Hi all.
I'm working on a mod for Alien Swarm, and I'm currently trying to do what honestly ought to be a simple process - replace the characters.
To do this, I've decompiled the marine.mdl, replaced the mesh with my own, skinned to the original bones. Doesn't matter if it isn't skinned properly yet, I just want a test before I tweak it.
I've then exported this as the ref smd, renamed the qc path and compiled.
Trouble is, it's borked. Constant errors flash up on the compiler about the bounding box, and when I looked further, I found that on importing the smds to max most of them had serious glitches.
I tried to solve this by using an $includemodel line in my new character's qc, thereby replacing all the animations in the qc with those of the original marine model. (Previously tried creating an animation only mdl as well, neither worked in the end).
So what's going on? Also, why are the models in left hand coordinate space? Never had that before with HL2/etc models.
Ideally, I'd love to get my hands on the original smd set for alienswarm, similar to the way it's provided for HL2. I know that's unlikely, but I figured I ask!
But really, if any of the devs happen to read this, or someone who has also been trying to change player models, I could really use the help. I'm guessing it's something to do with the decompile of the mdls, I used the tutorial provided on this forum for that.
Many thanks.
Oh and also, why doesn't the zarking mdlviewer work!?
I'm working on a mod for Alien Swarm, and I'm currently trying to do what honestly ought to be a simple process - replace the characters.
To do this, I've decompiled the marine.mdl, replaced the mesh with my own, skinned to the original bones. Doesn't matter if it isn't skinned properly yet, I just want a test before I tweak it.
I've then exported this as the ref smd, renamed the qc path and compiled.
Trouble is, it's borked. Constant errors flash up on the compiler about the bounding box, and when I looked further, I found that on importing the smds to max most of them had serious glitches.
I tried to solve this by using an $includemodel line in my new character's qc, thereby replacing all the animations in the qc with those of the original marine model. (Previously tried creating an animation only mdl as well, neither worked in the end).
So what's going on? Also, why are the models in left hand coordinate space? Never had that before with HL2/etc models.
Ideally, I'd love to get my hands on the original smd set for alienswarm, similar to the way it's provided for HL2. I know that's unlikely, but I figured I ask!
But really, if any of the devs happen to read this, or someone who has also been trying to change player models, I could really use the help. I'm guessing it's something to do with the decompile of the mdls, I used the tutorial provided on this forum for that.
Many thanks.
Oh and also, why doesn't the zarking mdlviewer work!?
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