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converting counter strike models
Posted: Tue Dec 20, 2005 10:46 pm
by fps
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?
Re: converting counter strike models
Posted: Tue Dec 20, 2005 11:55 pm
by AndyCR
fps 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?
1. adjust the view offset in weapon.ini
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.
Posted: Wed Dec 21, 2005 12:31 am
by fps
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
Posted: Wed Dec 21, 2005 1:01 am
by AndyCR
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)
Posted: Wed Dec 21, 2005 1:11 am
by fps
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
Posted: Wed Dec 21, 2005 1:14 am
by AndyCR
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.
Posted: Wed Dec 21, 2005 1:35 am
by fps
not to sound like a complete moron or anything, but what I am not even sure what a UV map does or how to make one.
if it goes wrong, how will i know and how do i fix it?
that way if it does go wrong then I will know how to fix it.
Thanks,
Fps
Posted: Wed Dec 21, 2005 2:06 am
by AndyCR
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.
Posted: Wed Dec 21, 2005 3:11 pm
by fps
ok, i will watch for that.
Thanks,
Fps
Posted: Wed Dec 21, 2005 5:47 pm
by hike1
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
Posted: Sat Dec 24, 2005 4:20 pm
by fps
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
Posted: Thu Feb 15, 2007 9:17 pm
by Der_Metzgermeister
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?
Posted: Thu Feb 15, 2007 11:12 pm
by darksmaster923
realityfactory/install/weapon.ini
Posted: Fri Feb 16, 2007 5:07 am
by hike1
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?
It's in the manual, also on my DL site in demo 055 or this one?
worldedit.zip -(900K) How to get your weapons from 056 to 060, and A Newbie Guide to Michael Brumm's World Editor 2.0.