Can someone give me an instruction on how to convert css or other source games models for a playermodel at empires? I want to use custom models such as Section 8 Armor Suit for a BE Rifleman or Engineer.
-google extract of section 8 models (unreal engine?) to 3d modeling program -export to .smd from modeling program -compile .smds with studiomdl -wait for empires custom content support ;P
From CS:S it's not hugely difficult, I know we got models ingame from gmod. But other games, I have no idea. They'd need a new skeleton and stuff, so have fun with that.
That's irrelevant, you can get around that. To put it simply, you aren't competent enough to do it. And neither are 99% of the people on these forums, myself included.
Ok... Good to hear that, well i wanted to convert this *CSS Model Port* http://s-low.info/forum/viewtopic.php?f=6&t=838 to a empires player model. So can anyone explain how?
could someone point me in the right direction on how to properly port models in empires? http://steamcommunity.com/id/harryhoot1/screenshot/576671718642944140?tab=public this is the replacement for the NF jeep, but the wheels don't rotate...why?
I thing you just need the proper bones in the middle of the wheels, but I'm just guessing. Tank tracks are an animated texture. :p
[{tracks: yes, wheels: no}] you need proper bones for each wheel i think it is just handeled modelwise with the right names, rest does the code as there are no driving animations (atleast for the tank) //oh and i nearly forgot: the wheels need to be own single objects, they can be part of the body but they shouldnt be welded to it //technically it isnt even an animated texture, the code is just shifting the UV-coordinates //lol at graphics on the pictures with the other jeep -> minecraft empires? xP
I've detached the wheels of the jurassic park jeep in 3ds max, and gave them each a name I then merged the jurassic park jeep and the nf jeep in milkshape, and then proceeded to assign the bones, I assigned all the bones, but still no luck.
just try to copy over the exact behaviour and hirarchy of the wheels and it should work -same names for the bones -same names for the wheels if they are single objects -make them single objects if they are on the original / attach them to the body if they are on the original (note: attach != weld) //and you will have to skin the vertices to the bones properly of course
just gunna jump in here quickly. would someone be able to write / make a quick video tutorial on recompiling player models for use with a different model. I am actually willing to give milk and cookies or a little paypal donation on this one.