Ultralisk V_model
douchebagatron
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.
ideas? tips? pointers? midget slaves who know this? it all helps. send away. thanks.
Comments
#edit no seriously ill fix it
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.
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.
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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)
$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?
<span style='font-size:8pt;line-height:100%'><b>EDIT</b></span> Use different animations 4 each sequence
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!
maybe just see what a few people think about it b4 i do.
if you want to playtest it pm me.
ultralisk v_model?
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).