Fade Claws And Acid Rocket Models
Necrosis
The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
<div class="IPBDescription">Any chance please?</div> A while back I heard talk of new models coming out in a similar style to the 1.0 compatible Aliens style claws and acid spitter..
But there's nothing in the release thread (although I can find an Alien model for all the creatures).
So will we see Aliens style claws and suchlike soon? Pleeeease? If I was a modeller I'd do it myself, however I'm not, so I'm relying on the kindness of others...
But there's nothing in the release thread (although I can find an Alien model for all the creatures).
So will we see Aliens style claws and suchlike soon? Pleeeease? If I was a modeller I'd do it myself, however I'm not, so I'm relying on the kindness of others...
Comments
I've been to T2K but their link for Fade Claws 2 didn't work.
And the only thing I've read is of course about Daphisto's versions. The most recent topic is about a week old, so I thought it would be ok to ask for info.
I'm new, so if there's some reason why claws/teeth/acid rocket/gorge/lerk/onos bits can't be done, then tell me, cos I'm under the impression that you can change them.
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Still, thanks for taking them time to reply.
If I download the trial version of milkshape (legal afaik for 30 days) is that long enough for a modelling noob like myself to take two premade models and combine them into a 2.0 compatible fade pack?
Could I do it, or am I deluding myself?
1. After you've download your copy of milkshape and installed it take the old alien hands with the skin you want and put it in one subfolder and put the new fade hands in another subfolder.
2. From the Tools dropdown menu use Kratistos (or something) HL Model decompiler on both of the v_models. Make sure you have all the things checked off.
3 Select the reference file (most likely v_lv4_claw_ref or something) and the BMP files from the old alien hands directory and paste it into the new claw directory (you should overwrite the ref)
4. Select Tools-> Halflife->Compile QC and select the one in the new fade claw directory and compile.
5. Retrieve your newly forged model from the new fade claws directory.
Just spent all day with wordpad changing the numbers by hand...
Yes, I do make things hard for myself.
Thanks for the help!
Astute viewers will note that the reason I couldn't just switch models is because the fade acid rocket is on the RIGHT of the screen, whereas these teeth are in the middle.
Since this is mostly a cobbled together job, other than the original authors, who do I contact on the team about the copying of standard fade claw anims onto these custom claws?
- Milkshape Expired (meh)
-Too lazy
-Don't understand
The only reason I had to create new anims was because the acid spitter alien teeth need to be on the bottom of the screen - not on the right hand side.
I just mangled them together for NS 2.0 compatibility, and added animations. They're completed, but being held back til the Onos/Lerk v weps are finished. Then they'll all appear at once <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Right now I'm on the last 2 anims for the lerk v weapons.
Then its the onos, now that a kind soul unpacked it properly. And after that the gorge, and after that a release.
i'm working on restoring that file to order, along with the other 19 files that do not currently function.
just hang in with me, i'll get them up soon...
question is, would you want me to update the hands first, or just restore them ASAP?