I need some help figuring out what i did wrong to replace alyx. I've gone threw countless tutorials found from searching threw google but none that realy say how to go about doing it. i have a few models in garrys mod that i would love to have them replace alyx in the game. i know it can be done becouse of the replacements such as the ones of simus and zelda i just dont know how to do it. if anyone knows of a tut that will actualy show you i would be more then happy to read threw it. thanks in advance for any help
All you have to do is this:
1. Find out if your model is on the Valve Biped (default Source) Skeleton, if not it can't be used for this.
2. Decompile the model
3. Add in [b]all[/b] the animations Alyx has to the model's QC file using the $includemodel command line
4. Recompile model 4 times calling each one as follows: Alyx.mdl, Alyx_ep2.mdl, Alyx_interior.mdl, Alyx_intro.mdl (I think they all have the same anims).
After this it should work, though my attempt at replacing Barney with Fox didn't work as for some reason he doesn't get replaced (and I have no idea why).
the bones/joints are all named valve, therefore uses a valve skeleton.
there is a trick at recompiling this though. that's why I don't like dealing with decompiling / recompiling
ok thanks mariokart i kind of had a feeling while i was looking at it. ok so now i just need to find alyx's animation to put into that. so im guessing the comand line would something like $includemodel alyx.mdl. or something to that effect right?
yup, the standard animations are included with SDK, or can be found in the GCF of HL2. I'm not sure where.
$includemodel "alyx_animations.mdl"
$includemodel "alyx_postures.mdl"
$includemodel "alyx_gestures.mdl"
$includemodel "humans/female_shared.mdl"
$includemodel "humans/female_ss.mdl"
you can also add your custom animations with SMD's. but I've never tried it.
the line would be simular to the ragdoll command.
$sequence ragdoll "ragdoll.smd" FPS 30 activity ACT_DIERAGDOLL 1
[QUOTE=mariokart64n;16836238]yup, the standard animations are included with SDK, or can be found in the GCF of HL2. I'm not sure where.
$includemodel "alyx_animations.mdl"
$includemodel "alyx_postures.mdl"
$includemodel "alyx_gestures.mdl"
$includemodel "humans/female_shared.mdl"
$includemodel "humans/female_ss.mdl"
you can also add your custom animations with SMD's. but I've never tried it.
the line would be simular to the ragdoll command.
$sequence ragdoll "ragdoll.smd" FPS 30 activity ACT_DIERAGDOLL 1[/QUOTE]
There just loose in the models folder of the HL2 and SourceSDK Content GCFs.
I'm gonna try adding custom animations to my Bender model (when/if Greg sends me them as SMDs), though its looking though i'll have to rename to bones for the weapon attachment to work (also still need to work out the joint contrains, without HLMV ¬.¬).
lol, why can't you use HLMV
[QUOTE=mariokart64n;16837783]lol, why can't you use HLMV[/QUOTE]
No idea, it just says "unable to load model" for every model i've ever tried to open with it :(
hm, I had that error once but i think it was because the compiler was still processing the file.
if it's doing that for both the valve, and your compiled models then I can't think of a reason for that error.
which viewer btw, OB, or EP1
[QUOTE=mariokart64n;16837947]hm, I had that error once but i think it was because the compiler was still processing the file.
if it's doing that for both the valve, and your compiled models then I can't think of a reason for that error.
which viewer btw, OB, or EP1[/QUOTE]
Theres more than one HLMV? (unless you mean ones that arn't tied to the SDK like Crafty, and I thought HLMV only worked in the EP1 bin, only place I could get it to even open :S)
there use to be only 1 viewer, and that was for ep1. but once orange box came out, a new compiler was released, along with a new viewer. the differences are small, but they are different.
like some slight menu changes, and the OB one handles light different, probably for phong elements.
[B]EDIT[/B]
oh yeah to launch the OB viewer, its best to go through STEAM > Tools Tab > Source SDK > [Pick OB from drop down] > then double click on the viewer.
changing the Engine Version from the drop down, decides which tool set or SDK directory you work from. assuming you have both EP1, and OB
thanks for all the help guys i got just about everything down except i ran into another snag. what recompiling program should i use? im using guistudio but it dousnt give me an option to name the complied file. is there another one i should be using?
nevermind i figured out how to do it i just had to change the model.mdl name in the qc file and save it and load it 4 diffirent times thanks for all the help i would have been stuck on this forever
[editline]03:33AM[/editline]
well i was able to replace the model but now i guess i have some fine tuning to do. some of the textures show up all over the place particuarly the hands and the lower jaw on the model. i think i have to just play around with some setings on the compile
what is that trick you have to do during the recomplie im gonna guess thats what im doing wrong or not doing?
Looks like somethings up with the rigging, as in those parts that are floating arn't rigged to the skeleton correctly, so they don't move with the anims.
i was afraid of that so now i need to figure out how to rig the model
it took me forever but i figured out what i was doing wrong. The models qc had bindings for the hands that alyx's orginal model didnt have. i deleted them and it worked perfectly aside from the part by the neck but thats hardly noticible.
is there a tutorial for this ?
[QUOTE=sunny710;45521201]is there a tutorial for this ?[/QUOTE]
the threads from 2009, its 2014 now, its been 5 years, threads been dead for quite awhile now.
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