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Author Topic: Mafisha's grunts - from rubbish to...  (Read 20104 times)

Simon

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Re: Mafisha's grunts - from rubbish to...
« Reply #60 on: June 24, 2011, 07:11:54 AM »
Urg you broke the smoothing again,
Also those black faces are due to two things, first could be the smoothing, since you left auto-smooth turned on, I doubt it, second polygons needs to be UV mapped in order to display the texture
And it's fucking annoying to fix that in milkshape, look for the Texture Coordinate Editor
« Last Edit: June 24, 2011, 07:20:48 AM by Simon »

James

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Re: Mafisha's grunts - from rubbish to...
« Reply #61 on: June 24, 2011, 08:32:51 AM »

Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #62 on: June 24, 2011, 08:40:23 AM »
Oh dear - exactly - auto-smoothing is ON. ;( I'd better check it off.

UV Mapped? What is that? How to do it? :? <noob>
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Burd!

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Re: Mafisha's grunts - from rubbish to...
« Reply #63 on: June 24, 2011, 08:54:28 AM »
The UV map is the coordinate that the model reads on a texture. Basically, a model has a UV map to display a texture map. With Half-Life's decompiler, it shifts the UV's one pixel to the left. When compiled, the model moves yet again one pixel to the left. This causes texture shifting, and is very noticable on the eyes of your Human Grunt model. To fix it, open your model, select all faces with CTRL+A, and hit CTRL+T to open the texture coordinator window. Just move the texture in it's proper place, and move it one pixel to the right to compensate the Half-Life compiler's weird functionality.

Also, Auto-Smooth is OK when modeling organics, or while you already have a saved .MS file with all smoothing groups conserved. But, since you are simply editing a pre-existing model, stay away from auto-smooth.

Simon

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Re: Mafisha's grunts - from rubbish to...
« Reply #64 on: June 24, 2011, 09:09:33 AM »
To be completly exact, a UV map show the repartition of each vertex composing a polygon, each of these vertex has a precise coordinate going from 0 to 1, this allow the texture to be switched with an other of a different size without screwing the whole map

Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #65 on: June 24, 2011, 09:15:22 AM »
OH! Thanks a lot :))

How much decimal places should I use to move 1 pixel? [e.g. 0.0001]
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Simon

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Re: Mafisha's grunts - from rubbish to...
« Reply #66 on: June 24, 2011, 09:42:38 AM »
well with milkshape uv mapping tool you don't move vertexes with that much precision, you only move them visually, if you want to avoid the texture shift you will have to do a lot of trail and error,but you will get use to it

But to anwser your question it actually depend on the texture size for exemple on a 256 pixel map one pixel would be 1/256 ~= 0,004 on the UV map

Simon

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Re: Mafisha's grunts - from rubbish to...
« Reply #67 on: June 24, 2011, 01:07:03 PM »
Forgot to mention something, if you want to move faces one by one you will have to unweld the vertexes first, use Ctrl+alt+w for that, and weld them together again after with Ctrl+W, and resmooth everything with Ctrl+M

Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #68 on: June 27, 2011, 11:58:22 AM »
Well, OK - I'll do my calculations, to get the most precise number of how much I should move it for 1 pixel... Did I mention I am a bit of a perfectionist? ;>

Another thing - what should I do if it fails at compiling? Skeletons & stuff will be right, but it'll still say some crap about 'illegal bone name' [usually something like 'bip' {bipedal I guess} and 'forearm'...]... -.- That's one of the bits I'm mostly scared of... :(
Unless someone wants to volunteer in compiling it for me when it's finished... :P

And - I'm asking the third [?!] time - what about weapons - which ones do You recommend???
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ErebusTheDark

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Re: Mafisha's grunts - from rubbish to...
« Reply #69 on: June 27, 2011, 12:00:47 PM »
MP5SD and a SPAS-12. If you're looking for a hangun (in the holster)... Colt 1911. Search around on Gamebanana for something you like.

Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #70 on: June 30, 2011, 10:21:14 AM »
I think this MP5SD is the best. Now... Just put it in the right position on the skeleton. ...And not forget credits, but luckily I bookmarked it so later I can check the guy's nick-name.
Are sure though that You want an MP5? Lot of people prefer M16 instead as the AR weapon...

I like the Colt M1911 idea but if HL takes place in the 2000s, then it was already replaced with M9 in the US Army. I dunno...

Any other feedback? :)
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Simon

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Re: Mafisha's grunts - from rubbish to...
« Reply #71 on: June 30, 2011, 11:29:27 AM »
http://hl-improvement.com/forums/gold-source-tutorials/illegal-parent-bones-common-fix/
For the bones work most of the time

Also the 1911 is still in even if the m9 is more common

Also if you make it a sven coop hgrunt you can the mp5 and the M16

Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #72 on: June 30, 2011, 09:02:06 PM »
That mean I'll have to have several version - one for base game & Blue Shift, other for Sven Coop.

That MP5SD fits nicely on the skeleton - I re-origin-ed it. But the shotgun of my choice turned out to be as long as the grunt himself! xD Either some careful resizing [judging real-life photos, SPAS12 is about as long as average man's torso] or choice of different shotgun should help me...

I found a single Colt M1911, but the skin sucks - well - I'm not that bad with texturing - I'll try to make a nice one.
And now I also get the UV mapping bit(s) as well.
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Simon

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Re: Mafisha's grunts - from rubbish to...
« Reply #73 on: June 30, 2011, 11:29:08 PM »
Nah you just a couple of QC files

Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #74 on: July 05, 2011, 11:53:53 AM »
Holy crap! ):<

I've sorted out the files - also the .QC - but... Well, I tested the compiling, and... - ' too many vertices in ''HL_Body_complete!'' '... DAMN!!!

