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HIT Forums  |  Community Projects  |  HL:S:HD (Moderators: Besli, Frraksurred)  |  Topic: News & Updates 0 Members and 1 Guest are viewing this topic. « previous next »
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Author Topic: News & Updates  (Read 46310 times)
HLDMS_MAPPER_REHAN
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« Reply #570 on: January 19, 2009, 08:05:58 AM »

What exactly is the problem? Maybe I can help you.

Thanks for intresting  Smiley

the problem is very simple.

after decompile old hd model to source and put bones on correct place.

The point is when i compile the model and paste mdl files on correct place and i see player model legs,pelvis bones not using animation they freez on there place but all upper body and bones work fine.

i have only one problem that is player model not using his leg animation and its freeze, not using walk,run,idle,crawl,treadwater,swim animation, because legs freez on there place.

i get too much help from stone33 who  convert hl1 npc models to source but he still dont figure it out why the legs not using animation.

Barnz : do you know why the legs not working i can also take pics or make simple video with dvix codec if you or any one intrested and help me ?

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Barnz
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« Reply #571 on: January 19, 2009, 03:34:29 PM »

It's probably something to do with new animation system used in Half-Life 2. I must check Half-Life: Source - Deathmatch (or a player model from it) to find out what problem is.
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HLDMS_MAPPER_REHAN
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« Reply #572 on: January 19, 2009, 03:50:39 PM »

It's probably something to do with new animation system used in Half-Life 2. I must check Half-Life: Source - Deathmatch (or a player model from it) to find out what problem is.

i can put the model on my server too.
my server run every time but i disable the custom model for now because of leg animation problem i can put it back for you.

you can add me on steam friends so we both can test model on server.

my server name is

BiG Brother's SERVER

i can also upload models,materials in filefront  and give you a download link.

REHAN
« Last Edit: January 20, 2009, 02:11:48 PM by HLDMS_MAPPER_REHAN » Logged
HLDMS_MAPPER_REHAN
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« Reply #573 on: January 23, 2009, 06:21:42 PM »

He is the model's author, and I have given you all we have on that model... so I don't know what to tell you.  You may have to hunt for a different model.

oh ok Frraksurred

Thanks again for the help.

i want to know something.

the player model you give me only work on HLS ?

Here is the dm_gordon that i convert in source engine Half-Life DeathMatch Source mod

i hope you guys help me with this animation problem.

if youtube video not allowed here then i removed it.
let me know.

http://www.youtube.com/watch?v=L20CVl2Y4oE
i dindt check yut on hls but want to know from you.

do you know any code for bonecontroller using in source engine ?

because i think there is a code for that but when we decompile the model the bonecontroll code removed from the qc file.

like if we put a rotate 90 on model sequence and compile it after model done then decompile it you will see the rotate 90 code removed from qc file.

if you dont know can you ask to your team memeber's
$controller can used for compile but its actualy not using in game.
$poseparameter is there a way to used this cammand like $controller do for bones.
but XR not using in $poseparameter  ( i get error when i used it ) when i compile the model i get error

$poseparameter  0 "Bip01 Spine" XR -50.00 45.00
$poseparameter  1 "Bip01 Spine1" XR -50.00 45.00
$poseparameter  2 "Bip01 Spine2" XR -50.00 45.00
$poseparameter  3 "Bip01 Spine3" XR -50.00 45.00

any one know how to used it ?

or i have to make a post in source model section ?
How to used $poseparameter   like $controller  do.
« Last Edit: January 26, 2009, 12:21:31 PM by HLDMS_MAPPER_REHAN » Logged
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« Reply #574 on: January 28, 2009, 01:57:39 AM »

We saw similar issues during the short time we were trying to port the models to HL:S DM.  Often times their weapon was lodged in the middle of their body and a few different animations were messed up.  We had bigger issues else where, so it never got any attention.  Hopefully you will be the one to save the day. Wink
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« Reply #575 on: January 28, 2009, 09:53:45 AM »

We saw similar issues during the short time we were trying to port the models to HL:S DM.  Often times their weapon was lodged in the middle of their body and a few different animations were messed up.  We had bigger issues else where, so it never got any attention.  Hopefully you will be the one to save the day. Wink

 Cheesy

ok Frraksurred

can one of your team member try this thing just for testing it.


my point is take one  HLDMS player model.
like i get gina model from HLDMS and decompile it after that i compile it again the animation messed up and model cant crouch,walk, etc.

so i think there is a code that can fix this or have to do something in 3ds max or 3d milkshape to make them work.

