[MWIP] R14a Scattergun
BrigadierWolf
Join Date: 2003-05-30 Member: 16876Members, Contributor
<div class="IPBDescription">Is this thing on?</div>*Dusts off his monitor* Hello!? I am be from the Internet. Yes? Ducks?
umm.. Yeah. Ok, Now that thats over with. I was playing some NS the other day and felt like working on something. I went through some of my old designs, and came across the R12 scattergun, so I decided to revamp it as a Semi-Automatic. The R14a was born. No skins yet.
A question though. Does anyone know if its possible to export Half Life 1 SMDs from Maya? because Id like to animate it in there is I can. Ive exported a half a ton of HL2 smds from Maya, is there some kinda work around to make HL1 SMDs?
<img src="http://img221.imageshack.us/img221/4231/r14a2ri7.jpg" border="0" alt="IPB Image" />
umm.. Yeah. Ok, Now that thats over with. I was playing some NS the other day and felt like working on something. I went through some of my old designs, and came across the R12 scattergun, so I decided to revamp it as a Semi-Automatic. The R14a was born. No skins yet.
A question though. Does anyone know if its possible to export Half Life 1 SMDs from Maya? because Id like to animate it in there is I can. Ive exported a half a ton of HL2 smds from Maya, is there some kinda work around to make HL1 SMDs?
<img src="http://img221.imageshack.us/img221/4231/r14a2ri7.jpg" border="0" alt="IPB Image" />
Comments
are you kidding me that should be a hack it looks soo good lol
Nice work
Nice model btw.
to exsport for hl one tho so far i have had to try and make QC files from semi scratch, also when exsporting really unceack and the exsport pyshic type material type as alot ot non of them as far as i have seen work in hl one as in when useing the smd compile i keep geting from the QC's base type doesnt exsist
the other thing i have been doing *shush i know this is a little bad, is sort of ripping as much info as i can form the Qc files ill be replaceing the model with and also useing the original models bones and animations and so on, bascily next year we wil lbe learnign bones and working in the live side of maya, i know enough to get my by but not enough to produce brilliant peice of animated works of art, if you know how to key fram in maya you can pritty much make your animation tho just remeber where they start and end
also please please track down the HP hands that are running around
hum the options i cheack currently are
1 idle frame
texture
gen QC
compile
hlmv thumb
in the paths i change teh texture from a mb file to a .bmp
skrew the qc settings, i dont know i cant seam to work static prop or any form of prop material to be recognised *shrugs
as for animations lable so you can remeber them for your own QC, and mark the start frame and the last frame before your next key frame which should be the start of yoru next animation, i supose you could key frame your last frame as well who knows
currently where i am at with all my qc fiddaling in the last few days is a issue with $BHbox XXX.XXX, XXX.XXX
i figure they are Xyz on positon them xyz's on rotation but the ns hb cowardinates in the ns qc's dont match up to maya cowardinates, also i dont blevie i woudl know how to even add a hit box to my model, again i might just steal the ns one
i am sure someone will jump in here under me and rudely correct any thing i say so in that case its prolly best to listen to them,
tho sicne i am in the same boat as you brig it would be nice if they where polite about it
looks like we will need to exsport it as smd, then breifly put into some other program milk shape maybe to compile it
OH one more thing Brig make sure you keep your work triangulated polygons>triangulate
should be down near clean up
i am useing Source Exporter 2.5 for maya 4-7 updated by Prall, kratisto compiler_decomipler, with maya 7.0
i have my model, i have it textured with a rather crappy dis map and the required phongE shader
i have my bone tied to the model, i have my bounding box caculated
i think my issue is i wouldnt know a QC if had one tattooed on my body, i am just simply useing what i know to try and make one
bascily
this is what i got
/*
==============================================================================
acidrocket.mdl
Original name:
"C:\mess\acidrocket_ref.mb"
==============================================================================
*/
$modelname "acidrocket.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
$body "body" "acidrocket_ref"
$hbox 0 "Sphere01" -11.150000 -11.570000 -18.750000 11.150000 11.570000 18.750000
$sequence "idle" "acidrocket_ref_idle" fps 20
but the compiler
gets the correct folders C:mess blah blah
it enters the qc file
it grabs the smd
it grabs the idle smd
*******error************
cannot find bone Sphere01 for bbox
now i have tryed every thing i can think of with manipulating the hbox area and the bbox area and no luck
i am at the point where it would be nice if some one said here give this a shot this is how i do it and its always worked for me
: )
my current bounding box min max values are
-56.002 -16.444 -16.554 27.587 18.158 16.363
and yes Sphere01 as a join/bone does exsist and is bound to my mesh
I would like to see this baby in action, so like blasting away some nasty skulk or lerks <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
gg aliens down <img src="style_emoticons/<#EMO_DIR#>/marine.gif" style="vertical-align:middle" emoid="::marine::" border="0" alt="marine.gif" />
*holds a gun up to brigs head* this gun is hot! when will it be finished? <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Anyway. I mocked up another variant. I figured since the one I posted above was the R14a1, there had to be a regular R14, and heres what I imagine it would look like. I essentially just turned it into a Civilian weapon.
<img src="http://brigadier.sirkain.net/R14shotgun.jpg" border="0" alt="IPB Image" />
Having seen some of his previous works, it's obviously not skinned, he just threw a couple quick materials together.
<!--QuoteEnd--></div><!--QuoteEEnd-->
we all know that
besides, he said it himself in the first post <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
pretty good work Brig!
we all know that
besides, he said it himself in the first post <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1597580:date=Jan 11 2007, 05:55 PM:name=Drfuzzy)--><div class='quotetop'>QUOTE(Drfuzzy @ Jan 11 2007, 05:55 PM) [snapback]1597580[/snapback]</div><div class='quotemain'><!--quotec-->
Looks amazing as always, <b>steel seems a little flat on the texture side</b> though
<!--QuoteEnd--></div><!--QuoteEEnd-->
Not all of us <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
please show polycount!
Sorry guys.
Best of luck with NMRiH.
Unfortunately I dont think Im gonna finish this. Work load has picked up on NMRiH, plus after playing NS for 2 weeks straight, I remembered why I stopped playing. Too stale.
Sorry guys.
<!--QuoteEnd--></div><!--QuoteEEnd-->
MSN me the .max, ill uv and maybe skin.
Unfortunately I dont think Im gonna finish this. Work load has picked up on NMRiH, plus after playing NS for 2 weeks straight, I remembered why I stopped playing. Too stale.
Sorry guys.
<!--QuoteEnd--></div><!--QuoteEEnd-->
noooo now im gonna cry lol :/