Fairly Simple Request

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. http://forum.facepunch.com/showthread.php?t=1328593

You could try Decompiling model.
and editing

These lines


$mass 
	$inertia 
	$damping 
	$rotdamping

I use this for all my models


$mass 52.6
	$inertia 7.10
	$damping 0.05
	$rotdamping 8.50

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…


// 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
}


And the crowbar log


Compiling...

qdir:    "c:\users\administrator\downloads\dark souls v1\models
exuselite\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
exuselite\darksouls\knight.qc


...Compile ended. Check above for any errors.


I’ve never seen anything like this…

give me model. (not smd) and maybe textures. ill deal with this

https://dl.dropboxusercontent.com/u/206956179/Elite%20Knight.zip This should have what you need.

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.

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.

ok

In my experience this is an issue with crowbar, it decompiles the physics model really weird. Cannonfodder’s MDLDecompiler Fixed decompiles it correctly.

Alright, I’m back. Link me what you’ve done if you can.

this is what I’ve gotten.

the phymodel is messed up. so it might be hard to pose. im gonna have to remake it

http://www.mediafire.com/download/p78getqjm6826g1

Alright, reporting back after testing. The model is near impossible to grab.

[editline]24th February 2014[/editline]

Anywhere I should go from here?

I’d have to remake the Phymodel.

Well, if you’re willing to do that then that would be fantastic. But if you don’t want to that’s fine.

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

Well, whatever’s best for you.

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.

Alright, sounds good, but don’t prioritise this over your health.