• Hex my skin?
    24 replies, posted
[IMG]http://i28.tinypic.com/23igily.png[/IMG] I want my skin to not conflict with s-low's model. Preferably having it so I don't have to go through browse, and have it's own spawn icon etc. The model also has better phys. If anyone can do it then reply here and I'll PM you the file. I don't wanna put a download link for public yet cause people will just take it and not bother hexing. Thanks.
Yea I could do that for you, which one did you use CS:S or GMod?
GMod
Any progress?
[QUOTE=D00msdayDevice;17353727]Any progress?[/QUOTE] Working on it, tried to recompile it instead of hexing it as it should be technically easier (also allows me to add anims for NPC use and means its harder for people to claim your work as theirs) but somethings screwy with it :S btw what have you changed on the skin exactly?
Decompiling can break models, you know. Like eyelids on citiizens.
[QUOTE=Omolong;17353857]Decompiling can break models, you know. Like eyelids on citiizens.[/QUOTE] This one is decompiled fine, its the one Jason used to make the Harley playermodels (he sent me his decompiled files).
It can still have the same problem, no matter who decompiled the model.
[QUOTE=Silver Spirit;17353777]Working on it, tried to recompile it instead of hexing it as it should be technically easier (also allows me to add anims for NPC use and means its harder for people to claim your work as theirs) but somethings screwy with it :S btw what have you changed on the skin exactly?[/QUOTE] The colours, some textures and bumpmaps This was before the reskin. [img]http://i29.tinypic.com/ddkh1y.png[/img]
Right got it working, you'd named the slow folder S-Low which confused me for a bit but I got it sorted ^^ [img]http://fvmcpg.blu.livefilestore.com/y1pMoZ6HfHDsnv8o5qpPeIlE_-_CCLe1b1FvtOurFWq_pato91cVHs8BBHFcWULlFLkkqa-g7vEQj345Wky9UbQPvawZbTKFKiJ/Harley%20Reskin%20Port.jpg[/img] I've also put in player and NPC animations and the player animation file its is using is the female cs_fix i've made (as a test, but it works nicely and there is a difference if not very clear at first): [img]http://fvmcpg.blu.livefilestore.com/y1pXTdMzXkTfFkw5x-KQ769tog3WBh2vvZ4E-BoUZSZWmBsyNIzlyqbAih1Hqs3w0RgTbRVRb-jbS-nLs-HOzkzyA/Harley%20Reskin%20Player.jpg[/img] [img]http://fvmcpg.blu.livefilestore.com/y1p83I3eXHzmpp8G9hbe8HAH0iZQr1XwM3dBTcrdcWJ8n589rx9mHkK7aUo6o9qU8nijRdINjoyREyz_1sT4h-1qw/M%26F%20Player%20Anim%20Comparision%20Harley.jpg[/img] The NPC doesn't work quite right though I think there's something I need to remove from the QC for the gun to be in the right place. [img]http://fvmcpg.blu.livefilestore.com/y1pnt99q9VNLhPs8UAsjFGfIuO1pMGlcN8S92jfjOvcTdxR90zrreb77tz416IMySvYJP22ORigPcgAZcZYOmyNgw/Harley%20Reskin%20NPC.jpg[/img] Edit: Forgot about your better phys file i'll have to replace the other one ^^ Edit 2: Also the finger and eye posing are fully intact
:o awesome
[QUOTE=Silver Spirit;17355621]Right got it working, you'd named the slow folder S-Low which confused me for a bit but I got it sorted ^^ I've also put in player and NPC animations and the player animation file its is using is the female cs_fix i've made (as a test, but it works nicely and there is a difference if not very clear at first): The NPC doesn't work quite right though I think there's something I need to remove from the QC for the gun to be in the right place. Edit: Forgot about your better phys file i'll have to replace the other one ^^ Edit 2: Also the finger and eye posing are fully intact[/QUOTE] Hmmm, the gun issue. Look in the QC and see if there is something called [code] $ikchain ikclip ValveBiped.weapon_bone_Clip knee 0.707 -0.707 0.000[/code] If there is nothing like that in the QC, then IDK what the prob is
Nope thats not it, thats the first thing I looked for :S
[QUOTE=Silver Spirit;17356318]Nope thats not it, thats the first thing I looked for :S[/QUOTE] Aw, then I don't know what the issue is. Maybe PM Shotgunguy, maybe he knows
Wow that is one flexible collision model ^^Gonna try a different kind of NPC see if its something up with the base ones and CS:S skeletons (as I had this issue with the Niko model aswell) Edit: Tried making a cs_fix for the female NPC anims but it didn't make any difference :(
Well I have no idea what i can do about the NPC anims but everything else is done and fine. I've also made it into a full addon with a spawnlist (and includes all the extra stuff needed and a credits file), want me to upload it? [QUOTE=Omolong;17353962]It can still have the same problem, no matter who decompiled the model.[/QUOTE] Just noticed this. I was assuming that it would work as his recompiled ones work, which it happens it does ^^
Yeah, thanks alot :)
There you go :D [url]http://www.facepunch.com/showthread.php?p=17361022#post17361022[/url] (hope you were ok with me putting it there :S) [url=http://www.garrysmod.org/downloads/?a=view&id=79138][img]http://www.garrysmod.org/img/?t=dll&id=79138[/img][/url]
Awesome, thanks :)
np :D
[QUOTE=Silver Spirit;17366066]stuff[/QUOTE] Just wondering, how was recompiling easier than hexing? Hexing takes 10 minutes, and consists of changing three lines of code inside the model in notepad...
[QUOTE=LimEJET;17380406]Just wondering, how was recompiling easier than hexing? Hexing takes 10 minutes, and consists of changing three lines of code inside the model in notepad...[/QUOTE] Means I can specify the names of things and where they go instead of being retricted to the number of letters that were used originally, also meaned I could make it into a playermodel (and attempted NPC) which you cannot do by hexing, just gave me a bit more freedom in what I could do with it (also after doing around 50 hexed posters its nice to try something diferent :P).
[QUOTE=Silver Spirit;17385649]Means I can specify the names of things and where they go instead of being retricted to the number of letters that were used originally, also meaned I could make it into a playermodel (and attempted NPC) which you cannot do by hexing, just gave me a bit more freedom in what I could do with it (also after doing around 50 hexed posters its nice to try something diferent :P).[/QUOTE] The playermodel thing is easier to just do by Lua. Then you can at least see if the model works correctly before you decompile.
[QUOTE=LimEJET;17387708]The playermodel thing is easier to just do by Lua. Then you can at least see if the model works correctly before you decompile.[/QUOTE] You do know the model has to have been given the anims (which is what I was talking about) before you can use a lua to make it a working player model (unless you mean there is a script to define all the 280 sequence states or to allow the model to use anims it doesn't have, which i've not seen before) and I knew it worked correctly (are we even talking about the same thing anymore?)
[QUOTE=Silver Spirit;17388467]You do know the model has to have been given the anims (which is what I was talking about) before you can use a lua to make it a working player model (unless you mean there is a script to define all the 280 sequence states or to allow the model to use anims it doesn't have, which i've not seen before) and I knew it worked correctly (are we even talking about the same thing anymore?)[/QUOTE] I don't think so, no :biggrin: I forgot we were talking about a model with unique bone structure, so if I were you, I'd disregard what I've been saying :buddy:
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