then PLEASE link me to somewhere that has the mdls pre-decompiled, so that I can try and recompile them.
WITHOUT THESE ANIMS I CANNOT RELEASE THE ALIENS V_WEAPON PACK.
Secondly-
The Alien Behemoth 2.0
It clips the ground. We all know this, if we've used it. People says its a bug with the game, but this is NOT TRUE.
Open up HLMV. Look at the ONOS and BEHEMOTH side by side. Turn on ground view and skeleton view. You will note that the behemoth skeleton lies UNDER the ground plane. The ONOS skeleton is slightly ABOVE the plane. Then open up the behemoth's lvl5 ref file and change bone 0 to the following
0 -0.000058 78.270126 40.636459 0.000000 0.000000 -1.570795
Astute users will notice that this moves the Behemoth model up. In game, the model now walks on the ground properly for all anims (in fact its only as bugged as the ono).
What this means:
The Alien Behemoth 2.0 model has buggy BIP placement, and/or some problem twixt wireframe and skeleton.
<a href='http://www.strangecompany.org/Resources/bip01spine.htm' target='_blank'>What buggy bips do</a>
In milkshape you won't notice, but the Half Life engine WILL. Copy exactly what I've done and you'll see what I mean (tho I think altering the axis by 30 might be a wee bit much, but you get the idea).
HOW YOU HELP:
Know anything about bips? Check the model out. Altering it in wordpad throws off all the anims except the IDLE version. For what its worth I think the problem is with the alignment of the skeleton and wireframe, but you modellers would know better.
The behemoth is someone else's model but I think I'm the first to find the problem, and since I'm asking for help I may as well point that out as well.
PLEASE contribute PRODUCTIVELY. Please DO AS I ASK. Link the files if you can, examine the behemoth bips if you can.
IN RETURN, I WILL HAVE THE V WEAPONS FINISHED. So don't think this is about me offloading simple work onto someone else. I've extracted and fixed the Alien Fade, Fade Claws and Spitter, and photoshopped the runner teeth. I've replaced the Lerk and Onos v weapons, and you can see IMAGE PROOF on my other threads.
All I ask is that SOMEONE constructively help with decompiling the anims which I CANNOT DECOMPILE, and that someone with a knowledge of MODELLING take a look at that flipping behemoth.
Sorry I'm being a bit abrasive, but this is three posts down the line and still nothing productive or constructive being offered as help.
Comments
Two people reply..
AND NOT ONE OF YOU HAS ACTUALLY CONTRIBUTED PRODUCTIVELY.
BTW while I've been waiting in the misguided notion that I might actually get help, I've done another 3-4 Lerk anims and started work rearranging the Behemoth. Its not as slick a fix as it could be, but it LOOKS ok.
It is certainly deeply hilarious, to me, that mreq threads get more replies than one involving models that are MADE and only need 3 decompiled sets of anims (which, if other threads are to be believed, EVERYONE can make).
Its funny in a certain way, indeed.
Check t3h .qc
Paste this in as a new line:
$origin 0 0 2
by changing the "2" you can lower/higher his placement ingame withou aniamtion messing. Positive values move down, negatives up. Just look at both original and behemoth smd in ms3d and you should find the exact number to enter by lookin at the bip01spine's coordinates and their difference...
It's a custom model of an alien-like lookin Onos, called "Alien Behemoth".
I really think if you want people to help you at all you should be a little more polite <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I really think if you want people to help you at all you should be a little more polite <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> thats the whole sense of that what ive wrote before with lots more words... but ive not posted it... its useless and just starts a flamewar..
And even by ASKING DIRECTLY FOR THE THINGS I NEED, still virtually none of you can do anything productive.
I don't even understand why you're in the customisation forum. Its not all areq and mreq you know, there's stuff thats actually on the verge of release and only needs a little help.
Honestly, you wonder why people are quitting the community when even SIMPLE CONCISE REQUESTS are being bogged down in mindless, useless chatter.
Can anyone provide the anims and/or a fully functional decompiler? I'll only need to download them once, so if it comes to the crunch you could PM me with a private link.
Remember, its the Onos Lerk and Gorge v weapon anims.
I guess I'll just use them myself, until I get lucky and someone can help out with the anims that refuse to decompile.
*sigh*