G'day guys.
So pretty quick request, would anyone be willing to rerig the Elite Knight model for this pack to the Valve Biped? I ask because the current phys is kind of difficult, and the Valve Biped will allow for better Phys replacement.
Cheers all!
~Jimmys
[editline]23rd February 2014[/editline]
Forgot to link the pack. [url]https://facepunch.com/showthread.php?t=1328593[/url]
[QUOTE=RustledJimmys;44015997] I ask because the current phys is kind of difficult, and the Valve Biped will allow for better Phys replacement[/QUOTE]
You could try Decompiling model.
and editing
These lines
[CODE]$mass
$inertia
$damping
$rotdamping[/CODE]
I use this for all my models
[CODE]$mass 52.6
$inertia 7.10
$damping 0.05
$rotdamping 8.50[/CODE]
[QUOTE=God of Pro's!;44016209]You could try Decompiling model.
and editing
These lines
[CODE]$mass
$inertia
$damping
$rotdamping[/CODE]
I use this for all my models
[CODE]$mass 52.6
$inertia 7.10
$damping 0.05
$rotdamping 8.50[/CODE][/QUOTE]
I guess I may try that, but I'm still holding for the request.
[editline]23rd February 2014[/editline]
Alright, I tried that, but I have no idea what I'm doing and ended with an error in Model Viewer. Anyone else want to have a go?
[editline]23rd February 2014[/editline]
Yeah I have no idea what to do. Crowbar doesnt seem to want to compile it.
Hmm, can I see the .QC on Pastebin? or here...
[CODE]// Created by Crowbar 0.12.0.0
$modelname "nexuselite\darksouls\elite knight.mdl"
$bodygroup "eliteknight"
{
studio "elite knight_eliteknight.smd"
}
$bodygroup "head"
{
studio "elite knight_head.smd"
blank
}
$mostlyopaque
$cdmaterials "models\darksouls\EliteKnight\"
$texturegroup "skinfamilies"
{
{
"elite leg metal.vmt"
"elite leg.vmt"
"elite gloves.vmt"
"elite gloves metal.vmt"
"elite body.vmt"
"elite body metal.vmt"
"elite parts metal.vmt"
"elite parts.vmt"
"elite body cloth.vmt"
"elite leg cloth.vmt"
"elite helm.vmt"
}
}
// Model uses material "elite leg metal.vmt"
// Model uses material "elite leg.vmt"
// Model uses material "elite gloves.vmt"
// Model uses material "elite gloves metal.vmt"
// Model uses material "elite body.vmt"
// Model uses material "elite body metal.vmt"
// Model uses material "elite parts metal.vmt"
// Model uses material "elite parts.vmt"
// Model uses material "elite body cloth.vmt"
// Model uses material "elite leg cloth.vmt"
// Model uses material "elite helm.vmt"
$surfaceprop "flesh"
$contents "solid"
$illumposition -0.019 0.699 37.558
$bbox -7.604 -35.04 -3.941 9.892 35.179 73.117
$cbox 0 0 0 0 0 0
// The hitbox info below was automatically generated when compiled because no hitbox info was provided.
$hboxset "default"
$hbox 0 "ValveBiped.Bip01_Pelvis" -10.8946 -12.064211 -10.505961 10.4402 17.772284 6.966541
$hbox 0 "ValveBiped.Bip01_Spine1" -3.954893 -6.54911 -9.013004 14.7465 6.404698 7.7711
$hbox 0 "ValveBiped.Bip01_Spine4" -2.33049 -1.83687 -3.418953 0 0 3.419868
$hbox 0 "ValveBiped.Bip01_L_Clavicle" -2.893888 -3.829823 -4.709515 6.816123 4.399063 6.523799
$hbox 0 "ValveBiped.Bip01_L_UpperArm" -6.421694 -6.530858 -4.94272 14.253922 6.424127 4.519532
$hbox 0 "ValveBiped.Bip01_L_Forearm" -2.461992 -3.251655 -3.371716 11.826947 4.197351 3.633879
$hbox 0 "ValveBiped.Bip01_L_Hand" -1.407697 -1.755099 -1.58991 5.991669 1.662827 3.007595
$hbox 0 "ValveBiped.Bip01_L_Finger0" -0.890739 -1.487651 -1.523548 2.522343 1.082585 1.928906
$hbox 0 "ValveBiped.Bip01_L_Finger01" 0 -0.731024 -0.721207 1.672115 0.944514 1.347108
$hbox 0 "ValveBiped.Bip01_L_Finger02" -0.83002 -0.582915 -0.587198 1.427365 0.739315 0.831807
$hbox 0 "ValveBiped.Bip01_R_Clavicle" -3.052095 -3.781747 -6.755931 6.975926 4.403957 5.852236
$hbox 0 "ValveBiped.Bip01_R_UpperArm" -1.96459 -5.609302 -4.412893 14.082908 4.248203 4.939479
