1. Post #201
    AntiSaint's Avatar
    June 2011
    344 Posts
    Ooh, I'm really interested! Sure, I can't let this offer slip away! :-)
    Alright. I'll help the best I can.

    Edited:

    Ooh, I'm really interested! Sure, I can't let this offer slip away! :-)
    One thing I could help you with would be gastly, I could make him disappear and reappear creepily

    I can also make a new version of umbreon etc and let you have a look.

  2. Post #202
    MenInBlack23's Avatar
    August 2011
    1,163 Posts
    Ooh, I'm really interested! Sure, I can't let this offer slip away! :-)
    Thats what I meant when," you didn't make these yourself" was mentioned. forgot to say that

  3. Post #203
    Gold Member
    Treevis121's Avatar
    November 2008
    413 Posts
    Alright. I'll help the best I can.

    Edited:



    One thing I could help you with would be gastly, I could make him disappear and reappear creepily

    I can also make a new version of umbreon etc and let you have a look.
    How would you like some of the files sent to you?

    Thats what I meant when," you didn't make these yourself" was mentioned. forgot to say that
    What? I'm a little confused, what do you mean? I didn't make the models, but I did make the animations. Explain your post, MenInBlack23.

  4. Post #204
    AntiSaint's Avatar
    June 2011
    344 Posts
    How would you like some of the files sent to you?



    What? I'm a little confused, what do you mean? I didn't make the models, but I did make the animations. Explain your post, MenInBlack23.
    You can just rar them and send me the dl link on steam. "1shadow1105" Also, if you could rig Aerodactyl, and Dragonite, I'll turn them into flying Snpc's

  5. Post #205
    Gold Member
    Treevis121's Avatar
    November 2008
    413 Posts
    You can just rar them and send me the dl link on steam. "1shadow1105" Also, if you could rig Aerodactyl, and Dragonite, I'll turn them into flying Snpc's
    Cool. I'll send you Flygon, he's the best so far.

  6. Post #206
    AntiSaint's Avatar
    June 2011
    344 Posts
    Cool. I'll send you Flygon, he's the best so far.
    Alright, I'll be on tomorrow sometime. Just read that flygon can learn fire-type moves. I'll make it breathe fire.

  7. Post #207
    Gold Member
    Treevis121's Avatar
    November 2008
    413 Posts
    I'd have to make the animation of Flygon shooting fire. I may be able to do it tomorrow; do you want the already compiled model, or the smds?
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  8. Post #208
    elite rider's Avatar
    January 2010
    476 Posts

  9. Post #209
    AntiSaint's Avatar
    June 2011
    344 Posts
    I can do that.

  10. Post #210
    Gold Member
    Treevis121's Avatar
    November 2008
    413 Posts
    Alright, the animation's done. What should the ACT_ be for the blast?

  11. Post #211
    AntiSaint's Avatar
    June 2011
    344 Posts
    Alright, the animation's done. What should the ACT_ be for the blast?
    SHARED | 0000000000000063 | 00000000000111111 | ACT_MELEE_ATTACK1

  12. Post #212
    Le-icuss's Avatar
    November 2011
    3 Posts
    can you remake this SWEP with the pokemon NPCs
    http://www.garrysmod.org/downloads/?a=view&id=119194
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  13. Post #213
    Cryomundus's Avatar
    July 2011
    326 Posts
    can you remake this SWEP with the pokemon NPCs
    http://www.garrysmod.org/downloads/?a=view&id=119194
    That would pretty much round up this whole thing.

  14. Post #214
    Gold Member
    Treevis121's Avatar
    November 2008
    413 Posts
    That would pretty much round up this whole thing.
    Except for all of the animations I need to make... In which I still have a whole lot to do on them.

  15. Post #215
    Gold Member
    malamiteltd's Avatar
    April 2010
    633 Posts
    Finally managed one more video to wrap up whatever testing notes I could think of. This may be my last one before another wave of beta NPC's or whatnot come along.

    (This video wasn't intended to be public, but apparently site maintenance issues on YouTube thought otherwise, and it's at least gotten positive reaction since being posted. So oh well...)

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  16. Post #216
    Gold Member
    Treevis121's Avatar
    November 2008
    413 Posts
    Wow, I'm already working on improving the npcs, starting with Jolteon's running! It looks tons better, and he'll be running faster than the others!

