.:: Bots United ::.  
filebase forums discord server github wiki web
cubebot epodbot fritzbot gravebot grogbot hpbbot ivpbot jkbotti joebot
meanmod podbotmm racc rcbot realbot sandbot shrikebot soulfathermaps yapb

Go Back   .:: Bots United ::. > Developer's Farm > SDK Programming discussions > Half-Life 1 SDK
Half-Life 1 SDK For developments focused around Half-Life (and its mods) Half-Life

Reply
 
Thread Tools
How to use the CS models skeleton correct in SoW
Old
  (#1)
The Storm
Council Member / E[POD]bot developer
 
The Storm's Avatar
 
Status: Offline
Posts: 1,618
Join Date: Jul 2004
Location: Bulgaria
Default How to use the CS models skeleton correct in SoW - 20-07-2005

Hi all,
The SoW team have a big problem with the models. So they now use as a base the CS skeleton and the new SoW models are based on the CS models skeleton. The problem is that the new models animation are not displayed correct. All animation names are fixed and the SoW source code use them but again there is a problem. So when is activated the walk or the run animation the model legs don't move. The model is moving forward but the legs don't move. I want to ask do you know a way how to fix that?
  
Reply With Quote
Re: How to use the CS models skeleton correct in SoW
Old
  (#2)
Zacker
Project Leader, Lead Level Designer, Waypointer
 
Status: Offline
Posts: 337
Join Date: Mar 2004
Location: Denmark
Default Re: How to use the CS models skeleton correct in SoW - 20-07-2005

Thx for openening the thread The Storm We would indeed like to get a good solution to this problem.


Michael 'Zacker' Schmidt
Level Designer | IO Interactive
Former Game Director | Sands of War
  
Reply With Quote
Re: How to use the CS models skeleton correct in SoW
Old
  (#3)
Pierre-Marie Baty
Roi de France
 
Pierre-Marie Baty's Avatar
 
Status: Offline
Posts: 5,049
Join Date: Nov 2003
Location: 46°43'60N 0°43'0W 0.187A
Default Re: How to use the CS models skeleton correct in SoW - 21-07-2005

If the normal CS models move and not the SOW ones, that's because the SOW ones were incorrectly compiled. Have the mesh points been correctly attached to each bone ?



RACC home - Bots-United: beer, babies & bots (especially the latter)
"Learn to think by yourself, else others will do it for you."
  
Reply With Quote
Re: How to use the CS models skeleton correct in SoW
Old
  (#4)
The Storm
Council Member / E[POD]bot developer
 
The Storm's Avatar
 
Status: Offline
Posts: 1,618
Join Date: Jul 2004
Location: Bulgaria
Default Re: How to use the CS models skeleton correct in SoW - 21-07-2005

No the CS models don't move. The old SoW one are OK using the HL skeleton. But sinse the SoW team switch to CS skeleton the problems come up. The CS model skeleton can't be animated correct in SoW.
All meshes are correctly attached to the bones.

Last edited by The Storm; 21-07-2005 at 17:27..
  
Reply With Quote
Re: How to use the CS models skeleton correct in SoW
Old
  (#5)
Zacker
Project Leader, Lead Level Designer, Waypointer
 
Status: Offline
Posts: 337
Join Date: Mar 2004
Location: Denmark
Default Re: How to use the CS models skeleton correct in SoW - 21-07-2005

Our old models were based on the HL skeleton. Our new ones are using the CS skeleton.

We would like to hear if anyone knows what code to edit to make them work.


Michael 'Zacker' Schmidt
Level Designer | IO Interactive
Former Game Director | Sands of War
  
Reply With Quote
Re: How to use the CS models skeleton correct in SoW
Old
  (#6)
Pierre-Marie Baty
Roi de France
 
Pierre-Marie Baty's Avatar
 
Status: Offline
Posts: 5,049
Join Date: Nov 2003
Location: 46°43'60N 0°43'0W 0.187A
Default Re: How to use the CS models skeleton correct in SoW - 22-07-2005

If you change your skeleton you also have to change your .smd files ; or make your own animations and produce your own .smd files. You just can't use the normal CS skeleton and expect it to compile with the HL .smd animations.



RACC home - Bots-United: beer, babies & bots (especially the latter)
"Learn to think by yourself, else others will do it for you."
  
Reply With Quote
Re: How to use the CS models skeleton correct in SoW
Old
  (#7)
The Storm
Council Member / E[POD]bot developer
 
The Storm's Avatar
 
Status: Offline
Posts: 1,618
Join Date: Jul 2004
Location: Bulgaria
Default Re: How to use the CS models skeleton correct in SoW - 22-07-2005

But yes, the skeleton is reanimated. I mean that the SoW team don't use the old HL .smd with the new skeleton. So let me explain more. One normal CS model is decompiled and after that from him are removed some animations and after that added fully new animations. The animations are renamed to fit the SoW code but still big part of the animations don't work.
  
Reply With Quote
Re: How to use the CS models skeleton correct in SoW
Old
  (#8)
Pierre-Marie Baty
Roi de France
 
Pierre-Marie Baty's Avatar
 
Status: Offline
Posts: 5,049
Join Date: Nov 2003
Location: 46°43'60N 0°43'0W 0.187A
Default Re: How to use the CS models skeleton correct in SoW - 25-07-2005

Well, I suppose at this point you should ask by VERC



RACC home - Bots-United: beer, babies & bots (especially the latter)
"Learn to think by yourself, else others will do it for you."
  
Reply With Quote
Re: How to use the CS models skeleton correct in SoW
Old
  (#9)
StoneHead
Member
 
Status: Offline
Posts: 3
Join Date: Aug 2005
Default Re: How to use the CS models skeleton correct in SoW - 04-08-2005

They've already tried that I know because I posted there with my problem first, and saw theirs... then we both came here.

The problem is blending - the CS animations are blended a lot more than the HL ones. You'd have to make new animations, although I think you could use the old ones as a base.
  
Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
vBulletin Skin developed by: vBStyles.com