i am making zombie and fast zombie replacements but in game they don't move. in model viewer they have all their animations but the ground below them dosen't move when they walk or run. dose anyone know how to fix this?
Post the .qc. Make sure that in the sequences you added the correct ACT_
Yes, Hex the original zombie model and then use the hexed zombie as the animations.
Here's an example from an old zombie model I made.
[code]$modelname "zombie\german_assault.mdl"
$model "studio" "german_zombie_ref6.smd"
$bodygroup "headcrab1"
{
blank
studio "Headcrab_reference2"
}
$poseparameter move_yaw -180.00 180.00 360.00
$cdmaterials "models\zombie_german\"
$cdmaterials "models\zombie_classic\"
$cdmaterials "models\headcrab_classic\"
$hboxset "default"
$hbox 2 "ValveBiped.Bip01_Pelvis" -7.750 -3.000 -6.600 7.750 3.000 4.900
$hbox 6 "ValveBiped.Bip01_L_Thigh" 3.500 -3.900 -3.900 19.500 3.100 3.100
$hbox 6 "ValveBiped.Bip01_L_Calf" 1.520 -3.370 -3.250 16.510 3.630 3.250
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.000 -1.300 -2.000 5.000 2.700 2.000
$hbox 6 "ValveBiped.Bip01_L_Toe0" -3.200 -1.450 -2.000 3.800 1.050 2.000
$hbox 7 "ValveBiped.Bip01_R_Thigh" 3.500 -3.900 -3.100 19.500 3.100 3.900
$hbox 7 "ValveBiped.Bip01_R_Calf" 1.520 -3.370 -3.250 16.510 3.630 3.250
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.000 -1.300 -2.000 5.000 2.700 2.000
$hbox 7 "ValveBiped.Bip01_R_Toe0" -3.200 -1.450 -2.000 3.800 1.050 2.000
$hbox 2 "ValveBiped.Bip01_Spine" -0.450 -3.000 -7.000 4.050 7.000 7.000
$hbox 2 "ValveBiped.Bip01_Spine1" -0.900 -3.000 -7.000 4.100 8.000 7.000
$hbox 2 "ValveBiped.Bip01_Spine2" -0.500 -3.900 -7.500 7.500 7.100 7.500
$hbox 2 "ValveBiped.Bip01_Spine4" -0.200 -2.800 -7.500 3.800 5.200 7.500
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -3.000 -2.050 -2.450 13.000 2.450 2.050
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.400 -2.000 -2.800 11.200 2.200 1.800
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000 -1.650 -1.450 5.000 0.350 2.050
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -3.000 -2.050 -2.050 13.000 2.450 2.450
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.400 -1.900 -1.800 11.200 2.100 2.400
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.000 -1.650 -2.050 5.000 0.350 1.450
$hbox 2 "ValveBiped.Bip01_Spine1" -8.500 -3.840 -7.120 15.500 9.840 7.730
$hbox 4 "ValveBiped.Bip01_L_UpperArm" -1.000 -3.500 -2.500 11.000 3.500 2.500
$hbox 4 "ValveBiped.Bip01_L_Forearm" -0.500 -1.860 -1.900 10.500 3.110 2.360
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000 -1.780 -1.000 6.000 1.230 2.000
$hbox 5 "ValveBiped.Bip01_R_UpperArm" -1.000 -3.500 -2.500 11.000 3.500 2.500
$hbox 5 "ValveBiped.Bip01_R_Forearm" -0.500 -1.890 -1.600 10.500 3.090 2.660
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.000 -1.780 -2.500 6.000 1.230 0.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 0.000 -4.000 -3.730 17.250 4.000 4.290
$hbox 6 "ValveBiped.Bip01_L_Calf" 0.000 -4.870 -3.540 17.250 3.180 2.630
$hbox 6 "ValveBiped.Bip01_L_Foot" -1.500 -2.000 -2.500 7.500 2.000 2.500
$hbox 7 "ValveBiped.Bip01_R_Thigh" 0.000 -4.000 -3.730 17.250 4.000 4.290
$hbox 7 "ValveBiped.Bip01_R_Calf" 0.000 -4.920 -3.120 17.250 3.250 2.650
$hbox 7 "ValveBiped.Bip01_R_Foot" -1.500 -2.000 -2.500 7.500 2.000 2.500
$hbox 1 "ValveBiped.HC_Body_Bone" -6.590 -5.000 -5.760 8.500 5.000 6.240
// Model uses material "german_body.vmt"
// Model uses material "german_gear.vmt"
$attachment "headcrab" "ValveBiped.HC_Body_Bone" -4.49 -1.32 -0.02 rotate -0.00 20.25 29.25
$attachment "eyes" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00
$attachment "head" "ValveBiped.HC_Body_Bone" 0.00 0.00 0.00 rotate -0.00 0.00 -50.00
$attachment "chest" "ValveBiped.Bip01_Spine4" -3.00 6.00 0.00 rotate 0.00 60.00 90.00
$attachment "maw" "ValveBiped.Bip01_Spine2" -0.00 8.00 0.00 rotate 0.00 90.00 90.00
$attachment "Blood_Left" "ValveBiped.Bip01_L_Finger2" -0.00 -0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "Blood_Right" "ValveBiped.Bip01_R_Finger2" -0.00 -0.00 0.00 rotate 0.00 -0.00 0.00
$surfaceprop "zombieflesh"
$eyeposition -0.000 0.000 64.000
$illumposition 6.562 -2.972 31.757
[B]$includemodel "zombie/z_anims.mdl"[/B]
// [B]The z_anims.mdl is the old zombie model, just hexed.[/B]
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rhand ValveBiped.Bip01_R_Hand knee 0.640 0.769 0.000
