Animations for player model

Hi, im new here.

this is my first…well…“thing”

i don’t have a clue about scripting or anythin, i “tried” to do a little bit modified player model and, i just black and whitend the textures, copied model(s) and replaced the original textures and blah, blah, blah

i was wondering could someone help me with this, i need to get animations fixed (combine soldier if possible, and sound too), then i need to get my textures independet (i think it’s called hexing), and that would be it

And if someone is willing to be my partner in this, he will be also credited, (i plan on uploading it to FPSBanana)

Here’s what i did with textures:

http://img441.imageshack.us/img441/884/gmconstruct0002x.jpg

http://img682.imageshack.us/img682/8425/gmconstruct0003l.jpg

http://img826.imageshack.us/img826/7503/gmconstruct0009.jpg

and here is messed up folder i made:

http://www.4shared.com/file/zl9lFRKY/BulletNRG.html

looks like hes gonna dance…lol

Which one do you want as a player model since there’s 3 versions in the rar

only 1st

LOLIES

WAIT im figuring out the textures and models conection

Im getting microsoft visio

id dance with that

Ok, here is my newer version of folder, updated one

http://www.4shared.com/file/LYLNVYQM/BulletNRG.html

you need to $include the player animations. Silver knows how to do that and might post shortly. But here’s the valve wiki if you want to research it on your own:

Edit:
This guy knows how to:
http://www.facepunch.com/showpost.php?p=24308874&postcount=6

You mean this? :stuck_out_tongue:


//Male
$includemodel "cs_fix.mdl"
$includemodel "global_include.mdl"
$includemodel "humans/male_gestures.mdl"
$includemodel "humans/male_postures.mdl"
$includemodel "humans/male_shared.mdl"
$includemodel "humans/male_ss.mdl"

//Female
$includemodel "cs_fix_f.mdl" //this will only work if you have one of my NPC packs
$includemodel "global_include.mdl"
$includemodel "humans/female_gestures.mdl"
$includemodel "humans/female_postures.mdl"
$includemodel "humans/female_shared.mdl"
$includemodel "humans/female_ss.mdl"

//Alt Female
$includemodel "f_anm.mdl"
$includemodel "f_gst.mdl"
$includemodel "f_pst.mdl"
$includemodel "f_shd.mdl"
$includemodel "f_ss.mdl"
$includemodel "global_include.mdl"
$includemodel "humans/female_gestures.mdl"
$includemodel "humans/female_postures.mdl"
$includemodel "humans/female_shared.mdl"
$includemodel "humans/female_ss.mdl"



Add the block of your choosing to the QC for the model then recompile, this will only work if the model is using the Valve Biped skeleton.

That’s NPC anims.

Im VERY confused

So how can i make it work (simple version)

That is the simple version :S

Ok lets try this, do you have the QC file for the model your trying to make a playermodel? (post it in [noparse]




[/noparse] tags).

I think i don’t

My MDLDecompiler wont work, so…
COULD SOMEON PLEASE JUST GIVE ME THE QC FILE???

everything i have is here:

http://www.4shared.com/file/LYLNVYQM/BulletNRG.html

Ok now it started to be clearer (http://www.facepunch.com/showthread.php?t=764320)
il search for QC in original folder(http://www.facepunch.com/showthread.php?t=834456)

Will anyone help?

decompile it for the .qc, edit it to include all the player animations. Then recompile it. We can work out studiomdl.exe errors.

:saddowns:

Yea…

THANK YOU GOD!!!
I have the QC

So? What’s next

[editline]01:37PM[/editline]


