Replacing models

Need help Modeling Props and Physical Objects for your Maps.
Scrap
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Replacing models

Post by Scrap »

Oh god, i have searched everywere but cant find how to simply replace a model.
"Custom model" dosent work because the model dosent have animations and gets displayed as a Error sign. Is there a way to simply switch the lets say metrocop for another and let it still use its animations.
Pampers
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Post by Pampers »

The new model must be rigged and ready with the same rig as the metrocop then.
Look ma' no hands!
destu
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Post by destu »

It's easy, unless you dont know how to do it.

:homes:
Scrap
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Post by Scrap »

destu wrote:It's easy, unless you dont know how to do it.

:homes:
so how to do it if its easy? Is there a program i can copy paste animations to new models?
Pampers
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Post by Pampers »

destu wrote:It's easy, unless you dont know how to do it.

:homes:
Image
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Svanrog
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Post by Svanrog »

You have a model. It needs a metrocop rig. You can rig models in most modelling programs. For examle XSI mod tool 4.2. Probably you can get a rig somewhere in the sourcesdk_content folder. More likely is that you need to decompile a metrocop, take the reference model and replace it with your own model. Don't forget to attach your own model to the bones. You will also need to recompile it and make some changes in the .qc file that you get when you have decompiled the cop.
If you want this done this week, the I suggest that you find someone to di it for you.

That's all I have to say on this subject. I can not do stuff like this. Many modellers can.

:)
Scrap
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Post by Scrap »

Oniyuri wrote:You have a model. It needs a metrocop rig. You can rig models in most modelling programs. For examle XSI mod tool 4.2. Probably you can get a rig somewhere in the sourcesdk_content folder. More likely is that you need to decompile a metrocop, take the reference model and replace it with your own model. Don't forget to attach your own model to the bones. You will also need to recompile it and make some changes in the .qc file that you get when you have decompiled the cop.
If you want this done this week, the I suggest that you find someone to di it for you.

That's all I have to say on this subject. I can not do stuff like this. Many modellers can.

:)
nice. My head aches now but thanks anyway
Rob Zombie
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Post by Rob Zombie »

Hi!

Nice mod! I replaced the sniper rifle with the crossbow in original half life 2. It works pretty well but the laser didnt appear. Can you help me with this prob?

Thx for your help.
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Hyperjag3
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Post by Hyperjag3 »

You would need to add the appropriate attachment points to both the viewmodel and worldmodel to get the laser working properly.
Rob Zombie
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Post by Rob Zombie »

I added the v and the w model with the materials too. I found in effects folder: red_laser i put that too but it didnt work. Can you tell me which file do i have to move?

Thx
Pampers
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Post by Pampers »

Do what Hyperjag3 said in a modeling program.
Last edited by Pampers on Thu Aug 17, 2006 4:37 pm, edited 1 time in total.
Look ma' no hands!
Rob Zombie
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Post by Rob Zombie »

how do i add those attachments? Can i do it without coding (because i cant code)?
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Post by Pampers »

Look ma' no hands!
Rob Zombie
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Post by Rob Zombie »

Hi

Thank you. Where can I find this .qc file?
destu
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Post by destu »

Rob Zombie wrote:Hi

Thank you. Where can I find this .qc file?
Decompile the model
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