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FPSC Classic Models and Media / Models in .MDL format fpscreator cant read

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Lights
17
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Joined: 28th Jan 2008
Location:
Posted: 12th Dec 2008 17:51 Edited at: 12th Dec 2008 18:05
Hi,


I need some help with my mdls.. Ive got some MDL Ive made
zombies and weapons... Icant convert dem to FPS Creator.. Ive tride a lot of ways... but maby im Just a freaking Noob...duno..

But here goes.. ive got some mdls i need to put in my game in fps creator... how do i do it? it must be a easy way... ive got them all in .MDL ill attac one zombie from HL2 in mdl format can some one try to fix this problem for me??

Please don't attach copyrighted material

Disturbing 13
20
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 12th Dec 2008 20:06 Edited at: 12th Dec 2008 20:08
A .mdl will not work due to the fact that they are vertex based for animations. FPSC only uses bone based animations. The only way to get them to work is to import your model into a modeling program and then attatch a skeleton. A .mdl is much like a .md2; I had the same problem when I switched game creation programs. If you have basic human .mdl's then you shouldn't have too much problem attatching them to the default preanimated human skeleton with some work. Anything else may take a bit of searching. I hope that helped a bit.

EDIT:My mistake, I see your useing HL2 .MDL files wich need to be extracted into seperate .smd files. There is a way to get it to work but it is a rather lengthy process.

Don't just say No it can't be done. Think outside the box.
Lights
17
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Joined: 28th Jan 2008
Location:
Posted: 12th Dec 2008 21:42
"EDIT:My mistake, I see your useing HL2 .MDL files wich need to be extracted into seperate .smd files. There is a way to get it to work but it is a rather lengthy process."


ok, what kind of a program can I use textract it to seperate .smd files?

(why im interested is just this that the FPSC original charecter .mdls are really bad...)

Anyways my outher question is preatty simple... !" I hope"


Im using a config script when played outher hl cs games a .cfg file with all the moves you can think of in a game
-example


unbindall
bind "TAB" "+showscores"
bind "ENTER" "+attack"
bind "ESCAPE" "cancelselect"
bind "SPACE" "+jump"
bind "'" "+moveup"
bind "," "buyammo1"
bind "." "buyammo2"
bind "/" "+movedown"
bind "0" "slot10"
bind "1" "slot1"
bind "2" "slot2"
bind "3" "slot3"
bind "4" "slot4"
bind "5" "slot5"
bind "6" "slot6"
bind "7" "slot7"
bind "8" "slot8"
bind "9" "slot9"
bind ";" "+mlook"
bind "[" "invprev"
bind "]" "invnext"
bind "`" "toggleconsole"
bind "a" "+moveleft"
bind "b" "buy"
bind "c" "+duck;wait;-duck;wait;+duck; wait;wait;wait;wait;wait;wait; wait;wait;wait;-duck;wait"

