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How to use the CS models skeleton correct in SoW
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The Storm
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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?
  
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Re: How to use the CS models skeleton correct in SoW
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Zacker
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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.


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Re: How to use the CS models skeleton correct in SoW
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Pierre-Marie Baty
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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 ?



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Re: How to use the CS models skeleton correct in SoW
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The Storm
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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..
  
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Re: How to use the CS models skeleton correct in SoW
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Zacker
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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
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Re: How to use the CS models skeleton correct in SoW
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Pierre-Marie Baty
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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.



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Re: How to use the CS models skeleton correct in SoW
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The Storm
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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.
  
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Re: How to use the CS models skeleton correct in SoW
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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



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Re: How to use the CS models skeleton correct in SoW
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StoneHead
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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.
  
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