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Half Life Model

Posted: Mon Aug 01, 2005 3:53 pm
by josericardo_jr
Hi,

I'm having a problem on converting half life model to ogre mesh and skeleton.

First, I decompile the model in milkshape to generate the smd files.
After that, I've imported the smd file and the animation ( walk.smd, for example ). The animation works perfectly on milkshape but when I see it in Ogre Mesh Viewer it's not work. The problem is that the model is like it is walking out my monitor (z axis) but the translation occour on the x axis.

Does anybody have this problem?

Thanks a lot!!

Posted: Mon Aug 01, 2005 6:19 pm
by jacmoe
There's different half-life model formats: regular half-life, counter-strike, etc.
If you use a wrong decompiler, you will get wrong animations exported.
Try different half-life model decompilers in Milkshape.
That's all I can say. :)

Posted: Mon Aug 01, 2005 6:44 pm
by BlasterN
Do you flip YZ ?

btw: Try to make a demo (use skeletal animation) and don't use Mesh Viewer because it don't have support, and maybe the program have an error and not the model.

Posted: Mon Aug 01, 2005 6:46 pm
by jacmoe
It has nothing to do with flipping anything.
He probably exported a Counter Strike model using vanilla Half-Life - bad idea. Makes the model animate sideways. Use the CounterStrike decompiler. :wink:

Posted: Mon Aug 01, 2005 8:38 pm
by josericardo_jr
Hi people,

Thanks a lot for your help.
After trying the others decompiler options, it has still the same. The only thing that has changed was that the translation occour to negative x axis.

So, I made a program to load this animation but it still wrong, like in Ogre Mesh Viewer. Any idea?

Thanks!

Posted: Wed Aug 03, 2005 4:28 pm
by BlasterN
If you want to use the cs animations you can try to import it in 3dsmax & re-export.

In fileplanet there are a ut2003 BIP animations. here: http://www.fileplanet.com/dl.aspx?/plan ... 03bips.zip