Re: [hlcoders] new model skeletons

2002-01-24 Thread [DRP]Avatar-X



Check out the multiplayer model "CF" (cold fusion)
it's a 4-legged centaur with wings, and totally new animations, which
work fine in-game
-av
Neale Roberts wrote:

On
the couple of occasions that we've actually had a modeller working for
us, they've had to use a modified skeleton for one of our primary player
models, as it has goat-like (reversed) legs. Although the model wasn't
actually completed, the animations were perfectly ok with the modified
skeleton. Unfortunately, they wouldn't display properly in-game, although
I suspect that was down to me not writing the .qc file correctly 

- Original Message -

From:
Christopher
Long

To: [EMAIL PROTECTED]

Sent: Thursday, January 24, 2002 1:51
AM

Subject: [hlcoders] new model skeletons
 I haven't actually looked into this
yet so i can't really say i have had a go but i was just wondering what
is involved when changing a players skeleton to one that doesn't use the
standard default valve skeleton. Is any coding involved at all or should
it all be handled already properly, providing animation lists are adhered
to. This is the first
time i have actually thought about it so i have absolutely no clue about
it. Can someone clear it up and limitations on new skeletons and whats
involved in them? thanks
peoples.


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-
[DRP]Avatar-X
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Re: [hlcoders] new model skeletons

2002-01-24 Thread Neale Roberts



On the couple of occasions that we've actually had 
a modeller working for us, they've had to use a modified skeleton for one of our 
primary player models, as it has goat-like (reversed) legs. Although the model 
wasn't actually completed, the animations were perfectly ok with the modified 
skeleton. Unfortunately, they wouldn't display properly in-game, although I 
suspect that was down to me not writing the .qc file correctly
 

  - Original Message - 
  From: 
  Christopher Long 
  To: [EMAIL PROTECTED] 
  
  Sent: Thursday, January 24, 2002 1:51 
  AM
  Subject: [hlcoders] new model 
  skeletons
  
  I haven't actually looked into this yet so i 
  can't really say i have had a go but i was just wondering what is involved 
  when changing a players skeleton to one that doesn't use the standard default 
  valve skeleton. Is any coding involved at all or should it all be handled 
  already properly, providing animation lists are adhered to.
   
  This is the first time i have actually thought 
  about it so i have absolutely no clue about it. Can someone clear it up and 
  limitations on new skeletons and whats involved in them?
   
  thanks 
peoples.


[hlcoders] new model skeletons

2002-01-23 Thread Christopher Long



I haven't actually looked into this yet so i can't 
really say i have had a go but i was just wondering what is involved when 
changing a players skeleton to one that doesn't use the standard default valve 
skeleton. Is any coding involved at all or should it all be handled already 
properly, providing animation lists are adhered to.
 
This is the first time i have actually thought 
about it so i have absolutely no clue about it. Can someone clear it up and 
limitations on new skeletons and whats involved in them?
 
thanks peoples.