Edited Model - Compiling problems.

S

SesS

Guest
Hey guys

I used cannonfodders mdl decompile tool to decompile 'monk' (a.k.a father gregori from SP). I imported the SMD into 3ds max using cannon fodders tool and have been editing monk_refrence to change the model. Ive added a few extra things to him, so i had to unwrap those and ive placed the mappings into a seperate .tga file. I also scaled him a bit, making him taller (i also had to scale the bones).

Anyway, ive tried to export him.. but im not really sure how. I have a map which was created by a friend, that includes 'monk' standing in it. But if my model is being used its just 'monk' in the christ pose not moving. But if i dont use my model, then father gregori will look around in an idle pose.

The way that i have compiled him, is by exporting the player as monk_refrence.smd (as a refrence) then using cannonfodders compiler tool to pretty much do the rest.

My questions are:
Is there a tutorial out there that explains the complete process for exporting a player (including exporting animations). Id like to use the same animations as the stock father gregori file.. but i dont know where to find them, or even how to use them in the compiler.

Also, my model has no pupils. Which i know is being i havent done the QC_Eyes stuff. But i dont know how to use this program. I looked up the source website, but all it seems to tell me is that the program will tell me what to do, as well as the screenshots. But when i open the file.. i have no idea what to do.. because theirs nothing that tells me what to do.. and theirs no screenshots (besides the eye in the corner).

Also. When animations get exported, is it just the bones that are exported, which get the model from character_refrence, or does the player get exported with the bones.
 
Edit:

Nevermind. It seems that if i decompile another model, the animations will decompile aswell. Just doesnt seem to with 'monk' (father gregori).

Unfortunately though the animations seem to make his stomach all twisted and shrunk.. probably because the animations are for a different model.

Any help is appreciated.

heres a SS
 
CF's decompiler is great, but not perfect. I had some trouble with my decompiled animations too recently. unfortunately i dont know this one. You'll have to either look at the sample .qc files in the sdk content folder, wait for an update to cannonfodders tool, or figure it out some other way.
 
Ok fair enough. Is there another decompiler somewhere?

Btw, sorry about the pictures, my ftp just had to stuff up for me yesterday :(, but it swhould be working now

EDIT2: lol, nevermind. It seems the problem was because i was using the wrong animations. My friend (a member of my mod team) was able to somehow decompile the right animations and use them!.

Only problem is the freaky non-pupil eyes now... lol. Does anyone know where i can find out a good tutorial for that? (besides the crappy source wiki)
 
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