$hbox 0 "ValveBiped.Bip01_R_Forearm" 0 -3.034468 -3.667911 12.386298 2.874617 2.368235
$hbox 0 "ValveBiped.Bip01_R_Hand" -1.14694 -1.876485 -2.795022 5.389697 1.7262 1.659906
$hbox 0 "ValveBiped.Bip01_R_Finger0" -0.406029 -0.873805 -1.997823 2.305276 1.734158 1.008275
$hbox 0 "ValveBiped.Bip01_R_Finger01" -0.109226 -0.689199 -1.128172 1.612315 0.810178 0.669492
$hbox 0 "ValveBiped.Bip01_R_Finger02" -0.195263 -0.550672 -0.729824 1.12129 0.54266 0.580084
$hbox 0 "ValveBiped.Bip01_R_Thigh" -5.06281 -7.750672 -6.344651 18.416317 9.71735 4.080233
$hbox 0 "ValveBiped.Bip01_R_Calf" -4.357249 -5.538256 -3.772959 19.570612 5.394112 4.037984
$hbox 0 "ValveBiped.Bip01_R_Foot" -3.220178 -3.4441 -2.724894 8.250665 5.263803 2.334408
$hbox 0 "ValveBiped.Bip01_R_Toe0" -1.28326 -1.991416 -2.26305 4.430488 1.227975 2.239046
$hbox 0 "ValveBiped.Bip01_L_Thigh" -5.077219 -7.750762 -4.103701 18.417227 9.716671 6.318365
$hbox 0 "ValveBiped.Bip01_L_Calf" -4.367364 -5.538285 -4.090438 19.56748 5.394128 3.709733
$hbox 0 "ValveBiped.Bip01_L_Foot" -3.220145 -3.4426 -2.358752 8.250696 5.267193 2.702113
$hbox 0 "ValveBiped.Bip01_L_Toe0" -1.283224 -1.998597 -2.209958 4.430524 1.112034 2.300246
$hbox 0 "ValveBiped.Bip01_Head1" -1.188922 -5.86008 -3.548889 8.007356 5.186689 3.548911
$sequence "ragdoll" "elite knight_anims\ragdoll.smd" {
fps 30
"ACT_DIERAGDOLL" 1
}
$collisionjoints "elite knight_collision.smd"
{
$mass 52.6
$inertia 7.10
$damping 0.05
$rotdamping 8.50
$rootbone "valvebiped.bip01_pelvis"
$jointconstrain "ValveBiped.Bip01_L_Thigh" x limit -50 50 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" y limit -100 100 0
$jointconstrain "ValveBiped.Bip01_L_Thigh" z limit -130 100 0
$jointconstrain "ValveBiped.Bip01_L_Calf" x limit -55 55 0
$jointconstrain "ValveBiped.Bip01_L_Calf" y limit -15 15 0
$jointconstrain "ValveBiped.Bip01_L_Calf" z limit -15 145 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" x limit -50 50 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" y limit -100 100 0
$jointconstrain "ValveBiped.Bip01_R_Thigh" z limit -130 100 0
$jointconstrain "ValveBiped.Bip01_R_Calf" x limit -55 55 0
$jointconstrain "ValveBiped.Bip01_R_Calf" y limit -15 15 0
$jointconstrain "ValveBiped.Bip01_R_Calf" z limit -15 145 0
$jointconstrain "ValveBiped.Bip01_R_Foot" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_R_Foot" y limit -65 65 0
$jointconstrain "ValveBiped.Bip01_R_Foot" z limit -60 70 0
$jointconstrain "ValveBiped.Bip01_Spine1" x limit -85 85 0
$jointconstrain "ValveBiped.Bip01_Spine1" y limit -40 40 0
$jointconstrain "ValveBiped.Bip01_Spine1" z limit -70 110 0
$jointconstrain "ValveBiped.Bip01_R_Clavicle" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_R_Clavicle" y limit -15 15 0
$jointconstrain "ValveBiped.Bip01_R_Clavicle" z limit 0 50 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" x limit -65 65 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" y limit -150 150 0
$jointconstrain "ValveBiped.Bip01_R_UpperArm" z limit -140 140 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" x limit -70 70 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" y limit -150 150 0
$jointconstrain "ValveBiped.Bip01_R_Forearm" z limit -150 150 0
$jointconstrain "ValveBiped.Bip01_R_Hand" x limit -90 90 0
$jointconstrain "ValveBiped.Bip01_R_Hand" y limit -80 80 0
$jointconstrain "ValveBiped.Bip01_R_Hand" z limit -100 100 0
$jointconstrain "ValveBiped.Bip01_L_Clavicle" x limit 0 0 0
$jointconstrain "ValveBiped.Bip01_L_Clavicle" y limit -15 15 0
$jointconstrain "ValveBiped.Bip01_L_Clavicle" z limit 0 50 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" x limit -65 65 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" y limit -150 150 0
