• TTT Custom Models
    19 replies, posted
So in my pointshop I was wondering about some custom models. Is there a way to fix the models that are standing in a "T" position? Also how can I fix a "Daedric" model for my server. The person who is wearing it cannot see it however everyone else can. Not really that big of a deal but still. Help please? Thanks
T models needs to be recompiled to use new animations.
is there a script that is already made or would I have to code it myself?
Post the model, I can try to recompile it with the correct animations.
Em what would I post? :p It's the chicken commando from killing floor and I got it off of the workshop[QUOTE=code_gs;43539499]Post the model, I can try to recompile it with the correct animations.[/QUOTE]
Post the link to the addon?
I have several that are having issues: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=158476672&searchtext=[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=107234556&searchtext=[/url] Keep in mind the Deathstroke model works fine except for the fact that he is literally sideways. Even when equipped he's walking sideways [url]http://steamcommunity.com/sharedfiles/filedetails/?id=204411482&searchtext=[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=214135812&searchtext=[/url]
DeathStroke works fine. I'll work on the others later.
Alright. I'm still having issues with Deathstroke however. It's still sideways. I'll post an example later[QUOTE=code_gs;43540248]DeathStroke works fine. I'll work on the others later.[/QUOTE]
[QUOTE=Aeternal;43540262]Alright. I'm still having issues with Deathstroke however. It's still sideways. I'll post an example later[/QUOTE][IMG][IMG]http://i.imgur.com/PU4sPDh.jpg[/IMG][/IMG] [editline]14th January 2014[/editline] [video=youtube;qg8WBOFnxtg]https://www.youtube.com/watch?v=qg8WBOFnxtg&feature=youtu.be[/video]
Post your pointshop code.
[CODE]ITEM.Name = 'Deathstroke' ITEM.Price = 15000 ITEM.Model = 'models/norpo/arkhamorigins/assassins/deathstroke.mdl' function ITEM:OnEquip(ply, modifications) if not ply._OldModel then ply._OldModel = ply:GetModel() end timer.Simple(1, function() ply:SetModel(self.Model) end) end function ITEM:OnHolster(ply) if ply._OldModel then ply:SetModel(ply._OldModel) end end [/CODE][QUOTE=code_gs;43541568]Post your pointshop code.[/QUOTE]
Is there any way I could recompile the animations myself? (Doubtful. I'm still learning LUA)
You don't need to know lua to compile model animations. Google it and you'll find a way.
Is there an animation compiler already? (a program of some sort maybe?)
Its quite simple actually, get a model decompiler, hope it decompiles the qc. Then add $includemodel something/anims.mdl and it will include the animations. I recommend decompiling a gmod player model and copy and pasting the $includemodel lines
Oops, forgot about this thread. Working on them now. [editline]17th January 2014[/editline] [QUOTE=Sally;43576447]Its quite simple actually, get a model decompiler, hope it decompiles the qc. Then add $includemodel something/anims.mdl and it will include the animations. I recommend decompiling a gmod player model and copy and pasting the $includemodel lines[/QUOTE] Two of the models he posted have to be rerigged since they're missing the bones to hold guns.
What would be a good model decompiler?
[QUOTE=Aeternal;43583118]What would be a good model decompiler?[/QUOTE] MDLDecompile comes with source games. It's a command-line tool. There are versions with easier-to-use UIs, but it's better to know the command-line commands so you know what you're doing.
Alright thanks[QUOTE=code_gs;43583372]MDLDecompile comes with source games. It's a command-line tool. There are versions with easier-to-use UIs, but it's better to know the command-line commands so you know what you're doing.[/QUOTE]
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