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> Zeno Clash 3D Max exporter and model compiler, RELEASED ...and documented in the wiki
Carlos Bordeu
post Aug 4 2009, 09:03 AM
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Both the 3D Studio Max model exporter and the model compiler have been released.

Exporter & Model Compiler

I've added some documentation on how activities and events for attacks are handled for a ZC character. I've still got some more stuff to document, but if anyone is planning on creating NPC's or exporting static props with lightmaps and needs a hand, this is the place to ask... so please keep this thread's conversations related to the exporter and compiler.
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Carlos Bordeu
post Aug 4 2009, 09:19 AM
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I have also documented how to add custom lightmaps to static props...
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Gentleman
post Aug 4 2009, 09:32 AM
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Nice work Carlos! Is this what you've been "busy with" in the past few days?


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Zeno Clash 2!
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Shakur
post Aug 4 2009, 09:50 AM
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Make this thread pinned wink.gif, that mean it should be informative, so this post will be useless.


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Shakur
post Aug 4 2009, 09:55 AM
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You should add info about overwriting the "information.txt" file, I renamed it to information2...
Where can I download 3D Max exporter, and do I need it to convert models?


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Gentleman
post Aug 4 2009, 10:11 AM
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I'm a little confused as to where the qc. files are.


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Carlos Bordeu
post Aug 4 2009, 11:42 AM
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QUOTE (Shakur @ Aug 4 2009, 09:55 AM) *
You should add info about overwriting the "information.txt" file, I renamed it to information2...


What information.txt?

QUOTE (Shakur @ Aug 4 2009, 09:55 AM) *
Where can I download 3D Max exporter, and do I need it to convert models?


It's right there, at the wiki. huh.gif First topic about the exporter and model compiler.

The exporter exports models that you have in 3DStudio Max.
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Carlos Bordeu
post Aug 4 2009, 11:46 AM
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QUOTE (Gentleman @ Aug 4 2009, 10:11 AM) *
I'm a little confused as to where the qc. files are.


.qc files are not distributed with the game.

They are necessary to compile models for Source. Our qc's are mostly the same as regular Half-Life qc's, but with new activities and events (those which I am documenting in the wiki).

You can learn about qc's and model compiling for the Source Engine in the regular Valve SDK wiki.
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Shakur
post Aug 4 2009, 02:53 PM
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I meant Instructions, I think the SDK, had a "Instuctions.txt" file in it too, you should rename one of them or something...

Also I recently found the directory 3dmax_exporter biggrin.gif hehehehehe....
You should tell that it is located IN the ZC directory, both me and Gentleman misunderstood that.
(1 - Open 3dmax_exporter folder.)


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tschumann
post Aug 24 2009, 04:49 AM
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You mentioned creating new npcs in the first post. Is it possible to create a new npc_ entity without the need for programming?
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Gentleman
post Aug 24 2009, 05:56 AM
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QUOTE (tschumann @ Aug 24 2009, 09:49 AM) *
You mentioned creating new npcs in the first post. Is it possible to create a new npc_ entity without the need for programming?

Probably, maybe just how the npc works could effect how complicated it is to create.


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Andres Bordeu
post Aug 24 2009, 10:09 AM
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QUOTE (tschumann @ Aug 24 2009, 04:49 AM) *
You mentioned creating new npcs in the first post. Is it possible to create a new npc_ entity without the need for programming?


You can change an existing NPC so it is completely different. If you change the info in the manifest you can even change the name and the display icon. You'd only require code to add an extra NPC or change the game logic. If you need more help post the specific questions and we can guide you.
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tschumann
post Aug 25 2009, 06:22 AM
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I was thinking of changing some of their appearances. I'll keep it simple and just modfiy their assets I think.
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Carlos Bordeu
post Aug 25 2009, 09:03 AM
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QUOTE (tschumann @ Aug 25 2009, 06:22 AM) *
I was thinking of changing some of their appearances. I'll keep it simple and just modfiy their assets I think.


Well, for that I think you'd need to compile a character with the correct .qc scripts and all... if you get to that, let us know because you're probably going to need some help there.
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tschumann
post Aug 26 2009, 02:35 AM
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I wasn't planning on doing any modelling myself (because I don't have the software and I know how).
I might try using some of the human models from the Source SDK for what I'm doing. Did you change the .smd format in any way?
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tschumann
post Aug 26 2009, 06:59 AM
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I've managed to compile a Half-Life 2 .mdl from the Source SDK with only a small change.
Are the basic npc activities and sequences for Zeno Clash the same as Half-Life 2 e.g. ACT_WALK etc?
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Carlos Bordeu
post Aug 26 2009, 11:06 AM
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QUOTE (tschumann @ Aug 26 2009, 06:59 AM) *
I've managed to compile a Half-Life 2 .mdl from the Source SDK with only a small change.
Are the basic npc activities and sequences for Zeno Clash the same as Half-Life 2 e.g. ACT_WALK etc?


A few are, but many are not. For a description of ZC attack activities look at the wiki. (Here)

...now that I think of it... you need many activities that character models of HL will not have (such as close combat walk animations and standing up from the floor). You will not be able to replace a character with a HL one unless you have those animations... and for that you need the HL model rigged to our base skeleton.

All this is if by 'basic npc' you mean a character with whome you can fight.
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tschumann
post Aug 27 2009, 04:17 AM
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Tha basic npc I'm doing won't be doing any fighting, probably just walking around.
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Gentleman
post Aug 27 2009, 05:58 AM
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QUOTE (tschumann @ Aug 27 2009, 09:17 AM) *
Tha basic npc I'm doing won't be doing any fighting, probably just walking around.

Like say the HL2 citizen?


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tschumann
post Aug 27 2009, 07:25 AM
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Precisely.
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