#Looking for help with porting models from half life mod.
1 messages · Page 1 of 1 (latest)
if they are normal models like props or viewmodels it should be easy, but if its a playermodel it will get complicated
you can give me details
Hi, sure. Im afraid its the harder option. Shogo was a game that had 2 types of levels: On foot and as MCA mech pilot. In MCA levels we could encounter infantry (tiny from MCA perspective) tanks, mobile rocket launchers and hostile MCAs. There were 4 models of MCA with at least 4 - 5 skins representing diffrent factions in the game. There were more enemy MCA models but they are less important. 4 MCA ragdolls with 4 skins each would be at least something to drop to Steam Workshop. Hopefully someone could turn them into npcs on robo grunt base from Half Life Resurgence addon...
well since its related playermodels best i can do is i provide a tutorial that goes step by step on how to port playermodels into gmod(because its a complicated process), its a long series but you dont have to watch every video about the porting process because i think you wont need some stuff like jiggle bones or facial expression, im not an expert myself at porting playermodels but you can try asking me and i'll help with what i can
https://www.youtube.com/watch?v=jgQHGhqmZg4
A full guide on the creation of a Source Engine playermodel / ragdoll with (almost) every feature. Including: face posing, eye posing, jigglebones, bodygroups, ragdoll, idle blinking animations, BlueFlyTrap's pseudo-PBR materials, proportion trick, and c arms (first person viewmodel arms). All without the need for weight painting or any real rig...
If you want to re-use animations from your mod, all you have to do is assign those animations to HL2MP ACTIVITYs in your .qc file.
The common way is to use the proportion trick, but this only works for human biped models. What the proportion trick does is retarget gmod’s animations to a different skeleton, which may not work for your model in particular.
Otherwise, you’d just need to fill out the animation sheet in your QC, from the list of activities on this page (or the ACT enum page)
https://wiki.facepunch.com/gmod/Player_Animations
There are of course certain things you may want to create new animations for, like the physgun/gravgun holdtype, but this is purely an aesthetic choice of whether you want your mechs to hold them weird from animation reuse or not.
Or even make something more unique like the D0G NPC’s gravity glove.
If an ACT is called by the engine and you don’t have an animation assigned, your model will just tpose, so you don’t have to fill all of them out immediately. Though you could always reuse a different animation as a placeholder..
Feel free to check the gmod animation source GitHub linked on the wiki if you’re unsure how MaxofS2D wrote the .qc scripts for Gmod’s playermodels.
You may want to use ValveBiped bone names anyway for the sake of addon compatibility. Preferably they’d be the same angle too, since Source and Blender bone angles are different. But you can always $definebone parent them to your skeleton to give those attachment points from your .qc.
I would be completly fine if they would work on standard hgrunt animations like they did in the mod. that smiplifies things...
well in that case you gotta code in the new animation behavior i think