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Messages - ruM

Pages: [1] 2 3 ... 42
Conversation / Re: So, it's...dead?
« on: September 18, 2012, 12:02:38 AM »
* ruM waves @ older HL:I community

Model/Skin Requests / Re: WTF with shotgun
« on: December 13, 2010, 09:42:04 PM »
Well no it doesn't. That tutorial is only for weapons which use the same bone structure as HEV HD hands. I presume that is the SPAS-12 from the OP4: Redux pack?

If so, I suggest you take the HEV arms from this model, change the textures to your liking, and recompile with your shotgun.

Model/Skin Requests / Re: WTF with shotgun
« on: December 13, 2010, 01:35:48 PM »
You're using the wrong arms ref. For example, the HD skeleton compiled on the GO skeleton wold do something similar, provided it actually compiled.

Actually I would have put my money on 'he accidentally moved a bone before recompiling'. That is what usually happens when you get the above result.

If the bone names for the HD arms and GO anims are completely different, he would not have been able to compile it at all.

Model/Skin Requests / Re: Sven Coop weapon Arms Change.
« on: November 22, 2010, 01:55:41 PM »
I think Kyler's already done this.


Model/Skin Requests / Re: Sven Coop weapon Arms Change.
« on: November 20, 2010, 09:48:45 PM »
Ahh, it's requests like this that make me want to install those modelling tools again.

Game News / Re: Call Of Duty Black Ops
« on: November 11, 2010, 02:04:57 PM »
Well, being a converted console player (thanks to my old broken down PC for that) I can honestly say my opinion of Black Ops is vastly different from the majority here.  ;D

Gold Source RELEASES / Re: [SC4 V mdls] "Community standard" arms
« on: August 04, 2010, 02:00:05 PM »
Me I prefer the SC4 arms. A little resmoothing on some of them is all they needed.

Unfortunately Kyler I cannot see the pics from this PC. But I am sure you have done a god job on these.

Model/Skin Requests / Re: Hand Change Request Thread 2
« on: August 04, 2010, 01:54:59 PM »
It's interesting how nobody with the skill to do this actually visits this thread. :P

Oh I have the necessary skills. I just don't have the necessary tools installed on my laptop.

Other Threads / Re: How to compile hands in gold source
« on: June 15, 2010, 01:52:42 PM »
My money is on the author compiling the crowbar and the arms as a combined smd file.

As such, the arms will need to be manually separated from the crowbar in MS3D.

Other Threads / Re: Compile/Rigging Issue
« on: May 26, 2010, 10:23:10 AM »
It is best to just rename the bones on AI’s arms to match the LD arms of each weapon model you wish to apply them to. That way you won’t have to rename the bones or joints of each .smd animation file. Don’t forget to remove the LD arms prior to recompiling the model. You might have to delete one or two bones on AI's arms and reassign some vertices.

It’s the other way around for the Otis model. You need to rename the .smd animation files to match the bone names of the HD Otis model.

However as already mentioned, these animations use a set of joints that are different from the HD Otis, so even by adding a new joint from the clipboard (which I’m sure are not needed anyway) you would have to manually edit each animation to properly fit Otis.

Other Threads / Re: Compile/Rigging Issue
« on: May 25, 2010, 08:24:19 PM »
Just realised someone mentioned something about the bone names on an earlier post.

Similarly, if the names of the bones on a weapon model do not match the bones from AI's arms, then the model won't compile properly.

Check the names of the bones in the .qc file for both the weapons and the arms, or import said models into MS3D and check.

If they're different, then thats probably causing this problem you're having, and it is just a case of renaming the bones.

Other Threads / Re: Compile/Rigging Issue
« on: May 25, 2010, 01:27:39 PM »
If I am seeing this right, isn't it just a case of deleting the .smd lines for the hands you don't want in the .qc file??

For the other problem, I think the model is just plain b0rked from a previous decompile.

Other Threads / Re: Compile/Rigging Issue
« on: May 21, 2010, 10:40:02 PM »
To put it simply;

Use Kratisto's (spelling?) decompiler to decompile.

Use MS3D compiler to recompile.

I figure I could be fine if I add a joint for the clipboard, rename the appropriate bones, and I'll be set, right?

Possibly not. After doing this, you may have to manually edit the animation so that it fits Liquidator's Otis.

Already tried, done and tested this for an intro_otis. I'd say I got it to work well. Even gave Otis the clipboard.

Shame the files are on my old PC.  :'(

Model/Skin Requests / Re: Changing Tec-9 Hand
« on: May 15, 2010, 01:38:46 PM »
You should really have rotated the bones first because in it's current state - judging by the screenshots - it will be difficult to effectively apply the barney hands to it.

Model/Skin Requests / Re: They Hunger SD/HD Stuff
« on: April 26, 2010, 01:37:17 PM »
Video: http://www.youtube.com/watch?v=cNOQB5pLd6o

I have this pack:   ;D

I hope I have helped.

Ha! My crosshairs in TH?

A bit out of place. but whatever floats your boat I guess.

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