bind "d" "+moveright"
bind "e" "+use"
bind "f" "+voicerecord"
bind "g" "drop"
bind "h" "+commandmenu"
bind "j" "cheer"
bind "k" ""
bind "l" "showbriefing"
bind "m" "chooseteam"
bind "n" "nightvision"
bind "o" "+ammoarm;timeleft""
bind "q" "lastinv"
bind "r" "+reload"
bind "s" "+back"
bind "t" "impulse 201"
bind "u" "messagemode2"
bind "w" "+forward"
bind "x" "radio2"
bind "y" "messagemode"
bind "z" "radio1"
bind "~" "toggleconsole"
bind "UPARROW" "+forward"
bind "DOWNARROW" "+back"
bind "LEFTARROW" "+left"
bind "RIGHTARROW" "+right"
bind "ALT" "+strafe"
bind "CTRL" "+duck"
bind "SHIFT" "+speed"
bind "F1" "autobuy"
bind "F2" "rebuy"
bind "F5" "snapshot"
bind "INS" "+klook"
bind "PGDN" "stopsound"
bind "PGUP" "cl_righthand 0"
bind "END" "centerview"
bind "MOUSE1" "+attack"
bind "MOUSE2" "+attack2"
_cl_autowepswitch "1"
_snd_mixahead "0.1"
ati_npatch "1.0"
ati_subdiv "2.0"
bgmvolume "1"
bottomcolor "0"
brightness "2"
cl_allowdownload "1"
cl_allowupload "1"
cl_backspeed "400"
cl_cmdbackup "2"
cl_cmdrate "101"
cl_corpsestay "600.000000"
cl_crosshair_color "50 250 50"
cl_crosshair_size "large"
cl_crosshair_translucent "0"
cl_dlmax "128"
cl_download_ingame "1"
cl_dynamiccrosshair "0"
cl_forwardspeed "400"
cl_himodels "0"
cl_idealpitchscale "0.8"
cl_lc "1"
cl_logocolor "#Valve_Orange"
cl_logofile "lambda"
cl_lw "1"
cl_minmodels "1"
cl_radartype "1"
cl_righthand "1"
cl_shadows "1"
cl_timeout "60"
cl_updaterate "101"
cl_vsmoothing "0.05"
cl_weather "1"
con_color "255 180 30"
console "0.0"
crosshair "1"
fastsprites "0"
fps_max "101"
fps_modem "0.0"
gamma "3"
gl_dither "1"
gl_flipmatrix "0"
gl_fog "1"
gl_monolights "0"
gl_overbright "0"
gl_polyoffset "0.1"
hisound "1"
hpk_maxsize "4"
hud_capturemouse "1"
hud_centerid "1"
hud_draw "1"
hud_fastswitch "1"
hud_saytext_internal "1"
hud_takesshots "0"
joystick "0"
lookspring "0"
lookstrafe "0"
m_filter "0"
m_forward "1"
m_pitch "0.022"
m_side "0.8"
m_yaw "0.022"
model "arctic"
MP3FadeTime "2.0"
MP3Volume "0.8"
mp_decals "300.000000"
name "Aeiko"
net_graph "3"
net_graphpos "1"
net_scale "5"
r_bmodelhighfrac "5.0"
r_detailtextures "0"
s_a3d "0.0"
s_automax_distance "30.0"
s_automin_distance "2.0"
s_bloat "2.0"
s_distance "60"
s_doppler "0.0"
s_eax "0.0"
s_leafnum "0"
s_max_distance "1000.0"
s_min_distance "8.0"
s_numpolys "200"
s_polykeep "1000000000"
s_polysize "10000000"
s_refdelay "4"
s_refgain "0.4"
s_rolloff "1.0"
s_verbwet "0.25"
sensitivity "3,4"
skin ""
spec_autodirector_internal "1"
spec_drawcone_internal "1"
spec_drawnames_internal "1"
spec_drawstatus_internal "1"
spec_mode_internal "2"
spec_pip "0"
suitvolume "0.25"
sv_aim "1"
sv_voiceenable "1"
team ""
topcolor "0"
viewsize "120"
voice_enable "1"
voice_forcemicrecord "1"
voice_modenable "1"
voice_scale "1"
volume "1.0"
setinfo "_ah" "1"
setinfo "_vgui_menus" "0"
+mlook
exec userconfig.cfg


this is my counterstrike config file..

how can I make my charecter in FPSC to move like my player in counter strike? movements like switching between weapons and jumping?
Leon Kennedy
16
Years of Service
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Joined: 7th Sep 2008
Location: Neither here nor there
Posted: 12th Dec 2008 22:08
Quote: "A .mdl will not work due to the fact that they are vertex based for animations."

That's not entirely accurate, D13. 3dGameStudio's Model Editor saves in .mdl format but uses bones for animation.
Disturbing 13
20
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 13th Dec 2008 00:31
Quote: "3dGameStudio's Model Editor saves in .mdl format but uses bones for animation."

As of not all that long ago I'm sure. This was back when I was looking for a new engine and Game studio didn't support bones, so if it does now then cool for them for finally coming up to speed.

Quote: "what kind of a program can I use textract it to seperate .smd files?"

Milkshape3d. It's a modeler, animator , uvmapper, importer and exporter for a fairly inexpensive price last time I checked.

Don't just say No it can't be done. Think outside the box.
Avid
17
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Joined: 24th Jun 2007
Location:
Posted: 13th Dec 2008 00:44
It's fairly easy, albeit time consuming. The best program for this is fragmotion. Decompile the .mdl, then load and merge each separate animation sequence (should be about a hundred smd files).

Visit my site http://www.fpsmodels.com for models and media for fps creator.
Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 24th Dec 2008 21:05
Only .x models work in FPSC, and even then they need .fpe files and scripts..

Your signature has been erased by a mod - Please reduce the combined size to 600x120 maximum size
heltor
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Location: cyberspace
Posted: 24th Dec 2008 22:11
mdl to x is almost impossible I think

Great spirits often encounter violent opposition from mediocre minds.
Disturbing 13
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 25th Dec 2008 22:00
Nah, It's doable; I've done it myself in the EA daysand it works fine. The halflife.mdl has to be decompiled first into seperate .smd files. Then in Milkshape (or any other program that works with .smd) you keep adding the individual animations back to back till you have all the animations you need. Then export as a .x. Doable? Yes, and as Avid put it Time consuming, but if it means haveing some variaty then have at it.

Don't just say No it can't be done. Think outside the box.

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