    ... On a side note, I'm tracking down the victory dance. I believe it's having to do with one of the animations accidentally set to a loop, and maybe (for some hilarious antics) I'll make it look more like a dance. :P
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  17. Post #217
    Chaos Master's Avatar
    October 2009
    384 Posts
    Did anyone else get creeped out by Zombie Joltion at the end?

  18. Post #218
    LordzBacon's Avatar
    December 2010
    782 Posts
    Nope did you?

  19. Post #219
    Gold Member
    malamiteltd's Avatar
    April 2010
    633 Posts
    Did anyone else get creeped out by Zombie Joltion at the end?
    Zombie Jolteon was such an awesome little discovery. :3

  20. Post #220
    Gold Member
    Treevis121's Avatar
    November 2008
    413 Posts
    Oh, I just tested Jolteon's new running animation. It looks much better, he keeps up with you (except for when you sprint), and isn't nearly as robotic. If you want to see what it looks like, boot up your wii, pop in pokepark wii and find Jolteon. It looks like that, but isn't the same since I can't get the animations from the game working with the model. Still quite nice! :D

  21. Post #221
    dasjoker446's Avatar
    April 2011
    189 Posts
    question for... uh.. somebody. how the f**k (censored automatically because of some damn security thing i got for a day) do i make NPC's and/or animate them? i at least want to make 1 :I

  22. Post #222
    asteroidrules's Avatar
    January 2011
    7,883 Posts
    question for... uh.. somebody. how the f**k (censored automatically because of some damn security thing i got for a day) do i make NPC's and/or animate them? i at least want to make 1 :I
    Well you animate them using a 3d modeling program of some sort and the decompiled models. making them npcs is a simple line or 2 of lua or just a click of the model manipulator.

  23. Post #223
    Gold Member
    Treevis121's Avatar
    November 2008
    413 Posts
    As far as the qc goes, I don't have to make a few lines... I need to make quite a bit of stuff, and to give an example here's Glaceon's QC:


    Code:
    $cd "C:\Users\******\Documents\Pokemon\Glaceon\"
    $modelname "rtbmodels/pokemon/Glaceon.mdl"
    $model "Glaceon" "Glaceon.smd"
    
    $bodygroup Eyes
    {
    	studio "Glaceon_Eye1.smd"
    	studio "Glaceon_Eye2.smd"
    	studio "Glaceon_Eye3.smd"
    	studio "Glaceon_Eye4.smd"
    	studio "Glaceon_Eye5.smd"
    	studio "Glaceon_Eye6.smd"
    	studio "Glaceon_Eye7.smd"
    }
    
    $bodygroup Mouth
    {
    	studio "Glaceon_Mouth1.smd"
    	studio "Glaceon_Mouth2.smd"
    	studio "Glaceon_Mouth3.smd"
    	studio "Glaceon_Mouth4.smd"
    }
    
    $cdmaterials "models\RTBModels\Pokemon\Glaceon\"
    $hboxset "default"
    $hbox 0 "Waist" -4.134  -6.302  -2.083  4.134  7.763  5.917
    $hbox 0 "LThigh" -1.971  -0.439  -5.152  1.787  6.366  4.203
    $hbox 0 "LLeg" -1.705  -1.722  -1.527  1.787  6.204  3.498
    $hbox 0 "LFoot" -1.333  -0.991  -1.829  1.218  4.784  1.163
    $hbox 0 "LToe" -1.292  -0.123  -0.371  1.252  2.672  1.464
    $hbox 0 "RThigh" -1.787  -0.439  -5.152  2.776  6.366  4.203
    $hbox 0 "RLeg" -1.787  -1.722  -1.527  2.776  6.204  4.339
    $hbox 0 "RFoot" -1.219  -0.991  -1.829  1.333  4.784  1.163
    $hbox 0 "RToe" -1.252  -0.123  -0.371  1.291  2.672  1.464
    $hbox 0 "Spine" -4.740  -2.429  -6.461  4.739  9.776  4.381
    $hbox 0 "LArm" -4.927  -2.209  -1.680  1.974  6.297  6.051
    $hbox 0 "LForeArm" -1.256  -0.620  -1.909  1.316  7.022  1.439
    $hbox 0 "LHand" -1.154  -0.225  -0.401  1.277  2.501  1.543
    $hbox 0 "Neck" -2.761  0.000  -2.920  2.760  3.909  3.207
    $hbox 0 "Head" -6.183  -0.240  -5.102  6.182  10.197  5.719
    $hbox 0 "LEar" -2.727  0.000  -1.572  3.498  14.164  1.120
    $hbox 0 "REar" -3.498  0.000  -1.572  2.727  14.164  1.120
    $hbox 0 "RArm" -1.974  -2.209  -1.680  4.927  6.297  6.051
    $hbox 0 "RForeArm" -1.316  -0.620  -1.909  1.256  7.022  1.439
    $hbox 0 "RHand" -1.277  -0.225  -0.401  1.154  2.501  1.543
    $hbox 0 "Tail1" -2.192  0.000  -0.446  2.192  11.642  0.619
    $hbox 0 "Tail2" -3.696  0.000  -0.843  3.696  13.793  0.683
    $hbox 0 "Tail3" -3.696  0.000  -0.805  3.696  10.575  0.722
    
