Re: [hlcoders] new model skeletons
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. -- - [DRP]Avatar-X SillyZone Homepage: www.thesillyzone.com SillyZone Forums: forum.thesillyzone.com My Homepage: www.cyberwyre.com
Re: [hlcoders] new model skeletons
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
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.