Recompiled Models Shown Out Of Place!?

AkanitAkanit Join Date: 2002-11-03 Member: 5848Members
Hi all!
Just modifying the bitmaps on weapons, players and hands, well you know.
I decompile with milkshape, change the bitmaps in photoshop (with the
right settings to keep the right size) and recompile using milkshape.
The problem is that the recompiled models seem to loose their origin. For
example: The mine got a nice grey facelift, recompiled it shows left hand
way in front of mine model and the right slightly behind. Why? I haven't
touched any of the other files.

Another thing, why don't aliens weapon models 2-5 have any qc-file when
I decompile them?

Any clues or redirection to answers would be helpful <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->

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Please dear Santa, for X-mas I wish that the Fades abilities 3 and 4
switch place and that beacon is removed or reworked.

Comments

  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited April 2005
    Don't use the old milkshape compilers/decompilers, use the ones in the attachment (also comes with an icon for .qc files <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> )

    The alien v models 2-5 contain .smd's with filenames which are not allowed in windows, so the decompiling process breaks.

    Someone has a set of decompiled v models and a guide on how to edit the animations concerning them, but you might also use a HEX editor to edit the filenames in the .mdl before decompiling.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    If you're just doing reskins, you can use HLMV to export/import textures for easy editing.
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