(Re)Compiling DoD:S weapons

They're fucked up

By modderfreak 5 years ago

I just wanted to compile Hav0ks Mauser model for DoD:S. I did it the usual way, decompiling with both boxes checked in studio compiler, editing the .qc (snap rotate -90, deleting old materials, hitboxes etc.), removing dead frames from the anims and finally recompiling using GUIStudio Mdl.

The recompiled version has suddenly a weird hand model problem although I did not edit the reference model or the actual anims at all. I think that a compare screen describes my problem best: Free Image Hosting at www.ImageShack.us

My .qc file look like that:

$cd "C:\DoDS Mauser\vvalvedecomp" $modelname "weapons\vc96.mdl" $model "studio" "vc96reference.smd" $cdmaterials "models\weapons\vmodels\havokmauser\" $cdmaterials "models\weapons\vmodels\hands\" $texturegroup skinfamilies { {"vaxissleeve.vmt" } { "ussleeve.vmt" } } $hboxset "default" $attachment "0" "ValveBiped.Bip01" -6.30 -4.00 29.00 rotate -90.00 0.00 0.00 $attachment "1" "ValveBiped.c96base" -4.00 0.00 5.00 rotate 0.00 -135.00 180.00 $surfaceprop "default" $illumposition 11.622 -2.479 -9.804 $sequence idle "idle" ACTVMIDLE 1 snap rotate -90 fps 12.00 $sequence shoot1 "shoot1" ACTVMPRIMARYATTACK 1 snap rotate -90 fps 50.00 { { event 5001 0 "31" } { event 6002 2 "0" } }

$sequence shoot2 "shoot2" ACTVMPRIMARYATTACK 1 snap rotate -90 fps 50.00 { { event 5001 0 "31" } { event 6002 2 "0" } }

$sequence shoot3 "shoot3" ACTVMPRIMARYATTACK 1 snap rotate -90 fps 50.00 { { event 5001 0 "31" } { event 6002 2 "0" } }

$sequence reload "reload" ACTVMRELOAD 1 snap rotate -90 fps 34.00 { { event 5004 5 "Player.ReloadRustle" } { event 5004 16 "Weaponc96.ClipOut" } { event 5004 36 "Weaponc96.ClipIn1" } { event 5004 47 "Weapon_C96.ClipIn2" } }

$sequence reloadnoshoot "reloadnoshoot" ACTVMRELOADEMPTY 1 snap rotate -90 fps 34.00 { { event 5004 5 "Player.ReloadRustle" } { event 5004 16 "WeaponC96.ClipOut" } { event 5004 36 "WeaponC96.ClipIn1" } { event 5004 47 "WeaponC96.ClipIn2" } { event 5004 67 "Weapon_C96.BoltForward" } }

$sequence draw "draw" ACTVMDRAW 1 snap rotate -90 fps 32.00 { { event 5004 1 "WeaponC96.Draw" } { event 5004 19 "WeaponC96.BoltBack" } { event 5004 22 "Weapon_C96.BoltForward" } }

$sequence drawempty "drawempty" ACTVMDRAWEMPTY 1 snap rotate -90 fps 32.00 { { event 5004 1 "WeaponC96.Draw" } }

$sequence shootempty "shootempty" ACTVMPRIMARYATTACK_EMPTY 1 snap rotate -90 fps 50.00 { { event 5001 1 "31" } { event 6002 1 "0" } }

$sequence emptyidle "emptyidle" ACTVMIDLE_EMPTY 1 snap rotate -90 fps 30.00

Anyone has an idea whats going on there?

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  • CapnJack's Levels
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    Posted 5 years ago

    It looks this way in-game as well?

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  • Timmy's Levels
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    Posted 5 years ago

    The hand thing happens on the default Dual Elite animations in CS:S when you re-compile it.

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  • modderfreak's Levels
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    Posted 5 years ago
    Posted by CapnJack It looks this way in-game as well?

    Of course it does, something is wrong with the reference model and/or animations as soon as I recompile it. I tried Soul_Slayers wristfix, but it's still fucked up - just a different way.

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    Posted 5 years ago

    Tried it myself I didn't even touch the SMD's yet I just wanted to see if I got the same artifact. I had something similar happen when I decompiled the Valve Elite animations and recompiled them (only the hands were not messed up the guns were only slightly out of position). I'll try and think of a way to fix this if I figure out what's going on (I think some bones are getting moved slightly out of position that appeared to be the problem when I did the Valve elites).

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    Posted 5 years ago

    Ok I've almost got it. I removed worst part of the weirdness but it still isn't matching quite correctly. I had to reassign some vertices. If you want the fixed one I'll give you the hands reference when I'm finished and you can just compile them in as a separate reference SMD like Valve does in CSS.

    Picture of the fixed reference.

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    Posted 5 years ago

    The left hand still looks a bit fucked up, but its defenatly better than without any fix. You just reassigned some vertexes? No edits to the vertex positions themselves and/or the skeleton?

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    Posted 5 years ago
    Posted by modderfreak The left hand still looks a bit fucked up, but its defenatly better than without any fix. You just reassigned some vertexes? No edits to the vertex positions themselves and/or the skeleton?

    Right just re-assigned them. I still haven't got that very left bit on the back of the thumb worked out but it definitely looks better. Still working on it.

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    Posted 5 years ago

    A problem when reassigning could be that it appears to be fixed in idle pose, but looks weird during the actual animations...already experienced this problem at other animations, lets hope it works this time.

    Still, I wonder why this happens and how to make a real, good fix for it. There are no custom animations for it and there's only one recompile done by eggwhites; and he didn't care for fixing the bug ^^

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    Posted 5 years ago

    That's about as good as I can get it. If someone more skilled at rigging hands can get it any better maybe it'll be totally fixed and kudos to them, of course. It doesn't seem any of the animations are broken by the reassigning I did so if you want the fixed hands let me know.

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    Posted 5 years ago

    Modderfreak, FYI, there's a tut at CDG on how to fix that hand prob you know.

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