Does it mean I have to get rid of some stuff on the Body?? NOOO!!! :'( SO much work and only because of stupid limits?

Or is there a way to ignore it?


P.S. Here are the stats of the body:


Polys: 5965

Vertices: 4377

Distinct vertices: 3435
« Last Edit: July 05, 2011, 11:57:41 AM by Mafisha »
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SPRKH

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Re: Mafisha's grunts - from rubbish to...
« Reply #75 on: July 05, 2011, 12:17:22 PM »
You need to split that reference smd into two smds, each with less that ~3400 triangles.

Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #76 on: July 05, 2011, 12:53:57 PM »
Oh!!
So - I can use TWO .SMDs with ANY total number of vertices as long as a SINGLE one doesn't exceed the limit?!

AWESOME, Thanks!!! :*
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Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #77 on: July 05, 2011, 01:18:29 PM »
...Well...

It also turned out that both guns needed 'splitting' - done.

Bone errors? Pasted what A.I. advised.

But - of course [!] - I have to get another error:

unknown bonecontroller link 'Bone05'

{Same thing says on Jed}

What's THIS ONE about??  >:( :sigh:


P.S. Sorry for double-post... =:>
« Last Edit: July 05, 2011, 01:22:43 PM by Mafisha »
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ErebusTheDark

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Re: Mafisha's grunts - from rubbish to...
« Reply #78 on: July 05, 2011, 01:29:02 PM »
You need to have vertices assigned to that bone.

Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #79 on: July 05, 2011, 01:32:19 PM »
Ummm - aren't they?

How do You do this [!NOOB!] ?? :|
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Re: Mafisha's grunts - from rubbish to...
« Reply #80 on: July 06, 2011, 05:47:09 AM »
You need to split that reference smd into two smds, each with less that ~3400 triangles.
It also turned out that both guns needed 'splitting' - done.

Wait, doesn't that mess up the sub-model order? I ran into that problem trying to get world models into Sven.
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Simon

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Re: Mafisha's grunts - from rubbish to...
« Reply #81 on: July 06, 2011, 06:09:29 AM »
Yeah you have to put the new seperated body model at the end to keep the order

Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #82 on: July 06, 2011, 08:33:07 AM »
At the VERY END of QC script??
I put it 2 spaces after the 1st reference & got no errors.

So - how do You assign vertices to bones??
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ErebusTheDark

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Re: Mafisha's grunts - from rubbish to...
« Reply #83 on: July 06, 2011, 08:38:23 AM »
At the VERY END of QC script??
I put it 2 spaces after the 1st reference & got no errors.

Quote
$body "body" "hgrunt_body"

$bodygroup "heads"
{
studio "head1"
studio "head2"
studio "head3"
studio "head4"
}

$bodygroup "weapons"
{
studio "hgrunt_mp5"
studio "hgrunt_shotgun"
blank
}

$body "body" "hgrunt_body2"
$body "body" "additive"


So - how do You assign vertices to bones??

In the Model tab, click Select, then below, Vertex. Select vertices, then in the Joints tab, find Bone05 and click Assign.


Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #84 on: July 08, 2011, 11:43:11 AM »
What if there are 2 seperate weapons [yeah both guns can't fit in one file] - do You put the second one (shotgun) below it, like this...?
Code: [Select]
//reference mesh(es)
$body "Body" "HL_Body_complete!1a"

$bodygroup "Heads"
{
studio "HL_Gasmask!"
studio "Hl_Regular!"
studio "HL_Shotgunner!"
studio "HL_Faceshield!"
}

$bodygroup "Weapons"
{
studio "weapons_MP5SD_reference!1a"
studio "weapons_SPAS12_reference!1a"
blank
}

$body "Body" "HL_Body_complete!1b"

$bodygroup "Weapons" "weapons_MP5SD_reference!1b"
$bodygroup "Weapons" "weapons_SPAS12_reference!1b"

^ Look at the very end ^

EDIT: Oh crap! Compiling finally succeded, yes... Then the whole thing crashed!  :sigh: :sigh: It applies to BOTH MilkShape AND Jed... What to do now? :(
« Last Edit: July 08, 2011, 12:20:16 PM by Mafisha »
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Burd!

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Re: Mafisha's grunts - from rubbish to...
« Reply #85 on: July 08, 2011, 12:31:46 PM »
Are your BMP files indexed?

Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #86 on: July 08, 2011, 12:33:44 PM »
Yep, of course.
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Simon

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Re: Mafisha's grunts - from rubbish to...
« Reply #87 on: July 08, 2011, 01:04:39 PM »
Just post the files

Alisha

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Re: Mafisha's grunts - from rubbish to...
« Reply #88 on: July 08, 2011, 01:18:00 PM »
Damn, it's too big to be fitted in here.
I'll upload it somewhere...

Here we go: Click!
« Last Edit: July 08, 2011, 01:24:22 PM by Mafisha »
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Simon

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Re: Mafisha's grunts - from rubbish to...
« Reply #89 on: July 08, 2011, 01:46:43 PM »
Found it the two last "weapons" meshes, namely "weapons_MP5SD_reference!1b" and "weapons_SPAS12_reference!1b" seems to be screwed, also you can't split weapons into multiple smd, you will have to find better models

Also the vertex assignement is all screwed up