Hello everybody ! It's me again. I would like to know guys if Xash3D or GoldSrc have a limited size for models, specifically player models, since i'm modelling a player model for a mod 'm working on (of course, built on Xash3D) and it only recognizes the idle animation.
My question is, do we have a limited size for the model? If not, how do we make other animations work, not just the idle one? Do I need to get involved with coding for it? (please god no D:!)
Thank you so much guys!
PS: i'm adding a picture comparing the size between normal HL models and my model.
ADTeam you need coding to change some size values. To get animations work you must use a correct qc file with ACT_'s and proper animations' names. Number and sequence of animations in your model must match player.mdl in models folder.
P.S. and of corse you have to modify map compilers to match new hull sizes. And recompile your maps to get it all work right.
ADTeam:
Please, make it clear, is your model it's a player's model? Or it just sharing same animations? Because player's model in GoldSrc must have a standard size and skeleton to work properly. If it's an NPC model, it can be bigger or smaller, there are should be no problems, if the model and its' animations are scaled properly. It's even possible to change a size of NPCs or monsters in a game without changing any models themselves (it's just required some coding). For example - mods Big Scientists or City Crush.
If you need only a real rescaling of the model (for NPC or monster), you should decompile it, change the $scale value in QC and compile it again (with all of its' animations). And remove all parameters of the hitboxes from QC before recompiling, otherwise after the changing of the size they will be wrong. If you will be lucky enough, the compiler will create all needed hitboxes automatically. But maybe you will need a to set some hitboxes manually.
orry Qwertus, yes, its a player model, I want to use it as my own player model for the mod i'm creating. It doesnt share any animation with the valve model, all the animations were made from scratch for me. About the skeleton and the size to make it work properly, I dont know if the skeleton i made is the right one, nor the size, since it's really small in comparisson (as seen in the pic).
So i'm really lost with this thing, what should i do? If the skeleton is the problem, how can i fix it? And the size (its obviously not the same as the default in GoldSrc) how can i make it work without modifiying it? I want to keep it the size it has right now.
ADTeam:
If your model's animations are working correctly in ModelViewer, and not working only in a game - it's a problem of coding.
If your model's animations aren't working even in ModelViewer - it's your fail with modelling.
And anyways, you can't make properly working in-game small player's model, especially with different skeleton, without coding at all. Something will definitely work wrong in the game (especially if it's a multiplayer mod).
Qwertyus, model animations work perfect in model viewer, they don't work in game, so I assume it's a coding trouble then.
Also, now I understand that only coding it will work with the size I wan't, but, what should I modify/code?
Дядя Миша, can you modify those values to the ones depicted in my model? Or at least tell me how to modify them so it can work? I can open .cpp files, and write the new lines, but I need you to tell me how, and what to type.
I'm atacching a .rar with the skeleton of my model, with all the bone names included, so you can see if there's possible to modify the C++ source code and adapt it to my new bones.
ADTeam:
Looks like this skeleton is too different. It has another quantity of joints in the spine, another joints' placement and another order of their attaching to each other.
I've renamed all bones, but I'm not sure, that it can help.
Thanks Qwertyus, but it didn't work. I replaced the bone names but it still works the same. When i compile the map, the game starts, then my model is displayed with the static animation, and a few feets above the ground, and when i walk it just keeps with the static (idle) animation, also the model is as i said before, a few feets above the ground, like if the engine where putting it on the pelvis of the Valve's model skeleton, its weird, only when i crouch my model gets i the same level as the ground, but that's it. And sadly, walk animation is never displayed :C
-=DrTressi=- :O i swear no, I don't. Anyways, the NeoTrooper isn't related to the character you are showing me (NeoTrooper is the denomination I gave to my character, since it's kinda a parody to Star Wars StormTroopers) But interesting concept you gave me...
Добавлено 02-02-2013 в 19:08:
(also, in my language somos means "we are", i'm argentinian )