Counter-strike M4a1 As Lmg Model

ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
<div class="IPBDescription">need help</div> Hi i've been working on getting some counter-strike models to work properly on ns, so far I was able to get the colt as lmg but it appears to be on the left hand rather than right also it has no reloading model sequence, any fixes will be appreciated.

Comments

  • SpetsnazSpetsnaz Join Date: 2003-12-26 Member: 24761Members, Constellation
    you can go through a process of mirroring the whole m4a1 itself in milkshape but im not too sure on how to do it. Plus the default M4A1 sucks, how about some custom models?

    Go work though!
  • morphzmorphz Join Date: 2003-04-19 Member: 15640Members, Constellation
    Yeah, you need to go to tools in milkshape, then Mirrorall and change each animation like that. There should be a CS reload animation, you must have done something with the sequence or the file.
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    edited March 2005
    one question, where do i get that program so i can animate the model sequence?

    Edit: nvm i've found the program, but it wont let you load up the models <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    btw can i fond an m4a1 custom model for my lmg on any sites? i dont want to download it off fileplanet as i have yet have an account with them
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    get milkshape

    - go to tools -> hl tools -> decompile mdl

    -- file -> import -> smd -> *.smd

    * = the smd names. Import ALL of them (not at once) and use the mirror animation tool (search the menus i don't use it so i donno which it's in) save them back as the original smd, then:

    tools -> hl tools -> compile qc file -> X.qc

    x = the name of the mdl you decompiled IE v_lmg.mdl would generate v_lmg.qc. That's what you're looking for
  • slayerkl2slayerkl2 RUFCKINGKETAMINE?????? Join Date: 2004-10-17 Member: 32324Members
    use gflip (ggogle it. Its on clan of dead goat it flips models and aniamtions)
  • StarStarGrizzlyStarStarGrizzly Join Date: 2004-02-06 Member: 26139Members
    Do it the right way

    Converting a CS model to NS arms/animations
    By **Grizzly

    Im not releasing a model but the CS model used is Quad's model, skinned by Solid Snake.
    You will need Milkshape 3d and HLMV to do this.

    Step 1:Put the cs model in one folder and the ns model in another. Get the v_ models.

    Step 2:Decompile both models.
    <img src='http://webpages.charter.net/starstargrizzly/1.jpg' border='0' alt='user posted image' />
    Step 3:Open Milky and go to file<import<half life smd

    Step 4:Import the CS model. Check triangles only. In the groups tab delete the hands.

    Step 5:Import the NS model. Check all boxes.
    <img src='http://webpages.charter.net/starstargrizzly/2.jpg' border='0' alt='user posted image' />
    Step 6:Find out what bones are the hands and which ones are the gun.
    Ignore the hands we just wanna switch the gun. Go to the joints tab and click on a bone and press selassigned to see what its assigned to. As you convert you may notice a pattern in the bones.
    <img src='http://webpages.charter.net/starstargrizzly/3.jpg' border='0' alt='user posted image' />
    Step 7:Assign joints.

    NS def animations
    Bone 53:Barrel
    Bone 51:Slide
    Bone 55:Trigger
    Bone 49:Mag
    Bone 02:Everything else.

    Step 8:Use the select tool to select what you need to. When you have, say the trigger selected
    go to the joints tab and press assign. Some tips, press selunasssigned to see what isnt
    assigned, a good way to select everything else. Use the groups tab to try select some groups
    that you may be able to use. The most common ones are the mag and the slide.

    Step 9:The CS model is too big :O So select it and go to scale. Change X Y Z all on .9 then press
    scale until its the right size.

    Step 10:Once the model is the right size it needs to be in the right spot.Use move tool to put it in place. Make sure its in the right place ON ALL THE AXIS.
    <img src='http://webpages.charter.net/starstargrizzly/4.jpg' border='0' alt='user posted image' />
    Step 11:Delete the old model, use the group tab.

    Step 12:File<export<halflifesmd

    Step 13:Save it over the old ref smd on the NS gun.

    Step 14:Copy paste textures
    <img src='http://webpages.charter.net/starstargrizzly/5.jpg' border='0' alt='user posted image' />
    Step 15:Compile the ns qc file.

    If you have any problems then play around with it and teach urself its the best way to learn.
    The more you do it the faster and the more you will learn about milky.

    PS heres the <a href='http://webpages.charter.net/starstargrizzly/mdl_flip.rar' target='_blank'>Model Flipper</a>
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    Thanks for the info, as I know now how to decompile and recompile the models, but one problem as I am new to this.

    The model which I've attempted to modify made it look worse, when i shoot the model dissapears which makes it very bad to me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

    Heres a pic of what it looks like now
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    Nubs, do it right. <a href='http://cdg.csnation.net/viewtopic.php?t=11898' target='_blank'>click</a>
  • slayerkl2slayerkl2 RUFCKINGKETAMINE?????? Join Date: 2004-10-17 Member: 32324Members
    c fuzzy litenes to me ^o^. NUBS
  • StarStarGrizzlyStarStarGrizzly Join Date: 2004-02-06 Member: 26139Members
    <!--QuoteBegin-StarStarGrizzly+Mar 11 2005, 04:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (StarStarGrizzly @ Mar 11 2005, 04:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> PS heres the <a href='http://webpages.charter.net/starstargrizzly/mdl_flip.rar' target='_blank'>Model Flipper</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    old school>practicality <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ZerotechZerotech Join Date: 2003-12-20 Member: 24583Members, Constellation
    <!--QuoteBegin-Drfuzzy+Mar 11 2005, 05:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Drfuzzy @ Mar 11 2005, 05:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Nubs, do it right. <a href='http://cdg.csnation.net/viewtopic.php?t=11898' target='_blank'>click</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    link doesnt seem to work
  • StarStarGrizzlyStarStarGrizzly Join Date: 2004-02-06 Member: 26139Members
    cdg has been getting hacked for a little while.
  • slayerkl2slayerkl2 RUFCKINGKETAMINE?????? Join Date: 2004-10-17 Member: 32324Members
    sadly someones out to get them. They have great cs models n such and are very helpfu; ppl.
  • DrfuzzyDrfuzzy FEW... MORE.... INCHES... Join Date: 2003-09-21 Member: 21094Members
    <!--QuoteBegin-slayerkl2+Mar 12 2005, 10:00 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (slayerkl2 @ Mar 12 2005, 10:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> sadly someones out to get them. They have great cs models n such and are very helpfu; ppl. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Prob some nub got mad at a admin banning them for them posting in the wrong section one too many times, as happens in these forums way too often.
  • StarStarGrizzlyStarStarGrizzly Join Date: 2004-02-06 Member: 26139Members
    hl2world <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad-fix.gif' border='0' style='vertical-align:middle' alt='mad-fix.gif' /><!--endemo-->
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    In order to make the model be displayed from the right "view-point" you ahve to edit the $origin value.
    you can use Jed's HLMV to find out the correct origins to use.
    In order for the animations to be displayed correctly you have to have a look at the $sequence order on the default weapon's .qc file.
    In order to sync animations you also have to look that the mathematic result X of
    (Number of FPS) : (Number of Frame) = X
    stays the same, so you have to change the FPS accordingly to the animation's length (HLMV tell you the lenght of a sequence when you have it selected)
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