On reskinning the arms, read the readme: <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You may reskin the arms to fit into your custom scheme, please ask permission before reskinning or reanimating the model, or including it in any model pack.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> I'm using different textures myself... As far as doing any other hack for personal use, obviously there isn't any way to stop it even if I wanted to, but I would appreciate being asked before a public release...
True, the anims are not perfect, but ingame, you really can't tell so much. I decided to leave the cocking motion in the draw anim because 1) it just adds a little flavor, and 2) there's so much of the model that you can't see, even if I'd added a lever, you'd never see it. That's why I chose to animate the reload and the idle2 in the upraised position- just to show off Bot's and Andersen's fantastic work...
**edit** Found a couple of third-person ingame shots: <img src='http://home.fuse.net/brimstone/spiketest04.jpg' border='0' alt='user posted image' /> <img src='http://home.fuse.net/brimstone/spiketest08.jpg' border='0' alt='user posted image' />
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
edited July 2004
Good job releasing, but there are a few issues with the model, allow me to point them out: - the hands smoothing is fubared, even though normally the whole hand model is all assigned to one smoothing group, right now its set to many, and for that reason the hands look flat, choppy, and look like they are flate shaded, this needs fixing more than anything -the animations are very very robotic, and some times painful to watch, did you actually "make" these animations, or did you just pull em from other weapon animations, as it looks like, since when he pulls the gun out he pulls an imaginary stock back -the origins look weird, I suggest setting them at an $origin -1 1 1 offset to fix this problem
Drake- reskin the gun, no problem- modify Bot's skin, that's up to him...
Ice- The anims were adapted from the Famas mentioned. Smoothing groups I seem to have a block on- I can never get them right. The origin suggestion I'll consider, thx. The draw anim: <!--QuoteBegin-Brimstone+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brimstone)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I decided to leave the cocking motion in the draw anim because 1) it just adds a little flavor, and 2) there's so much of the model that you can't see, even if I'd added a lever, you'd never see it. That's why I chose to animate the reload and the idle2 in the upraised position- just to show off Bot's and Andersen's fantastic work...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> As far as "smoothing" out the anims, we'll see... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Brimstone you mentioned the sounds you were using are from Jaeger's Impact rifle, is that available to the public? I haven't been able to find that specific gun, would appreciate if anyone knows a link to it?
Evil_IceJoin Date: 2004-07-09Member: 29827Members, Squad Five Blue
edited July 2004
Brimstone, that's cool, as for the smoothing, this is an easy fix I would be more than happy to help you with, open up your reference smd file in milkshape, then select all the faces of the hands/arms, and goto the "groups" tab on the tools menu, then at the bottom you notice those little boxes with numbers in them, from 1 to 32? those are your smoothing groups, smoothing is assigned by selecting a number of faces that you want to all have the same rounding on them, like a cylinder, you want the whole round part to be on the same smoothing group, but the 2 caps on the ends to be a seperate smoothing group, then switching the smoothing group tool from "select" to "assign" and clicking on one of the number boxes it will reassign all of those polies to a new smoothing group, fixing the flat shaded error, a very easy fix, then reexport your reference file, and re compile it, and check out the model, then tell me that don't look oh so much better <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> [edit: typos are overrated]
Wow <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> not bad dude I like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
looking at the model now, there are a few niggles i have. smoothing & origins, mainly. i'll try to fix them up myself (smoothing & stuff i can generally do pretty well) then i'll PM you (Brimstone) and let you know how i got on. this model could really, really shine given a few loving touches ^_^
This is nice, but the reload animation really bugs me. How he quickly releases the clip, then just kinda waits, then does everything else so fast, with the long waits. Other than that it made me play NS again.
<!--QuoteBegin-MrSocks+Jul 17 2004, 11:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MrSocks @ Jul 17 2004, 11:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Brimstone you mentioned the sounds you were using are from Jaeger's Impact rifle, is that available to the public? I haven't been able to find that specific gun, would appreciate if anyone knows a link to it? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
/edit: oh and... btw... I use the origins 0 -8 -2 on the model now <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
<!--QuoteBegin-Demiguise+Jul 18 2004, 10:27 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Demiguise @ Jul 18 2004, 10:27 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> [...] Also how do i change the origins? [...] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> decompile the model. open the qc file with notepad
add the following line to it (in <b>bold letters</b>):
Comments
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You may reskin the arms to fit into your custom scheme, please ask permission before reskinning or reanimating the model, or including it in any model pack.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I'm using different textures myself...
As far as doing any other hack for personal use, obviously there isn't any way to stop it even if I wanted to, but I would appreciate being asked before a public release...
True, the anims are not perfect, but ingame, you really can't tell so much. I decided to leave the cocking motion in the draw anim because 1) it just adds a little flavor, and 2) there's so much of the model that you can't see, even if I'd added a lever, you'd never see it. That's why I chose to animate the reload and the idle2 in the upraised position- just to show off Bot's and Andersen's fantastic work...
