Citizen model on zombie?

Got problems with your models? Struggling with textures? Get help with your custom assets.

Citizen model on zombie?

Postby andy4729 on Thu Mar 22, 2012 12:51 pm

I know there's a tutorial for giving a citizen zombie animations but could anyone tell me what would need to be done to replace the zombie model (on the zombie npc) with a different model, such as a citizen model? Would it require decompiling?
We're squatting in a system that consistently stalls
User avatar
andy4729
Regular
Regular
 
Joined: Sat Sep 09, 2006 7:26 pm
Location: Canterbury, United Kingdom

Re: Citizen model on zombie?

Postby Corewarp on Fri Mar 23, 2012 1:17 am

If you don't have access to the source code, you need to replace:
Code: Select all
models\Zombie\Classic.mdl

With a model that uses the zombie animations.

If you have access to the source code, I can help you, but I don't want to start writing up code if you don't need it ;).
User avatar
Corewarp
Been Here A While
Been Here A While
 
Joined: Thu Mar 13, 2008 6:29 pm

Re: Citizen model on zombie?

Postby Armageddon on Fri Mar 23, 2012 2:41 am

I think he does have the source code based on his other thread about the AUX suit. Also Andy4729, you should really post these in the "Those simple questions..." thread.
User avatar
Armageddon
Forum Goer Elite™
Forum Goer Elite™
 
Joined: Sun Dec 14, 2008 5:53 am

Re: Citizen model on zombie?

Postby Stormy on Fri Mar 23, 2012 5:27 am

It would require decompiling, yes. But since they are both on the valve biped rig all it would require is decompiling the civilian model, then adding the zombie animations (which would be found by decompiling the zombie model) to the QC and recompiling. I don't think you'd have to modify the SMD files themselves. Provided it is on the valve biped and not a custom zombie rig.

EDIT: Re-read your post, if they share the valve biped rig then all you'd have to do is decompile the zombie model and the civilian model, in the zombie .qc file change

Code: Select all
$model studio "path/to/zombie_reference.smd"

to
Code: Select all
$model studio "path/to/civilian_reference.smd"


It will either be $model or $body I think. This is off the top of my head, though, and would require some coding to make it a new class or w/e.
User avatar
Stormy
May Contain Skills
May Contain Skills
 
Joined: Sun Nov 28, 2010 6:03 am
Location: Cairns, QLD, AUS

Re: Citizen model on zombie?

Postby Mapster on Fri Mar 23, 2012 5:36 am

I did this recently and the zombie was stuck in the tantrum animation from using this tutorial:
http://www.moddb.com/games/half-life-2/ ... een-models
Image
User avatar
Mapster
Member
Member
 
Joined: Thu Mar 01, 2012 4:07 am

Re: Citizen model on zombie?

Postby Jordash on Fri Mar 23, 2012 8:37 am

Walking animations don't decompile correctly, you either have to use the $includemodel command for a file with the walk cyckes you want or fix each on in a 3ds max or whatever you use. The reason it screws up is because the animation smds also include the movement vectors, so if you play the animation the rig will walk a certain direction, when it is compiled the mdl file clamps the animation location and puts the movement somewhere else for the code to work out. When you decompile you only get the clamped animation so if you compile it again you end up with a walk animation with no vectors for the code to use. This is only really a problem with zombies as citizens and combine models use separate mdls for animations.
User avatar
Jordash
Been Here A While
Been Here A While
 
Joined: Mon Sep 21, 2009 10:36 am
Location: Perth, Australia

Return to Custom Asset Help

Who is online

Users browsing this forum: No registered users