    $surfaceprop "flesh"
    
    $attachment "righthand" "ValveBiped.Bip01_R_Hand" -0.00 -0.00 -0.00 rotate -0 -0 -0
    
    $animation a_RunS "Run" { 
    	loop walkframe 28 LX LY LZ startloop 0 rotateto -180 fps 60.00
    	
    }
    $animation a_RunSE "Run" { 
    	loop walkframe 28 LX LY LZ startloop 0 rotateto -135 fps 60.00
    	
    }
    $animation a_RunE "Run" { 
    	loop walkframe 28 LX LY LZ startloop 0 rotateto -90 fps 60.00
    	
    }
    $animation a_RunNE "Run" { 
    	loop walkframe 28 LX LY LZ startloop 0 rotateto -45 fps 60.00
    	
    }
    $animation a_RunN "Run" { 
    	loop walkframe 28 LX LY LZ startloop 0 rotateto 0 fps 60.00
    	
    }
    $animation a_RunNW "Run" { 
    	loop walkframe 28 LX LY LZ startloop 0 rotateto 45 fps 60.00
    	
    }
    $animation a_RunW "Run" { 
    	loop walkframe 28 LX LY LZ startloop 0 rotateto 90 fps 60.00
    	
    }
    $animation a_RunSW "Run" { 
    	loop walkframe 28 LX LY LZ startloop 0 rotateto 135 fps 60.00
    }
    
    
    $animation a_WalkS "Walk" { 
    	loop walkframe 60 LX LY startloop 0 rotateto -180 fps 50.00
    	
    }
    $animation a_WalkSE "Walk" { 
    	loop walkframe 60 LX LY startloop 0 rotateto -135 fps 50.00
    	
    }
    $animation a_WalkE "Walk" { 
    	loop walkframe 60 LX LY startloop 0 rotateto -90 fps 50.00
    	
    }
    $animation a_WalkNE "Walk" { 
    	loop walkframe 60 LX LY startloop 0 rotateto -45 fps 50.00
    	
    }
    $animation a_WalkN "Walk" { 
    	loop walkframe 60 LX LY startloop 0 rotateto 0 fps 50.00
    	
    }
    $animation a_WalkNW "Walk" { 
    	loop walkframe 60 LX LY startloop 0 rotateto 45 fps 50.00
    	
    }
    $animation a_WalkW "Walk" { 
    	loop walkframe 60 LX LY startloop 0 rotateto 90 fps 50.00
    	
    }
    $animation a_WalkSW "Walk" { 
    	loop walkframe 60 LX LY startloop 0 rotateto 135 fps 50.00
    	
    }
    
    $illumposition -7.840 -0.000 17.167
    $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
    $sequence idle "idle" ACT_IDLE 1 fps 40.00
    $sequence sit "sit" ACT_SIT 1 fps 40.00
    
    $sequence walk1 {
    	a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
    	blendwidth 9 blend move_yaw -180 180 ACT_WALK 1 LX LY node "walking"
    }
    
    $sequence walk_All {
    	a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
    	blendwidth 9 blend move_yaw -180 180 ACT_WALK 1 LX LY node "walking"
    }
    