$cd "C:\Users\Mateo\Desktop"
$modelname "player/BulletNRG.mdl"
$model "Urban" "ref_mesh.smd"
$poseparameter move_yaw -180.00 180.00 360.00
$poseparameter body_pitch -90.00 90.00 360.00
$poseparameter body_yaw -90.00 90.00 360.00
$cdmaterials "models\player\BulletNRG\"
$hboxset "cstrike"
$hbox 3 "ValveBiped.Bip01_Pelvis" -6.750  -4.000  -6.500  6.750  2.000  3.500
$hbox 6 "ValveBiped.Bip01_L_Thigh" 1.500  -4.500  -4.000  16.500  4.500  4.000
$hbox 6 "ValveBiped.Bip01_L_Calf" -2.000  -4.500  -4.000  16.000  4.500  4.000
$hbox 6 "ValveBiped.Bip01_L_Foot" -2.500  -1.000  -2.100  6.500  4.000  2.100
$hbox 6 "ValveBiped.Bip01_L_Toe0" 0.130  -0.250  -2.400  3.130  2.950  2.100
$hbox 7 "ValveBiped.Bip01_R_Thigh" 1.500  -4.500  -4.000  16.500  4.500  4.000
$hbox 7 "ValveBiped.Bip01_R_Calf" -2.000  -4.500  -4.000  16.000  4.500  4.000
$hbox 7 "ValveBiped.Bip01_R_Foot" -2.500  -1.000  -2.100  6.500  4.000  2.100
$hbox 7 "ValveBiped.Bip01_R_Toe0" 0.130  -0.150  -1.790  3.130  3.050  2.710
$hbox 3 "ValveBiped.Bip01_Spine1" -5.000  -7.000  -7.500  5.000  7.000  7.500
$hbox 2 "ValveBiped.Bip01_Spine2" -2.000  -7.000  -7.000  10.000  7.000  7.000
$hbox 1 "ValveBiped.Bip01_Neck1" -0.500  -4.250  -2.000  2.500  0.750  2.000
$hbox 1 "ValveBiped.Bip01_Head1" -1.000  -5.000  -4.250  9.000  6.000  4.250
$hbox 4 "ValveBiped.Bip01_L_UpperArm" 0.000  -3.500  -3.000  13.000  3.500  3.000
$hbox 4 "ValveBiped.Bip01_L_Forearm" -1.000  -3.000  -3.000  11.000  3.000  3.000
$hbox 4 "ValveBiped.Bip01_L_Hand" 0.000  -1.750  -2.250  6.000  1.750  2.250
$hbox 5 "ValveBiped.Bip01_R_UpperArm" 0.000  -3.500  -3.000  13.000  3.500  3.000
$hbox 5 "ValveBiped.Bip01_R_Forearm" -1.000  -3.000  -3.000  11.000  3.000  3.000
$hbox 5 "ValveBiped.Bip01_R_Hand" 0.000  -1.750  -2.250  6.000  1.750  2.250
// Model uses material "BulletNRG_legs.vmt"
// Model uses material "BulletNRG_torso.vmt"
// Model uses material "BulletNRG_tacgear.vmt"
$attachment "grenade0" "ValveBiped.Bip01_Pelvis" 7.00 1.50 1.00 rotate 0.00 -0.00 -80.00
$attachment "grenade1" "ValveBiped.Bip01_Pelvis" 7.50 1.50 -3.50 rotate 0.00 -0.00 -80.00
$attachment "grenade2" "ValveBiped.Bip01_Pelvis" -7.00 1.50 1.00 rotate 0.00 -0.00 -80.00
$attachment "grenade3" "ValveBiped.Bip01_Pelvis" -7.50 1.50 -3.50 rotate 0.00 -0.00 -80.00
$attachment "pistol" "ValveBiped.Bip01_R_Thigh" 5.00 -2.25 5.75 rotate 0.00 -0.00 -90.00
$attachment "primary" "ValveBiped.Bip01_Spine2" -1.00 -9.00 -2.50 rotate -0.00 0.00 -0.00
$attachment "defusekit" "ValveBiped.Bip01_Pelvis" 0.00 1.50 -8.00 rotate -90.00 -90.00 0.00
$attachment "lfoot" "ValveBiped.Bip01_L_Foot" 0.00 5.00 -0.00 rotate 0.00 0.00 0.00
$attachment "rfoot" "ValveBiped.Bip01_R_Foot" -0.00 5.00 0.00 rotate -0.00 -0.00 0.00
$attachment "eyes" "ValveBiped.Bip01_Head1" 4.00 -0.00 0.00 rotate 0.00 90.00 90.00
$includemodel "player/jinrai_mhmanims.mdl"
$surfaceprop "flesh"
$eyeposition -0.000 0.000 73.000
$illumposition 2.422 0.000 37.281
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$ikchain rfoot ValveBiped.Bip01_R_Foot knee  0.707 -0.707 0.000
$ikchain lfoot ValveBiped.Bip01_L_Foot knee  0.707 -0.707 0.000
$collisionjoints "phymodel.smd" {

	$mass 94.0
	$inertia 10.00
	$damping 1.75
	$rotdamping 10.00
	$rootbone "valvebiped.bip01_pelvis"
	$jointmassbias "valvebiped.bip01_pelvis" 2.60
	$jointdamping "valvebiped.bip01_pelvis" 1.00

