NPC replacement model problem (made with 3DS Max)

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Hello, I have a huge problem and I was hoping you folks could help. I designed, and skinned a monster model and rigged it to the zombie "classic" model to use as a replacement model for the npc_zombie.

Problem:
When i place an NPC_zombie in my map, it doesnt walk. it wiggles a little but stays in one place. If i go close to it, I get attacked so I know part of it is working. When I look at the animations in mdlviewer there are 15 more animations than is shown when I look at the original zombie model. It seems one of the programs I am usng took the "flinch1" "flinch2" and "flinch3" animations and split them into 18 total .smd files with different suffixes. when i compile them back, all of the 18 flinch animations make the model look like a crumpled piece of paper on the ground.

Further details:
I am using cannonfodder's tools (I'll probably get a hold of him directly too).
I use 3dsmax.
I used the animation .smd files that came from decompiling the model, so I didnt mess with any animations, or make any new ones.
All the other animations run fine.
When I placed my zombie npcs in hammer I made sure that they were not sticking in the ground, so thats not the problem.

Does xsi internally decompile hl2 .mdl files?

If I cant get this model to work, I wont be able to complete the SP mod I am working on so this is definately a big problem that I am hoping to find a solution for as soon as I can. Thanks
 
It sounds to me like you're using HL2DM? You know the hl2dm character npc animations are missing. Valve left them out, so the only way I got it to work was to extract the models from hl2 singleplayer using gcfscape. If you replace the DM models with the ones from SP, the animations get copied over too.

He doesnt move around because he doesnt have the npc animations to allow him to. So just replace the base you rigged it to with the one from SP and it should work. :)
 
No. I am not using HL2DM at all. I am taking the Valve zombie model (zombie/classic.mdl) and simply replacing the reference model with another monster mesh, and testing it out in HL2 SP. I rigged the skeleton just right and all the other animations run flawlessly. But the darned thing just doesnt walk foreward. He slashes at me when I get close and turns into a proper ragdoll when he dies, but lacks any locomotion.

I've solved half of the problem. When a model walks, the speed/distance is calculated in walk animations, but decompiled .mdl files have that part removed from the animated .smd. however, there is still no movement with my model. He still stands in place. I think there is something missing from the .qc file. I dont know what, I cant find an answer anywhere I've looked, and all the ppl I find that would know arent answering my queries.

And unfortunately I'm up against a deadline. If I can't fix this soon I'm going to have to scrap my SP mod that I've been working on since Feb. Thanks for your input crystalman. I appreciate all the help I can get.
 
Fixed!

I fixed the problem and he walks flawlessly. the fix was very complicated. It took some intuitive changes in the .qc and animation files, so the fix didnt take as long as I thought it would. IM me if you come across the same problem.
 
Good on you :)

Would you be kind enough to share you're creation with us? or at least a picture ? :):bounce:
 
I am having issue described by crystalman62. I have an npc, Alyx, in a HL2DM mod set to follow !player1 (using ai_goal_follow). The issue is that she just stands there and doesn't move. Obviously, she appears to be missing all of her animations. Crystalman62 described a solution that I was hoping someone could supply a little more detail to. I haven't any model files or differences in npc_alyx.cpp in SP vs. MP. I would appreciate any help anyone can offer so that I can get my npc to work in MP!!!

Thanks-a-million!
 
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