Hey there, fellow Facepunchers. I've gotten myself into a bit of a jam with one of the projects I am working on. I am trying to take a weapon skin for the AWP on CS:S and transfer it over to the Scout slot. However, every time I recompile the animations, they seem to be broken (arms are missing in all segments of the animation set, the model seems to explode and fly around the screen, etc.). I ended up finding out that the weapon skin was compiled using the Orange Box setup upon compilation, which apparently makes decompiling the skin difficult from what I was told before. I've tried various different approaches to making sure the animations don't get screwed up when I decompile the original skin, but I've had no success so far.
Long story short: I'm trying to decompile something and it keeps fucking up the animations when I do. Would any of you happen to know of a way to successfully decompile a skin that was compiled using the Orange Box setup so that the animations don't break, or am I just wasting my time? If necessary, I can get a quick video to show what's happening when I recompile it.
I know I shouldn't bump, but I don't have time to edit the OP right now. Here's a vid of what the problem is, as seen in the Source SDK:
[video=youtube;9hxZj-rTR6I]http://www.youtube.com/watch?v=9hxZj-rTR6I&feature=youtu.be[/video]
Any help would be appreciated.
check the rigging - it's almost definitely busted.
I just checked the rigging as you advised, and it's pretty much broken beyond repair from what I can see. I've tried a few other methods for decompiling the skin, as well as trying to repair the rigging, but they end with the same result.
My guess on what you did wrong if you use max
Went into the edit mesh sub cat, deleted the original weapon, moved back directly into skin.
If you do that, you bust the rigging. What you need to do is
go to edit mesh > delete the part you want in poly select or element select > select all polies|elelements > deselect them all > go into edit mesh root > go into skin.
If you don't, you are going to get bugged up rigging.
I didn't use 3DS Max, I don't even have it installed right now due to a lack of hard drive space. All I did was decompile the view model and then edit the .QC so that it would have the proper setup for the Scout slot. What you see in the video is pretty much what happens when it's recompiled. From what I was told, it was compiled on the Orange Box setup, and the Orange Box setup apparently has a tendency of causing skins to have broken animations when decompiled.
Bump. I'm still looking for some help with this.
whered you get my semi-private release? anyway the animations are compiled on orange box so it wont work when recompiled.
[editline]21st September 2012[/editline]
oh dammit ganryu stop having different names on facepunch
[QUOTE=sentrygunman;37755591]whered you get my semi-private release? anyway the animations are compiled on orange box so it wont work when recompiled.
[editline]21st September 2012[/editline]
oh dammit ganryu stop having different names on facepunch[/QUOTE]
Hey, it's not my fault my name was already taken. :v:
As for for the animations, I already know about it being compiled on the Orange Box setup, you told me that a while back. I'm trying to find out if there's a way to decompile it without destroying the animations.
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