So I just tried to hex Some Headcrabs and they wont show up.
The only thing that shows up is a plain regular Headcrab.
I have everything set up correctly (I think) and it just doesn't work.
Can some one help me?
Change the paths in your VMTs to the new texture VTFs.
I did. I don't understand. I think everything is typed in correctly but I have this problem.
Ok make sure you hexed the texture name down the bottom of the MDl file (just before the material path) to the new texture names.
How do I do that (wasn't in the tutorials I used) and how would it look?
[editline]value[/editline]
Also theres multiple textures so make sure when you show me "how it would look" its with multiple textures and this is not a custom model. I want the skins to be able to be switched with skin switcher.
You can't do that without decompiling the model and recompiling it with skingroups.
[QUOTE=Silver Spirit;24343431]You can't do that without decompiling the model and recompiling it with skingroups.[/QUOTE]
Well then can you tell me how to do so or at least what you said earlier by add the path at the bottom of the model thing or whatever...
[QUOTE=omomo0725;24343938]Well then can you tell me how to do so or at least what you said earlier by add the path at the bottom of the model thing or whatever...[/QUOTE]
1. Get a MDLDecompiler, I use Cannonfoder's becose it's simple, to install it put the main file in your Half Life 2/bin and create a shortcut to desktop:
[url]http://www.chaosincarnate.net/cannonfodder/mdldecompiler.php[/url]
2. Copy or move your .mdl file to your desktop or an empty folder
[img]http://img163.imageshack.us/img163/5963/42320746.png[/img]
3. Get Notepad++, it is better than regular:
[url]http://notepad-plus-plus.org/download[/url]
4.1.Open your Decompiler and go to choose model/.mdl file (on cannonfoder's, and i guess it's similar to other decompiler)
[img]http://img833.imageshack.us/img833/1442/27619920.png[/img]
5.1.Choose output directory (here is where your extracted files will go)
[img]http://img821.imageshack.us/img821/7374/57690538.png[/img]
5.2.Click Etract
6. Edit QC file with Notepad++
It's a NPC so it won't work unless he edits the animations
[QUOTE=Game Zombie;24365030]It's a NPC so it won't work unless he edits the animations[/QUOTE]
eh? This has nothing to do with NPCs and anims @.@
Edit:
[QUOTE=omomo0725;24343938]Well then can you tell me how to do so or at least what you said earlier by add the path at the bottom of the model thing or whatever...[/QUOTE]
Follow the tutorial BulletNRG put above but with the headcrab model (you will likely have to find the headcrab model in the source content.gcf and extract it with GCFScape) then you add skingroups to the qc like this:
[code]$texturegroup skinfamilies
{
{ "(texture on model)" }
{ "(texture for skin2)" }
}[/code]
Replace what is in the parentheses with the aproppriate material names.
Yes, let pro-facepuncher's like Silver Spirit and you, Game Zombie take the scripting part
edit: darn, Silver Spirit posted before me
And could someone please compile this while my ep 1 is downloading: [url]http://www.facepunch.com/showthread.php?t=990679[/url]
[QUOTE=Silver Spirit;24365097]eh? This has nothing to do with NPCs and anims @.@[/QUOTE]
You mentioned decompiling the model then recompiling. It won't work. Source uses the animations movements from the origin to figure out a speed to use for the NPC but it also locks it in place so if you decompile it then recompile the NPC won't be able to move at all
[QUOTE=Game Zombie;24372146]You mentioned decompiling the model then recompiling. It won't work. Source uses the animations movements from the origin to figure out a speed to use for the NPC but it also locks it in place so if you decompile it then recompile the NPC won't be able to move at all[/QUOTE]
Ok thats interesting, how do you fix this? (as i've have been having this problem with other models).
Also if they are hexing it it doesn't need to be an NPC ^^
Edit: Also i'd never read anything about this in all the NPC documentation i've found @.@
Let me see if I can find a thread since my friend had this problem as well.
Edit: Found it
[url]http://www.zombiemaster.org/smf/index.php?topic=9534.msg359274#msg359274[/url]
Huh so all you have to do is add LX and LY to the anim lines ¬.¬ Thanks for the Link ^^
Edit: It didn't fix my problem, oh well :(
You need to actually edit the animations
[QUOTE=Game Zombie;24387808]You need to actually edit the animations[/QUOTE]
I did, it worked when compiled (well it stripped the x/z movement) but it doesn't move in-game.
Send them to me I'll see if I can fix them
[QUOTE=Game Zombie;24389245]Send them to me I'll see if I can fix them[/QUOTE]
I'm trying to make a model replacement for [url=http://www.garrysmod.org/downloads/?a=view&id=66963]this[/url] lua SENT, so if you can figure out how to get that working that should fix the issue.
[QUOTE=Silver Spirit;24365097]eh? This has nothing to do with NPCs and anims @.@
Edit:
Follow the tutorial BulletNRG put above but with the headcrab model (you will likely have to find the headcrab model in the source content.gcf and extract it with GCFScape) then you add skingroups to the qc like this:
[code]$texturegroup skinfamilies
{
{ "(texture on model)" }
{ "(texture for skin2)" }
}[/code]
Replace what is in the parentheses with the aproppriate material names.[/QUOTE]
Yes well I already have the headcrab model. I will try to do this but I AM Pretty sure this has nothing to do with NPC animations. Ok I will try to edit the .QC
[editline]value[/editline]
I keep getting a error each time I try to browse for the model on cannon fodders model decompiler saying "falling back due to detection of vproject" or something like that.
then it automaticly closes
[quote=omomo0725;24398720]i keep getting a error each time i try to browse for the model on cannon fodders model decompiler saying "falling back due to detection of vproject" or something like that.
Then it automaticly closes[/quote]
Uncheck the third box (Use steam file access), uncheck it, leave the third box empty
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