on Aug 2006

http://forums.steampowered.com/forums/showthread.php?t=475006&highlight=dm_prison


some one creat new player model called zombi2.mdl and using same bones from hldms zombie.mdl but the model have different phymodel..smd

and model works fine.

but if i took any model decompile it and used different phymodel or used the default one then in game, model not using any animation.
i can also creat one more video for that or even show the model.

i am looking for a code  wich make them work.
maybe one of your team member can do this.
because i know basic things about the models.

oh one more thing, when you guys released ur new models pack ?
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HLDMS_MAPPER_REHAN
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« Reply #576 on: February 01, 2009, 07:04:21 PM »

i just want to know what u guys did after decompile hl1 hd npc models.

like you guys took HL1 NPC barney HD  and decompile it after that what u guys did with barney.
i dont want to know about textures i just want to know about model,bones,qc file.

can any one explain me ?
 Double posting
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Frraksurred
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« Reply #577 on: February 04, 2009, 08:23:37 AM »

I'll leave that question for the guys who actually did the uncompiling / compiling.  I haven't been involved with the project for about a year.  I was just trying to be helpful where I could.
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« Reply #578 on: February 04, 2009, 05:51:31 PM »

I'll leave that question for the guys who actually did the uncompiling / compiling.  I haven't been involved with the project for about a year.  I was just trying to be helpful where I could.

sure i can wait and see if any of your team can help me.

more good if you or ur team member show me mdldecompile.qc for zombie.mdl from hd pack.

or give me any hl1 player smd,qc before compile model.
i need orignal files for your work and make sure your model work fine in hl1.

Thanks again  Cheesy
« Last Edit: February 06, 2009, 12:34:47 PM by HLDMS_MAPPER_REHAN » Logged
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« Reply #579 on: February 08, 2009, 10:54:58 PM »

I can't wait for this much longer. What prevents you from releasing an unfinished pack?
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HLDMS_MAPPER_REHAN
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« Reply #580 on: February 09, 2009, 07:33:02 AM »

I can't wait for this much longer. What prevents you from releasing an unfinished pack?

are you saying to Frraksurred ?
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« Reply #581 on: February 14, 2009, 07:18:54 AM »

I can't wait for this much longer. What prevents you from releasing an unfinished pack?

I've presented the idea to the rest of the Team but no decision has ever been made.  I don't want to offend anyone or I'd just post the files myself.
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« Reply #582 on: February 22, 2009, 11:00:46 AM »

i find a way to fix HLDMS player model but i need code for this.

and i know HLMDS player model also using it.

if any of you guys know the code to make them work please reply.

all blend animation used code and that code attach to look_idle sequence so if any of you know how i can attach the look_idle sequence to blend animation please let me know.

example: "ref_aim and ref_shoot attach to look_idle" || "crouch_aim and crouch_shoot attach to crouch_idle"

$sequence ref_aim_crowbar "ref_aim_crowbar_blend1" "ref_aim_crowbar_blend2" loop fps 12 blend XR -50.00 45.00

$sequence ref_shoot_crowbar "ref_shoot_crowbar_blend1" "ref_shoot_crowbar_blend2" fps 24 blend XR -50.00 45.00

$sequence crouch_aim_crowbar "crouch_aim_crowbar_blend1" "crouch_aim_crowbar_blend2" loop fps 12 blend XR -50.00 45.00

$sequence crouch_shoot_crowbar "crouch_shoot_crowbar_blend1" "crouch_shoot_crowbar_blend2" fps 24 blend XR -50.00 45.00

or 2nd way is bones.

blend animation not using other bones down bip01 spine1
so thats mean there is something to do with bip01 spine with attaching look_idle and crouch_idle sequnce.

if i know the code then model work.

Thats why no one made any PLAYER models for HLDMS because they don't know how to fix it.


SO please guy's help me with it so i can make HIGH DEFINATION PLAYER PACK.
« Last Edit: March 15, 2009, 08:53:52 PM by HLDMS_MAPPER_REHAN » Logged
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« Reply #583 on: July 24, 2009, 10:54:03 PM »

I know you've had trouble finding the trouble to do this or something, but if you have a "team" this should of been done like four years ago. It's been a really long time since this was announced, and all we have to go on is that little shitty non-functional model pack you released. Does it REALLY take that long to throw some sounds together, and convert some old models?
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« Reply #584 on: July 25, 2009, 07:11:11 AM »

Alright, then, tough guy.

If it's so easy, why don't you fucking do it instead of whining about how the team is a bunch of lazy fucks?

Go ahead, prove it's so easy.

Til you prove it's easy, stfu. Seriously.
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