$jointconstrain "ValveBiped.Bip01_L_UpperArm" z limit -140 140 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" x limit -70 70 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" y limit -150 150 0
$jointconstrain "ValveBiped.Bip01_L_Forearm" z limit -150 150 0
$jointconstrain "ValveBiped.Bip01_L_Hand" x limit -90 90 0
$jointconstrain "ValveBiped.Bip01_L_Hand" y limit -80 80 0
$jointconstrain "ValveBiped.Bip01_L_Hand" z limit -100 100 0
$jointconstrain "ValveBiped.Bip01_Head1" x limit -80 80 0
$jointconstrain "ValveBiped.Bip01_Head1" y limit -50 50 0
$jointconstrain "ValveBiped.Bip01_Head1" z limit -50 90 0
$jointconstrain "ValveBiped.Bip01_L_Foot" x limit -60 60 0
$jointconstrain "ValveBiped.Bip01_L_Foot" y limit -65 65 0
$jointconstrain "ValveBiped.Bip01_L_Foot" z limit -60 70 0
$noselfcollisions
}
[/CODE]
And the crowbar log
[CODE]Compiling...
qdir: "c:\users\administrator\downloads\dark souls v1\models\nexuselite\darksouls\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\"
g_path: "knight.qc"
Building binary model files...
Working on "knight.qc"
Error opening c:\users\administrator\downloads\dark souls v1\models\nexuselite\darksouls\knight.qc
...Compile ended. Check above for any errors.
[/CODE]
[QUOTE=RustledJimmys;44016835]
And the crowbar log
[CODE]Compiling...
qdir: "c:\users\administrator\downloads\dark souls v1\models\nexuselite\darksouls\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\"
g_path: "knight.qc"
Building binary model files...
Working on "knight.qc"
Error opening c:\users\administrator\downloads\dark souls v1\models\nexuselite\darksouls\knight.qc
...Compile ended. Check above for any errors.
[/CODE][/QUOTE]
I've never seen anything like this...
give me model. (not smd) and maybe textures. ill deal with this
[QUOTE=God of Pro's!;44016863]I've never seen anything like this...
give me model. (not smd) and maybe textures. ill deal with this[/QUOTE]
[url]https://dl.dropboxusercontent.com/u/206956179/Elite%20Knight.zip[/url] This should have what you need.
[QUOTE=RustledJimmys;44016911][url]https://dl.dropboxusercontent.com/u/206956179/Elite%20Knight.zip[/url] This should have what you need.[/QUOTE]
Can I see a picture of the model in HLMV with the Collision model on? is it suppose to look like this?
[T]http://gyazo.com/1618a0c847fb356629c2e875027376ef.png[/T]
[editline]23rd February 2014[/editline]
I don't know about you. but when hes ingame. his legs goto the left..... and that's how you grab him. well. if you're use to that. ill give you him.
its uploading.
[QUOTE=God of Pro's!;44016916]Can I see a picture of the model in HLMV with the Collision model on? is it suppose to look like this?
[T]http://gyazo.com/1618a0c847fb356629c2e875027376ef.png[/T]
[editline]23rd February 2014[/editline]
I don't know about you. but when hes ingame. his legs goto the left..... and that's how you grab him. well. if you're use to that. ill give you him.
its uploading.[/QUOTE]
I can't right now, I don't think I even have HLMV. Whichever it is, I'll give it a look down tomorrow because I have to go right now.
[QUOTE=RustledJimmys;44017153]I can't right now, I don't think I even have HLMV. Whichever it is, I'll give it a look down tomorrow because I have to go right now.[/QUOTE]
ok
[QUOTE=God of Pro's!;44016916]Can I see a picture of the model in HLMV with the Collision model on? is it suppose to look like this?
[editline]23rd February 2014[/editline]
I don't know about you. but when hes ingame. his legs goto the left..... and that's how you grab him. well. if you're use to that. ill give you him.
its uploading.[/QUOTE]
In my experience this is an issue with crowbar, it decompiles the physics model really weird. Cannonfodder's MDLDecompiler Fixed decompiles it correctly.
