Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - CaptainCrazy

#16
Quote from: K@rt on October 23, 2013, 12:00:15 AM
Quote from: CaptainCrazy on October 22, 2013, 02:09:01 PM
Okay tried it with a CSS skeleton and the same problem persists and my friend said my .QC is waaaaaay too small.  I guess i'll just have to give up hope that WW can do this and go back to the annoying old ways lol.

The skeleton isn't in the .qc file, it is in the base meshes .smd file. The .qc file only contains info about jointconstraints and bone merging and even with a full working skeleton will only be 5-10Kb....  i don't know in your friends world what "waaaaaay too small" corrosponds to, but in real terms gonna be about 7-8Kb at most**

But you don't need to try and tell from the size fo the .qc file... just open it in notepad - if you get jointconstrain and bonemerge and sequence info in it then it means the skeleton IS getting decompiled but you're not importing the .smd correctly into max. If the decompiled .qc file doesnt contain that info (and as I said before, if the main mesh .smd file doesnt start with a node list) then it means you are decompiling the models incorrectly in the first place.

Normally CS:S models are EASY to decompile and even the old, unedited versions of MDLdecompiler can handle them. With some later models (IDST1 format) MDLdecompiler won't work. Look for Crowbar, but I don't know if it has gone on general release yet or not.

The dropbox link I gave you above (to a decompiled custom CS:S model) contains a skeleton which imports fine into max. Now this is from somebodys custom model so it is still probably better to goto the Source original models... however the point is it works - try importing this and if you can't then its you who is making mistakes because I imported it fine.

Like I said before if you use the WW importers then you may lose the skeleton when it is imported, but its there in the smds so just use wunderboys importer instead.



**Oh, and as a foot note, in the meshes SMD file the skeleton itself will take up about 6kb of the total file (which will probabaly be between 1500-3000Kb in total) and the weighting info will probably be upto 500Kb in size, depending on the complexity... so it is pretty much impossible to look at the size of an SMD file and KNOWwhether the skeleton is there either.

Well she showed me her .QC file for a standard character with no new animations and it had a long list of things in it regarding joints and such.

In model viewer the skeleton rig seems to be horizontal on the floor yet the character mesh is vertical as it should be.  Even if i enable or disable the rotation option in WWMT it makes no difference.
#17
No no i don't mean that, i know how to skin a mesh to a skeleton... I mean when i de-compile the .MDL for use in 3DS Max, only the model gets de-compiled, no skeleton with it, the skeleton i need to use in order to skin a character to.

Okay tried it with a CSS skeleton and the same problem persists and my friend said my .QC is waaaaaay too small.  I guess i'll just have to give up hope that WW can do this and go back to the annoying old ways lol.
#18
Thanks i did know where they were earlier but it kept telling me nothing was in them .VPK files so i downloaded GCFScape and it works now  ;D


Can't seem to get the bones to export with the model though which kinda sucks because i need the skeleton from it.
#19
Understood  ;D

I can't quite find where to, well, find the CSS player models and such though only the HL2 ones under the .GCF?
#20
***EDIT***

Just read your comment, yeh that's pretty much it and maybe that's the problem... I'm trying to use a skeleton from DeathMatch for CSS.  Well a skeleton from HL2 actually that i got from Valves website..


For now, I just want to export a biped rigged to the Valve skeleton (from 3DS Max) and use CSS animations, just so i can get the hang of it you know?

I'd also like to do it for Deathmatch possibly.

So to recap.

Export a Valve rigged character from 3DS Max.
Import it into Source.
Have that character use the Source animations.
Be able to use it in a game.
#21
Thanks, i just can't seem to find any decent tutorials out there on how to do this but if you know of any then that would help me a lot!

I'll try Max 2012  ;D
#22
I was advised to ask you, K@rt, because apparently you're pretty much in the know how.  I can't seem to import even a player model provided by Valve with all the correct bone names and everything.

The player model is view-able in HLMV but there are no animations for it and i just wish to use default HL2/CSS animations so i can get a feel for making custom players.

Could you please help me as i've been through a lot of Google search results but had no luck at all so i figured i'd come here to ask instead of pestering Shawn who has been a lot of help as it is xD

I've tried using the cs_player_shared.qc and injecting into the QCI in WW but then it comes back with messages like:


And i am again reminded of why Source used to infuriate me when other engines are much more lush yet simpler to use lol.

I can pretty much do everything else regarding modeling and mapping but this is just not working for me xD

***EDIT***

Okay i got it working but now i get messed up poses like this  >:(
#23
This is driving me crazy.  How do i tell it that i want, for example, my directory to be this?:

Models:  E:\Program Files\Steam\steamapps\sourcemods\sgm_dev\models\sgm_sgc
Materials:  E:\Program Files\Steam\steamapps\sourcemods\sgm_dev\materials\sgm_sgc\models

It needs to be compiled in the SDK 2007 by the way because later versions will not work with this mod.

So can somebody please tell me how i can make it compile to them folders?

Thank you!
SMF spam blocked by CleanTalk