converting counter strike models
- fps
- Posts: 504
- Joined: Mon Sep 26, 2005 9:54 pm
- Location: in a magical land devoid of hope, happiness, and sanity.
converting counter strike models
Me and my development team are having some trouble converting 1st person weapons from counter strike.
does anybody know how to solve these probems?
First off, the left hand always appears behind where it is supposed to be by about 60 textels.
Seccondly after we compile model we cannot use it in reality factory or the actor viewer because of a begin frame failure.
My first thought was that possibly the textures were not the right size (a X power of 2), but after We fixed that we still get the same errors every single time we try it, it's very fusturating.
Has anybody else hade this problem with milkshape???
Can anybody help us to make these models actually work???
Thanks,
Fps
P.S. is it just me or are there a lot fewer of people using these fourms as of late?
does anybody know how to solve these probems?
First off, the left hand always appears behind where it is supposed to be by about 60 textels.
Seccondly after we compile model we cannot use it in reality factory or the actor viewer because of a begin frame failure.
My first thought was that possibly the textures were not the right size (a X power of 2), but after We fixed that we still get the same errors every single time we try it, it's very fusturating.
Has anybody else hade this problem with milkshape???
Can anybody help us to make these models actually work???
Thanks,
Fps
P.S. is it just me or are there a lot fewer of people using these fourms as of late?
Re: converting counter strike models
1. adjust the view offset in weapon.inifps wrote:Me and my development team are having some trouble converting 1st person weapons from counter strike.
does anybody know how to solve these probems?
First off, the left hand always appears behind where it is supposed to be by about 60 textels.
Seccondly after we compile model we cannot use it in reality factory or the actor viewer because of a begin frame failure.
My first thought was that possibly the textures were not the right size (a X power of 2), but after We fixed that we still get the same errors every single time we try it, it's very fusturating.
Has anybody else hade this problem with milkshape???
Can anybody help us to make these models actually work???
Thanks,
Fps
P.S. is it just me or are there a lot fewer of people using these fourms as of late?
2. what are the dimensions of the textures? i know you said you corrected them, but im just wondering, since beginframe 99% of the time is a texture size issue
3. it fluctuates constantly, one day we have no posts, the next we have 5 new members. it cycles about by week or bi-weekly.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
- fps
- Posts: 504
- Joined: Mon Sep 26, 2005 9:54 pm
- Location: in a magical land devoid of hope, happiness, and sanity.
I know about adjusting the position and rotation of the view weapon, but I haven't even gotten the weapon into the game yet.
The model is the P90 Sub Machine Gun,
The textures are as follows,
Sights-1.bmp
168 x 166
Buttstock.bmp
296 x 122
Handles.bmp
320 x 88
Magizine.bmp
184 x 81 - changed to 180 x 212
Hand.bmp
180 x 211 - changed to 180 x 212
Thumb.bmp
64 x 86
I just thought of somthing, these bitmaps are all saved as 8 bit .bmp, do they need to be like 24 bit or somthing?
Thanks,
Fps
The model is the P90 Sub Machine Gun,
The textures are as follows,
Sights-1.bmp
168 x 166
Buttstock.bmp
296 x 122
Handles.bmp
320 x 88
Magizine.bmp
184 x 81 - changed to 180 x 212
Hand.bmp
180 x 211 - changed to 180 x 212
Thumb.bmp
64 x 86
I just thought of somthing, these bitmaps are all saved as 8 bit .bmp, do they need to be like 24 bit or somthing?
Thanks,
Fps
not a single one of those textures are the correct dimensions - not even the ones you changed. they have to be powers of two, not multiples; powers are like this:
2
2x2(4)
2x2x2( 8 )
2x2x2x2(16)
2x2x2x2x2(32)
2x2x2x2x2x2(64)
2x2x2x2x2x2x2(128)
2x2x2x2x2x2x2x2(256)
2x2x2x2x2x2x2x2x2(512)
2x2x2x2x2x2x2x2x2x2(1024)
2
2x2(4)
2x2x2( 8 )
2x2x2x2(16)
2x2x2x2x2(32)
2x2x2x2x2x2(64)
2x2x2x2x2x2x2(128)
2x2x2x2x2x2x2x2(256)
2x2x2x2x2x2x2x2x2(512)
2x2x2x2x2x2x2x2x2x2(1024)
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
- fps
- Posts: 504
- Joined: Mon Sep 26, 2005 9:54 pm
- Location: in a magical land devoid of hope, happiness, and sanity.
holy c*** you have to be kidding me!!!
I must be an idiot, I can't believe that I've been making that mistake for over 5 months now and have been so fusturated by it.
