Compiling animations for different slot

By bushmasta101 2 years ago

<font color="tan")I need help with compiling.. Basically short story is i am trying to compile animations that were originally made for the m4a1 slot but i want to change those over to the aug slot. I know you have to change the sequences but i dont know the correct order and and the frame rates, if anyone knows what i am talking about and has any knowledge please reply to this post.

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    • P3: Peasant
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    Its very simple...
    • Decompile the animations you want to use into SMDs.
    • Then Decompile the original AUG
    • Import the Previously decompiled SMDs for the m4 into 3ds max.
    • Export the imported m4 animation SMDs over the AUG's SMDs
    • Finaly before compile add the fadein 100 and fadeout 100 comands like so.. $sequence ak47_reload "ak47_reload" ACT_VM_RELOAD 1 fadeout 100 fps 27.30
      and $sequence ak47_idle "ak47_idle" loop ACT_VM_IDLE 1 fadein 100 fps 30.00
      NOTE: fadein 100 goes to the IDLE !!! fadeout 100 goes to ANY ANIMATION THATS OVER or UNDER the original frame limit.
    Dont forget to add snap for shoot :D
    Hope this helped.
    I am Not Yet Dead
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    Posted by ZeeJ
    Its very simple...
    • Decompile the animations you want to use into SMDs.
    • Then Decompile the original AUG
    • Import the Previously decompiled SMDs for the m4 into 3ds max.
    • Export the imported m4 animation SMDs over the AUG's SMDs
    • Finaly before compile add the fadein 100 and fadeout 100 comands like so.. $sequence ak47_reload "ak47_reload" ACT_VM_RELOAD 1 fadeout 100 fps 27.30
      and $sequence ak47_idle "ak47_idle" loop ACT_VM_IDLE 1 fadein 100 fps 30.00
      NOTE: fadein 100 goes to the IDLE !!! fadeout 100 goes to ANY ANIMATION THATS OVER or UNDER the original frame limit.
    Dont forget to add snap for shoot :D
    Hope this helped.

    wow zeej way to go out of your way to help me, i really appreciate the help thank you so much.

    EDIT: Hey i keep getting this error

    writing c:\program files (x86)\steam\steamapps-----\counter-strike source\cstrike\models/weapons\vrifaug.mdl: bones 12756 bytes (56) animations 1452 bytes (6 anims) (6 frames) [0:00] WARNING: Event 0 (frame 9) out of range in draw WARNING: Event 0 (frame 10) out of range in reload WARNING: Event 0 (frame 50) out of range in reload WARNING: Event 0 (frame 88) out of range in reload WARNING: Event 0 (frame 112) out of range in reload ERROR: Exiting due to Errors ERROR: Aborted Processing on 'weapons\vrifaug.mdl'

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    inb4 5 month bump rage

    mmm pimpalicious
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    You should check the sound times in your .qc file. Also, ZeeJ's way seems to be quite complicated. The easier way is:

    1. Decompile the M4A1 skin to smds.
    2. Decompile the original CS:S AUG to smds.
    3. Rename the sequences in the .qc file to fit the M4A1 smd names.
    4. Copy over the correct sound times.
    5. Add snap rotate -90 fps.
    6. Add the fading stuff ZeeJ mentioned in his post.
    7. Compile this crap.
    8. Being done.

    I hope this little instruction helps. :S

    I'm an Animator.
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    Bower Ranger!

    While we're at it, without attempting to hijack this thread.

    How would one go about putting animations on a new model?

    I've attempted googling tuts on this but with no luck, and attempted to guess, also with no luck :P

    FPSBananna's Resident Jesus.
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    Well, actually there's a tutorial by Sargune (not the animating one)on FPSB. I don't know if it's still up. You should check the tutorial section.

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    when I compile a model on dif anims it left handed how do i fix this??

    Bananite
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    You have to mirror everything using Milkshape3D.

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    What is doing this "fading stuff"?? I'm not using it anymore cuz its useless for me

    Spah sappin' mah dispentry, c?
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    It's only needed when the amount of frames used are more than the original animation uses.

    Give 'til it hurts