Converting Other Source model for a playermodel *How?*

Discussion in 'Art' started by Icefrenzy_TKER, May 18, 2011.

  1. Icefrenzy_TKER

    Icefrenzy_TKER Member

    Messages:
    132
    Likes Received:
    0
    Trophy Points:
    0
    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.
     
  2. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    -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
     
  3. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    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.

    [​IMG]
     
  4. Icefrenzy_TKER

    Icefrenzy_TKER Member

    Messages:
    132
    Likes Received:
    0
    Trophy Points:
    0
    Ohh ya....the custom content support.....Damnit M00tant!
     
  5. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    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.
     
  6. Icefrenzy_TKER

    Icefrenzy_TKER Member

    Messages:
    132
    Likes Received:
    0
    Trophy Points:
    0
  7. Grantrithor

    Grantrithor Member

    Messages:
    9,820
    Likes Received:
    11
    Trophy Points:
    0
    I'll do that like boom boom pow in seconds if its as simple as gmod models.
     
  8. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    It usually requires a recompile using the Empires qcs or someshit. I forget.
     
  9. harryhoot1

    harryhoot1 Member

    Messages:
    663
    Likes Received:
    0
    Trophy Points:
    0
  10. Trickster

    Trickster Retired Developer

    Messages:
    16,576
    Likes Received:
    46
    Trophy Points:
    0
    Needs an animated texture I guess.
     
  11. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    animated texture? dont tell me tank wheels are rotating textures ...
     
  12. w00kie

    w00kie Mustachioed Mexican

    Messages:
    3,863
    Likes Received:
    13
    Trophy Points:
    0
    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
     
  13. flasche

    flasche Member Staff Member Moderator

    Messages:
    13,299
    Likes Received:
    168
    Trophy Points:
    0
    yes and i wrote wheels for a reason ...
     
  14. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    [{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
     
  15. harryhoot1

    harryhoot1 Member

    Messages:
    663
    Likes Received:
    0
    Trophy Points:
    0
    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.
     
  16. f1r3w4rr10r

    f1r3w4rr10r Modeler

    Messages:
    2,475
    Likes Received:
    4
    Trophy Points:
    0
    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
     
  17. craig.gates

    craig.gates Member

    Messages:
    109
    Likes Received:
    0
    Trophy Points:
    0
    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.
     
  18. Smithy

    Smithy Developer Staff Member Administrator

    Messages:
    333
    Likes Received:
    68
    Trophy Points:
    0
    Firstly, ew milkshape. Secondly, craig i already showed you once. :[
     
  19. LordDz

    LordDz Capitan Rainbow Flowers

    Messages:
    5,221
    Likes Received:
    0
    Trophy Points:
    0
  20. vipervicki

    vipervicki Member

    Messages:
    2,611
    Likes Received:
    130
    Trophy Points:
    0
    But he had to reformat and lost all his notes on it
     

Share This Page