Thank you sooooooooooo much for showing me what I have been doing wrong, this is incredibly helpfull. I was thinking that I would have to remodel every single weapon by hand, now I am just looking at just reanimating them.
Thank you,
Fps
I must be an idiot, I can't believe that I've been making that mistake for over 5 months now and have been so fusturated by it.
Thank you sooooooooooo much for showing me what I have been doing wrong, this is incredibly helpfull. I was thinking that I would have to remodel every single weapon by hand, now I am just looking at just reanimating them.
Thank you,
Fps
no problem, glad it helped. beware that last time i tried to resize a counter-strike model's texture, i ended up having to re-uvmap it, hope that isnt the case with milkshape.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
basically, it is a bit like collapsing a 3d model into a 2d space in order to apply a texture to it. think of it as taking a paper cup and cutting it with scissors until its perfectly flat. there are several tutorials on the net about how to do it.
youll know you need it if your model's textures go crazy, and look terrible.
youll know you need it if your model's textures go crazy, and look terrible.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
we cannot use it in reality factory or the actor viewer because of a begin frame failure.
Don't forget if you run Reality Factory then actor viewer,
actorviewer won't run because it uses the Genesis Engine, and
won't work after running the game.
Your power of 2 problem is addressed in the
rf faq
http://terrymorgan.net/rffaq.zip
Demos, tutorials http://terrymorgan.net/download.htm
weapons?
Demo055.zip -(2.2MB)-This demos Turrets, View and World weapons from 3ds Max, keys and locks, alpha Hud bitmaps, rising lava pillars
http://asylum.rfactory.org/demo055.zip
mislmelee.zip (549K) -Demo of Shelley changing from missile to melee attack at close range. Change her 'projectile' entry in the Pawn entity from 'bullet' to 'pistolbullet' to match the standard Reality Factory. Also has a bat weapon, check the included weapon.ini for the bat entry and put it in the standard RF weapon.ini. Sounds go in /audio, script goes in /scripts, actors go in /actors
worldedit.zip -(900K) How to get your weapons from 056 to 060, and A Newbie Guide to Michael Brumm's World Editor 2.0.
Ralph Deane's halflife to milkshape to RF tutorial
http://terrymorgan.net/convertweapons.zip
Don't forget if you run Reality Factory then actor viewer,
actorviewer won't run because it uses the Genesis Engine, and
won't work after running the game.
Your power of 2 problem is addressed in the
rf faq
http://terrymorgan.net/rffaq.zip
Demos, tutorials http://terrymorgan.net/download.htm
weapons?
Demo055.zip -(2.2MB)-This demos Turrets, View and World weapons from 3ds Max, keys and locks, alpha Hud bitmaps, rising lava pillars
http://asylum.rfactory.org/demo055.zip
mislmelee.zip (549K) -Demo of Shelley changing from missile to melee attack at close range. Change her 'projectile' entry in the Pawn entity from 'bullet' to 'pistolbullet' to match the standard Reality Factory. Also has a bat weapon, check the included weapon.ini for the bat entry and put it in the standard RF weapon.ini. Sounds go in /audio, script goes in /scripts, actors go in /actors
worldedit.zip -(900K) How to get your weapons from 056 to 060, and A Newbie Guide to Michael Brumm's World Editor 2.0.
Ralph Deane's halflife to milkshape to RF tutorial
http://terrymorgan.net/convertweapons.zip
- fps
- Posts: 504
- Joined: Mon Sep 26, 2005 9:54 pm
- Location: in a magical land devoid of hope, happiness, and sanity.
Thanks for the links hike1,
I have seen a lot of this stuff before and i believe that i have gone to every single rf resource/tutorial site and downloaded EVERYTHING onto a set of back up disks, its just remembering bits of information, which disk to look under, and keeping my information library updated that gets to be a bit bothersome.
I also keep a game dev journal dating back two or three years with just RF notes (5 years total with all my writings on game development), but again i sometimes forget things.
Thanks again,
Fps
I have seen a lot of this stuff before and i believe that i have gone to every single rf resource/tutorial site and downloaded EVERYTHING onto a set of back up disks, its just remembering bits of information, which disk to look under, and keeping my information library updated that gets to be a bit bothersome.
I also keep a game dev journal dating back two or three years with just RF notes (5 years total with all my writings on game development), but again i sometimes forget things.
Thanks again,
Fps
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- Posts: 7
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- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
It's in the manual, also on my DL site in demo 055 or this one?thanks for the tips too but i have a question: how do i know the viewoffset value for my weapon? and there is a way to modify this value in rf, like when i move or rotate the weapon?
worldedit.zip -(900K) How to get your weapons from 056 to 060, and A Newbie Guide to Michael Brumm's World Editor 2.0.