	$jointmassbias "valvebiped.bip01_r_thigh" 1.30
	$jointconstrain "valvebiped.bip01_r_thigh" x limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" y limit -60.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_thigh" z limit -85.00 60.00 0.00

	$jointmassbias "valvebiped.bip01_r_calf" 0.80
	$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_calf" z limit -100.00 1.00 0.00

	$jointmassbias "valvebiped.bip01_l_thigh" 1.30
	$jointconstrain "valvebiped.bip01_l_thigh" x limit -20.00 20.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" y limit -30.00 60.00 0.00
	$jointconstrain "valvebiped.bip01_l_thigh" z limit -85.00 60.00 0.00

	$jointmassbias "valvebiped.bip01_l_calf" 0.80
	$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_calf" z limit -100.00 1.00 0.00

	$jointmassbias "valvebiped.bip01_l_foot" 0.40
	$jointconstrain "valvebiped.bip01_l_foot" x limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" y limit -1.00 1.00 0.00
	$jointconstrain "valvebiped.bip01_l_foot" z limit -35.00 10.00 0.00

	$jointconstrain "valvebiped.bip01_spine1" x limit -45.00 45.00 0.00
	$jointconstrain "valvebiped.bip01_spine1" y limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_spine1" z limit -35.00 85.00 0.00

	$jointmassbias "valvebiped.bip01_r_upperarm" 0.80
	$jointdamping "valvebiped.bip01_r_upperarm" 1.00
	$jointconstrain "valvebiped.bip01_r_upperarm" x limit -60.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" y limit -35.00 55.00 0.00
	$jointconstrain "valvebiped.bip01_r_upperarm" z limit -100.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_r_forearm" 0.60
	$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_r_forearm" z limit -120.00 10.00 0.00

	$jointmassbias "valvebiped.bip01_l_upperarm" 0.80
	$jointdamping "valvebiped.bip01_l_upperarm" 1.00
	$jointconstrain "valvebiped.bip01_l_upperarm" x limit -60.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" y limit -35.00 55.00 0.00
	$jointconstrain "valvebiped.bip01_l_upperarm" z limit -100.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_l_forearm" 0.60
	$jointdamping "valvebiped.bip01_l_forearm" 1.00
	$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
	$jointconstrain "valvebiped.bip01_l_forearm" z limit -120.00 10.00 0.00

	$jointmassbias "valvebiped.bip01_l_hand" 0.20
	$jointdamping "valvebiped.bip01_l_hand" 1.00
	$jointconstrain "valvebiped.bip01_l_hand" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" y limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_l_hand" z limit -30.00 30.00 0.00

	$jointdamping "valvebiped.bip01_head1" 1.00
	$jointconstrain "valvebiped.bip01_head1" x limit -50.00 50.00 0.00
	$jointconstrain "valvebiped.bip01_head1" y limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_head1" z limit -30.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_r_hand" 0.20
	$jointconstrain "valvebiped.bip01_r_hand" x limit -30.00 30.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" y limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_r_hand" z limit -30.00 30.00 0.00

	$jointmassbias "valvebiped.bip01_r_foot" 0.40
	$jointdamping "valvebiped.bip01_r_foot" 1.00
	$jointconstrain "valvebiped.bip01_r_foot" x limit -10.00 10.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" y limit -1.00 1.00 0.00
	$jointconstrain "valvebiped.bip01_r_foot" z limit -35.00 10.00 0.00
}


I would only like it to have combine sounds

Im guessing that i need to copy what Spirit wrote

($includemodel “cs_fix.mdl”
$includemodel “global_include.mdl”
$includemodel “humans/male_gestures.mdl”
$includemodel “humans/male_postures.mdl”
$includemodel “humans/male_shared.mdl”
$includemodel “humans/male_ss.mdl”)

under line $includemodel “player/jinrai_mhmanims.mdl” or owerwrite that line

Am i right?

Ok, could someone give me dowload link for a compiler that doesn’t reqire ep1 or orangebox

HELP!!!

Source sdk doesn’t require ep1 or orange box, it should work fine.

Download link?

Steam tools

That…Doesn’t help

A download LINK?

it’s in steam tools :l

http://www.1337upload.net/files/2010-08-25_13.19.46.png