**edit**
Found a couple of third-person ingame shots:
<img src='http://home.fuse.net/brimstone/spiketest04.jpg' border='0' alt='user posted image' />
<img src='http://home.fuse.net/brimstone/spiketest08.jpg' border='0' alt='user posted image' />
- the hands smoothing is fubared, even though normally the whole hand model is all assigned to one smoothing group, right now its set to many, and for that reason the hands look flat, choppy, and look like they are flate shaded, this needs fixing more than anything
-the animations are very very robotic, and some times painful to watch, did you actually "make" these animations, or did you just pull em from other weapon animations, as it looks like, since when he pulls the gun out he pulls an imaginary stock back
-the origins look weird, I suggest setting them at an $origin -1 1 1 offset to fix this problem
that's all though, good job converting the model
go go go!
omgz0rs stripezzzzzz!
Ice- The anims were adapted from the Famas mentioned. Smoothing groups I seem to have a block on- I can never get them right. The origin suggestion I'll consider, thx. The draw anim:
<!--QuoteBegin-Brimstone+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brimstone)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I decided to leave the cocking motion in the draw anim because 1) it just adds a little flavor, and 2) there's so much of the model that you can't see, even if I'd added a lever, you'd never see it. That's why I chose to animate the reload and the idle2 in the upraised position- just to show off Bot's and Andersen's fantastic work...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As far as "smoothing" out the anims, we'll see... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I haven't been able to find that specific gun, would appreciate if anyone knows a link to it?
w00t! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
that's cool, as for the smoothing, this is an easy fix I would be more than happy to help you with, open up your reference smd file in milkshape, then select all the faces of the hands/arms, and goto the "groups" tab on the tools menu, then at the bottom you notice those little boxes with numbers in them, from 1 to 32? those are your smoothing groups, smoothing is assigned by selecting a number of faces that you want to all have the same rounding on them, like a cylinder, you want the whole round part to be on the same smoothing group, but the 2 caps on the ends to be a seperate smoothing group, then switching the smoothing group tool from "select" to "assign" and clicking on one of the number boxes it will reassign all of those polies to a new smoothing group, fixing the flat shaded error, a very easy fix, then reexport your reference file, and re compile it, and check out the model, then tell me that don't look oh so much better <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
[edit: typos are overrated]
I wouldn't try to stop you from changing Bot's skin, Drake, it's just not my place to give permission, either...
I haven't been able to find that specific gun, would appreciate if anyone knows a link to it? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
/edit: oh and... btw... I use the origins 0 -8 -2 on the model now <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Also how do i change the origins?
And please someone reanimate this
Also how do i change the origins?
[...] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
decompile the model.
open the qc file with notepad
add the following line to it (in <b>bold letters</b>):
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->/*
==============================================================================
QC script generated by Half-Life MDL Decompiler 1.2
2003, Kratisto. Based on code from Valve's HL SDK.
v_hmg.mdl
Original internal name:
"v_hmg.mdl"
==============================================================================
*/
$modelname "v_hmg.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000
<b>$origin 0 -8 -2</b>
//reference mesh(es)
$body "body" "hmg_ref"
// 2 skin families
$texturegroup skinfamilies
{
{ "hands.bmp" }
{ "hands_black.bmp" }
}
// 1 attachment(s)
$attachment 0 "Bone53" 2.500000 -32.500000 0.000000
// 9 hit box(es)
$hbox 0 "Bone02" -17.595127 -12.293942 -1.270000 4.920000 11.230000 3.521797
$hbox 0 "Bone52" -6.935192 -5.257175 -22.640501 0.000000 0.000000 0.000000
$hbox 0 "Bone03" -1.550000 -2.140000 -0.990000 1.820000 1.350000 1.070000
$hbox 0 "Bone04" -2.330000 -1.370000 -1.250000 0.000000 0.830000 0.170000
$hbox 0 "Bone47" -2.200000 -0.030000 -1.440000 2.060000 10.520000 1.980000
$hbox 0 "Bone26" -1.550000 -2.140000 -1.060000 1.820000 1.350000 0.720000
$hbox 0 "Bone27" -1.986841 -1.070000 0.000000 0.160000 0.570000 1.250000
$hbox 0 "Bone28" -0.506462 -1.400000 -0.920000 0.590000 0.070000 0.460000
$hbox 0 "Bone25" -2.190000 -0.030000 -1.970000 2.060000 10.520000 1.440000
// 8 animation sequence(s)
$sequence "idle" "idle" fps 20
$sequence "idle2" "idle2" fps 14
$sequence "idle3" "idle3" fps 11
$sequence "reload" "reload" fps 22 {
{ event 5004 8 "weapons/pistol_slide_release.wav" }
{ event 5004 52 "weapons/hmg_clipout.wav" }
{ event 5004 84 "weapons/hmg_clipin.wav" }
{ event 5004 110 "weapons/pistol_slide_release.wav" }
}
$sequence "shoot_top" "shoot_top" fps 20 { event 5001 0 "20" }
$sequence "shoot_bottom" "shoot_bottom" fps 20 { event 5001 0 "20" }
$sequence "shoot_empty" "shoot_empty" fps 20
$sequence "draw" "draw" fps 20 { event 5004 4 "weapons/hmg_draw.wav" }
// End of QC script.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
compile.
done. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Those origins would be appropriate for a bazooka....
I'd like to see pics of any reskins before we talk release...
Oh, and Kaine, Dr.X, and especially Evil_Ice, thanks for understanding the concept of <u>constructive</u> criticism...