Ultralisk V_model

douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">animation aieee</div> well i just started doin customization and thought, what better to start off with than that pesky ultralisk v_model (it doesnt exist). so i modelled it and i think it looks pretty shnazzay and then i skiinned it and that didnt look so shnazzay but it is my first and all, and then i did the animation for it. well the animation looked pretty cool i though, and i compiled it and all, and when i viewed it in hlmv everything looked good, and the animations worked. but then when i play in game they dont.

ideas? tips? pointers? midget slaves who know this? it all helps. send away. thanks.
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Comments

  • Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
    Here's a tip: Post the image <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    its kinda hard to post a lack of animation. i guess i could post the model but i dont think it would help to much.
  • CrapfaceCrapface Join Date: 2003-12-17 Member: 24496Members
    edited February 2004
    send it (along with your credit card #) to crapface at mcstupid2001@yahoo.com and all your problems will be solved.

    #edit no seriously ill fix it
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    <img src='http://members.cox.net/reader1/ultra.JPG' border='0' alt='user posted image' />

    there is the model, and i know the skin looks scrwey on the front part things, but in game it looks better. just isnt animated.
  • g0opyg0opy Join Date: 2003-11-02 Member: 22233Members, Constellation
    When it´s done, I´ll use it <!--emo&:)--><img src='http://www.natural-selection.org/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    thanks, but what i really need is help on what the hell i did wrong. could somone who has made a v_model for an alien say somethin?
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    you know how to export sequence .smd's or what? i mean what EXACTLY did you do? because you have to have a reference smd and then the actual animations go into their own files. As well bones have to be assigned if you didn't *assumes you did*.
  • g0opyg0opy Join Date: 2003-11-02 Member: 22233Members, Constellation
    Upload the file (smd, mdl, max, 3dsm or whatever) here. Some maybe´ll help ya..
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    heres exactly what i did.

    decompiled original v_lvl5 (thats original onscreen onos)

    imported lvl5_ref.smd to milkshape

    deleted everything except the big horns on the side you only see on stomp and charge.

    flattened them out, curved them some, textured them and assigned them to the respective bones.

    animated it so that the scythe blade thingys move in an attacking motion, and i did this in just the way that the tutorial sais. it worked when i previewed it in milkshape also.

    then exported it as a sequence to gore_attack.smd

    then removed the animation and exported it as a sequenceto gore_idle.smd

    and did same to all attack .smd files.

    exported as a reference to lvl5_ref

    attempted compile with milkshape, and it said missing hitboxes

    then i editted the .qc file to not compile the hitboxes, besides there is no hitboxes on a v_model anyways.

    still wouldnt compile because it was missing the change weapon things like gore-->stomp.smd

    you cant use the character ">" in a filename so i couldnt create a file for it.

    once again editted .qc to not compile weapon transitions like gore-->stomp.smd

    compiled.

    opened in hlmv and everything ran fine.

    played with it ingame and i can see the model and everything but no attack animations.

    i did notice a little bit ago that when i first turned into the onos or first spawned in co_ maps as an onos it did do the animation right then.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    <a href='http://members.cox.net/reader1/v_ultra.zip' target='_blank'>this is all the pre-compiled files, and the compiled file, and the saved milkshape file. </a>
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin-6john6doe6+Feb 8 2004, 11:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (6john6doe6 @ Feb 8 2004, 11:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> once again editted .qc to not compile weapon transitions like gore-->stomp.smd
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    thats the problem right there. you need the EXACT amount of animations in the EXACT order as the orginal or you'll get problems. Redo your qc file with the idle animation for the --> animations (i know it wouldnt make the files for you but you dont need them)
  • g0opyg0opy Join Date: 2003-11-02 Member: 22233Members, Constellation
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    ahh thank you very much!
  • g0opyg0opy Join Date: 2003-11-02 Member: 22233Members, Constellation
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    $sequence stomp_idle "idle" fps 10
    $sequence devour_idle "idle" fps 10
    $sequence gore->charge "idle" fps 25
    $sequence gore->paralysis "idle" fps 25

    so it should look something like that, then export a file named idle.smd as a sequence, right?
  • g0opyg0opy Join Date: 2003-11-02 Member: 22233Members, Constellation
    edited February 2004
    yea.

    <span style='font-size:8pt;line-height:100%'><b>EDIT</b></span> Use different animations 4 each sequence
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    well if you havent any real animation for them then yes
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    okie dokie thanks for yer help, im gonna go test it now.
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Happy days, reminds me of when I was working on my one. Didn't get much further because the origins were all off and coolcookie couldn't really do much with it.

    Trust me, it was borked, hehe.

    Yours is somewhat interesting, just bear in mind how the onos attack animations work - some will NOT PLAY AT ALL and some "idle" and transition animations actually play as attacks!!

    For tips, I suggest you examine the existing onos v model VERY CLOSELY and download the custom one I did for the Alien Behemoth.

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=46612&st=90' target='_blank'>http://www.unknownworlds.com/forums/in...pic=46612&st=90</a>

    Theres the one I was working on, it got stalled because the teeth needed jiggered around. Interestingly I also did a very very good job of changing round coolcookie's zergling to have better timed animations, though its not the one you'll find in his released pack <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->



    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=50180' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=50180</a>


    That thread has The Rules of Onos V Weapons. Follow them and your model won't have irritating animation problems.


    Good luck and enjoy!
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    <span style='color:white'>Artificial de-bumping due to forum time/date problem, please ignore this post</span>
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    well i think im gonna release it.

    maybe just see what a few people think about it b4 i do.

    if you want to playtest it pm me.
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    hand it to me, if it works, ill put it in the new starcraft pack
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    wewt, i have these, i have the ver with only 2 attacks on, if you can do an idle or summin, hand me the finished version and ill add it to my pack along with the new v_lvl3.mdl (yes the mutalisk v model)
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    I liked my ultralisk one better, tbh.
  • g0opyg0opy Join Date: 2003-11-02 Member: 22233Members, Constellation
    edited February 2004
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Necrosis+Feb 9 2004, 02:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Necrosis @ Feb 9 2004, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I liked my ultralisk one better, tbh. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ultralisk v_model?
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Yes it had teeth, so devour was quite nice.

    All in all it was pretty similar to the one I did for the Behemoth, if you follow those links I gave you should see pics of it.


    It used the same two claws but added in a hybrid skulk/lerk mouth which matched up with the tiny tiny ultralisk mouth. I was using the teeth bit for devour, just like the runner teeth for the Behemoth. The claws would have done stomp, gore and charge (according to the animation rules I laid out in the thread I linked).
  • g0opyg0opy Join Date: 2003-11-02 Member: 22233Members, Constellation
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> Post a pic plz
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    yeah that one owned, too bad it had that stupid bone problem
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