[QUOTE=God of Pro's!;44017218]ok[/QUOTE]
Alright, I'm back. Link me what you've done if you can.
[QUOTE=RustledJimmys;44026876]Alright, I'm back. Link me what you've done if you can.[/QUOTE]
this is what I've gotten.
the phymodel is messed up. so it might be hard to pose. im gonna have to remake it
[url]http://www.mediafire.com/download/p78getqjm6826g1[/url]
Alright, reporting back after testing. The model is near impossible to grab.
[editline]24th February 2014[/editline]
Anywhere I should go from here?
[QUOTE=RustledJimmys;44027146]Alright, reporting back after testing. The model is near impossible to grab.
[editline]24th February 2014[/editline]
Anywhere I should go from here?[/QUOTE]
I'd have to remake the Phymodel.
[QUOTE=God of Pro's!;44027431]I'd have to remake the Phymodel.[/QUOTE]
Well, if you're willing to do that then that would be fantastic. But if you don't want to that's fine.
[QUOTE=RustledJimmys;44027498]Well, if you're willing to do that then that would be fantastic. But if you don't want to that's fine.[/QUOTE]
no i am. its just. I don't want to make another one... and I don't use HL2's / any other ones ( I Don't like them for some reason..)
Isaa1's models. had HL2's Phymodel. and it sucked. and he messed up the rig on some models. I was too stupid to notice it
[QUOTE=God of Pro's!;44027592]no i am. its just. I don't want to make another one... and I don't use HL2's / any other ones ( I Don't like them for some reason..)
Isaa1's models. had HL2's Phymodel. and it sucked. and he messed up the rig on some models. I was too stupid to notice it[/QUOTE]
Well, whatever's best for you.
[QUOTE=RustledJimmys;44027693]Well, whatever's best for you.[/QUOTE]
itll be done tomorrow (because. im getting sick. I had a bad Stomach ache all day yesterday. I still feel it, gonna go right now. might be on later.
[QUOTE=God of Pro's!;44027820]itll be done tomorrow (because. im getting sick. I had a bad Stomach ache all day yesterday. I still feel it, gonna go right now. might be on later.[/QUOTE]
Alright, sounds good, but don't prioritise this over your health.
Try to decompile and recompile with the latest Crowbar (v0.19). It might extract the physics mesh properly, now.
Meanwhile, I will try to decompile the model myself and fix any issues.
:)
[QUOTE=ZeqMacaw;44103420]Try to decompile and recompile with the latest Crowbar (v0.19). It might extract the physics mesh properly, now.
Meanwhile, I will try to decompile the model myself and fix any issues.
:)[/QUOTE]
Wow, thanks dude!
I have uploaded [and will delete after awhile] the decompiled files after reworking Crowbar to not skip writing physics info to the qc file when the phy checksum does not match mdl checksum.
[url=https://drive.google.com/file/d/0Bz8zS9qTrqHWY2JndTAxUm80UW8/edit?usp=sharing]Elite Knight decompiled files[/url]
I looked at the 3 mesh files (body, head, and physics) in Blender, and they all look fine. I hope they work for you.
:)
[QUOTE=ZeqMacaw;44112350]I have uploaded [and will delete after awhile] the decompiled files after reworking Crowbar to not skip writing physics info to the qc file when the phy checksum does not match mdl checksum.
[url=https://drive.google.com/file/d/0Bz8zS9qTrqHWY2JndTAxUm80UW8/edit?usp=sharing]Elite Knight decompiled files[/url]
I looked at the 3 mesh files (body, head, and physics) in Blender, and they all look fine. I hope they work for you.
:)[/QUOTE]
Thanks, but, um:
[CODE]Compiling...
qdir: "c:\users\administrator\downloads\elite_knight_decompiled_0.20\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\"
g_path: "knight.qc"
Building binary model files...
Working on "knight.qc"
Error opening c:\users\administrator\downloads\elite_knight_decompiled_0.20\knight.qc
...Compile ended. Check above for any errors.
[/CODE]
[editline]4th March 2014[/editline]
I tried to compile for Garrys Mod.
This line makes me think you are compiling with Crowbar 0.12 and not 0.19:
g_path: "knight.qc"
that line should be:
g_path: "elite knight.qc"
Crowbar 0.12 could not handle that space in the file name.
:)
Good and bad news.
Good news is, I got 0.19 and can now recompile the QC.
Bad news is decompling and recompiling the model broke it and now it spawns janky.
[editline]7th March 2014[/editline]
Well this just gets even worse. I reinstalled the original pack and the Knight is still broken. How even?
[editline]7th March 2014[/editline]
Well I fixed the reinstall, but I still wish Crowbar didn't break it.
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