$ikchain lhand ValveBiped.Bip01_L_Hand knee 0.607 0.795 0.000
$ikchain rfoot ValveBiped.Bip01_R_Foot knee 0.545 -0.838 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee 0.518 -0.855 -0.000
$collisionjoints "phymodel.smd" {
$mass 100.0
$inertia 10.00
$damping 0.10
$rotdamping 3.00
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"
$jointconstrain "valvebiped.bip01_spine2" x limit -44.00 44.00 0.20
$jointconstrain "valvebiped.bip01_spine2" y limit -39.00 39.00 0.20
$jointconstrain "valvebiped.bip01_spine2" z limit -32.00 50.00 0.20
$jointconstrain "valvebiped.bip01_r_clavicle" x limit -30.00 30.00 0.20
$jointconstrain "valvebiped.bip01_r_clavicle" y limit -46.00 46.00 0.20
$jointconstrain "valvebiped.bip01_r_clavicle" z limit -26.00 48.00 0.20
$jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.20
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.20
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 28.00 0.20
$jointconstrain "valvebiped.bip01_l_clavicle" x limit -30.00 30.00 0.20
$jointconstrain "valvebiped.bip01_l_clavicle" y limit -46.00 46.00 0.20
$jointconstrain "valvebiped.bip01_l_clavicle" z limit -26.00 48.00 0.20
$jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.20
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.20
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.20
$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.20
$jointconstrain "valvebiped.bip01_l_hand" x limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_l_hand" y limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_l_hand" z limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.20
$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.20
$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.20
$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.20
$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_r_calf" z limit -12.00 126.00 0.20
$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.20
$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.20
$jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.20
$jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.20
$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.20
$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.20
$jointconstrain "valvebiped.bip01_l_calf" z limit -8.00 126.00 0.20
$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.20
$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.20
$jointconstrain "valvebiped.bip01_r_hand" x limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_r_hand" y limit -55.00 55.00 0.20
$jointconstrain "valvebiped.bip01_r_hand" z limit -55.00 55.00 0.20
}
[/code]
It shows that the model is using the old hexed zombie model as the anim set.
[code][B]$includemodel "zombie/z_anims.mdl"[/B]
// [B]The z_anims.mdl is the old zombie model, just hexed.[/B][/code]
Do the same for any other zombie model you make.
it worked, thank you.
EDIT:
i just tried it with the fast zombie and he is on his back and turned 90 degrees, is there a way to fix this?
[QUOTE=highvoltage;20771918]it worked, thank you.
EDIT:
i just tried it with the fast zombie and he is on his back and turned 90 degrees, is there a way to fix this?[/QUOTE]
Oh dear... I'm not sure what to say about that one...
I've never tried it on the fast zombie.
it's ok, i'm fine with my new zombie replacement, thank you again.
I just had an idea, go to the VALVedevwiki and look up "$origin"
i tried that and it rotates the ragdoll sequence on the z axis but the rest of the animations are still the same.
What you're essentially trying to fix is explained in depth here:
[URL]http://developer.valvesoftware.com/wiki/Locking_Npc_Animations[/URL]
The animations for the Zombie are already locked of course. But what you need to do is add the "LX" and "LY" commands to your animations as shown in the example .qc on that page.
Should fix your problem. What it does is take any movement on the x and y axis in the actual animations, and translate that to motion by the NPC. Once you add those commands, the ground in model viewer should move as expected.
thank you i'll try that when i get to my home computer
EDIT:
I tried adding the "LX YX" to the end of the animations but it still didn't work, but it's ok cause shotgunguy's method works fine.
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