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Aug 4 2009, 09:03 AM
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#1
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,926 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
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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Aug 4 2009, 09:19 AM
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#2
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,926 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
I have also documented how to add custom lightmaps to static props...
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Aug 4 2009, 09:32 AM
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#3
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 688 Joined: 18-July 09 From: UK Member No.: 739 |
Nice work Carlos! Is this what you've been "busy with" in the past few days?
-------------------- Zeno Clash 2!
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Aug 4 2009, 09:50 AM
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#4
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Member ![]() ![]() Group: Members Posts: 292 Joined: 24-July 09 From: Zenozoik Member No.: 750 |
Make this thread pinned
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Aug 4 2009, 09:55 AM
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#5
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Member ![]() ![]() Group: Members Posts: 292 Joined: 24-July 09 From: Zenozoik Member No.: 750 |
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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Aug 4 2009, 10:11 AM
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#6
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 688 Joined: 18-July 09 From: UK Member No.: 739 |
I'm a little confused as to where the qc. files are.
-------------------- Zeno Clash 2!
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Aug 4 2009, 11:42 AM
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#7
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,926 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
You should add info about overwriting the "information.txt" file, I renamed it to information2... What information.txt? Where can I download 3D Max exporter, and do I need it to convert models? It's right there, at the wiki. The exporter exports models that you have in 3DStudio Max. |
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Aug 4 2009, 11:46 AM
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#8
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,926 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
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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Aug 4 2009, 02:53 PM
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#9
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Member ![]() ![]() Group: Members Posts: 292 Joined: 24-July 09 From: Zenozoik Member No.: 750 |
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 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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Aug 24 2009, 04:49 AM
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#10
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
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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Aug 24 2009, 05:56 AM
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#11
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 688 Joined: 18-July 09 From: UK Member No.: 739 |
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. -------------------- Zeno Clash 2!
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Aug 24 2009, 10:09 AM
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#12
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,192 Joined: 11-April 08 From: Santiago, Chile Member No.: 3 |
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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Aug 25 2009, 06:22 AM
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#13
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
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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Aug 25 2009, 09:03 AM
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#14
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,926 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
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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Aug 26 2009, 02:35 AM
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#15
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
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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Aug 26 2009, 06:59 AM
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#16
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
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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Aug 26 2009, 11:06 AM
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#17
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,926 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
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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Aug 27 2009, 04:17 AM
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#18
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
Tha basic npc I'm doing won't be doing any fighting, probably just walking around.
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Aug 27 2009, 05:58 AM
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#19
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 688 Joined: 18-July 09 From: UK Member No.: 739 |
Tha basic npc I'm doing won't be doing any fighting, probably just walking around. Like say the HL2 citizen? -------------------- Zeno Clash 2!
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Aug 27 2009, 07:25 AM
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#20
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![]() Advanced Member ![]() ![]() ![]() Group: Moderator Posts: 530 Joined: 20-March 09 From: Australia Member No.: 283 |
Precisely.
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