After many failed attempts at trying to reanimate the Akimbo Brenodi pistols uploaded and posted on the forums. I am still getting nothing but tracer effects when I recompile the models and use them in-game. All I have attempted to do so far is to edit the .qc file (with notepad++ to ensure it doesn't break the code) to change the 22 fps melee attack to a 30 fps melee attack. However, even with this simple adjustment the model is refusing to cooperate. This is currently what I am doing to fix the fps: 1) Use Notepad++ to change the .mdl's "IDST0" to "IDST," so that it can be read by mdldecompiler 2) De-compile the edited Dual Brenodi pistol .mdl to it's .smd state with mdldecompiler located in my sourcesdk/bin/ep1/bin directory. 3) Edit the .qc file (Change "$sequence melee "melee" ACT_VM_SECONDARYATTACK 1 fps 22.00" to "$sequence melee "melee" ACT_VM_SECONDARYATTACK 1 fps 30.00") 4) Compile that data with GUIStudioMDL (ep1, output is Empires main directory) 5) Run Empires to test imp_pistol1 Anyone who has had experience compiling v_models for Empires could most likely tell me what I am doing wrong here. I have all of the programs needed to do this (including the Blender 2.5.5 beta with .smd import and export scripts) all I need is a little advice.
Because you're using ep1. You need to use the mdlcompile in source2007. sourcesdk\bin\source2007\bin\studiomdl.exe
If you're trying to reverse engineer something at least do it right. We have all low poly model sources available in public (tester) SVN.
So you're trying to increase the fps of the melee attack? Man it has been AGES since I've touched that.
Yeah, but I'm also trying to take weapon models from Fps-banana and convert them to replace some of the default Empires weapons. Like a Colt M1911 for the Brenodi Pistol2
http://www.fpsbanana.com/skins/25350 http://www.fpsbanana.com/skins/78725 Such as these. I thought the Colt would fit well as a replacement, seeing how both of the weapons fire 7 shots.
Hm, well that thing about the FPS for the melee attack. If I recall, I did that intentionally. It was because at 30 FPS it didn't feel fast enough to be a melee attack. Also, sounds like a good idea, though I will warn you, if you're not using 3dsmax expect hell.
if you take them from fps-banana pls check for viruses and other stuff very thoroughly before distributing them please
22 FPS is slower than 30 FPS Also, I have a good understanding of Blender already. Feels like I've read just about every tutorial out there and I can easily navigate the interface.
Obviously, I would have to either use the default weapon animations or I could take the idle animations from the CS:S weapons and make a new simple melee animation. Making a punt in blender isn't that hard.
HM, that was stupid, I swore I sped it up though, maybe I didn't? Maybe I slowed it down, because it was one of the two.