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.
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.