    $sequence luggage_walk_all {
    	a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
    	blendwidth 9 blend move_yaw -180 180 ACT_WALK 1 LX LY node "walking"
    }
    
    $sequence walk_all_Moderate {
    	a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
    	blendwidth 9 blend move_yaw -180 180 LX LY node "walking"
    }
    
    $sequence plaza_walk_all {
    	a_WalkS a_WalkSE a_WalkE a_WalkNE a_WalkN a_WalkNW a_WalkW a_WalkSW a_WalkS
    	blendwidth 9 blend move_yaw -180 180 LX LY node "walking"
    }
    
    $sequence run_all {
    	a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS
    	blendwidth 9 blend move_yaw -180 180 ACT_RUN 1 LX LY LZ node "running"
    }
    $sequence Run {
    	a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS
    	blendwidth 9 blend move_yaw -180 180 ACT_RUN 1 LX LY LZ node "running"
    }
    I'll be adding more stuff, like some further support for the zombies (jumping, attacking, zombie strut, things like that). :3
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  24. Post #224
    dasjoker446's Avatar
    April 2011
    189 Posts
    alot of Lua stuff that's not for noobs
    (O-O) <(...)

  25. Post #225
    Gold Member
    Game Zombie's Avatar
    December 2009
    1,860 Posts
    (O-O) <(...)
    That's not Lua. I thought the movement sequences needed activity names as well or is that was the nodes are for?

    Edit:
    No lua involved; I guess I gave some of the sequences both nodes and activities (hence ACT_RUN and node "running"). :V
    Oh wow I'm blind. I was just looking for the activities on the same line as $sequence was for all of them.

  26. Post #226
    Gold Member
    Treevis121's Avatar
    November 2008
    413 Posts
    No lua involved; I guess I gave some of the sequences both nodes and activities (hence ACT_RUN and node "running"). :V

  27. Post #227
    dasjoker446's Avatar
    April 2011
    189 Posts
    No lua involved; I guess I gave some of the sequences both nodes and activities (hence ACT_RUN and node "running"). :V
    so, you're saying it's just... simple stuff? wait, i need to TYPE up it's animations!? how do u know how it looks if u have to type it all then?

  28. Post #228
    Gold Member
    Treevis121's Avatar
    November 2008
    413 Posts
    No, you animate it in a program, export each animation as an smd, and then type up a little bit of stuff in the qc. The qc is just there to tell the compiler what is what, where everything is, and what each animation does.

  29. Post #229
    dasjoker446's Avatar
    April 2011
    189 Posts
    No, you animate it in a program, export each animation as an smd, and then type up a little bit of stuff in the qc. The qc is just there to tell the compiler what is what, where everything is, and what each animation does.
    ...plz explain in a simple tutorial video on youtube.

  30. Post #230
    asteroidrules's Avatar
    January 2011
    7,883 Posts
    ...plz explain in a simple tutorial video on youtube.
    Let me try to explain. To get a model into the source engine you need at least three files: a reference smd, a sequence smd, and a qc. The reference smd contains your model. A sequence smd contains a single animation. The qc is like a text document that tells the compiler what smds to use, how to use them, and where things like attachments, sound scripts, shell ejection, and materials go.

    Edited:

    Here's a more advanced breakdown:

    Code:
    $cd "C:\Users\******\Documents\Pokemon\Glaceon\"
    this line is unecessary as it just tells it where the smds should be located, this line is more of an annoyance than a benefit as you can only have one and if you don't use one then the compiler will just look in the same folder as the qc which is where I keep all the smds anyway.
    Code:
    $modelname "rtbmodels/pokemon/Glaceon.mdl"
    This tells it what the model will be called and where it will be located. This is all within the "models" folder. Yes you have to leave the .mdl on at the end. You obviously can only have this line once.
    Code:
    $model "Glaceon" "Glaceon.smd"
    This is your reference model. The first part in quotes is what it will be called in the model, the second part (the one that ends in .smd) is the name of your smd, again you have to leave the file extension on. You can have several of this line in one qc.
    Code:
    $bodygroup Eyes
    {
    	studio "Glaceon_Eye1.smd"
    	studio "Glaceon_Eye2.smd"
    }
    That's a bodygroup, essentially it works sort of like the $model line however only one of the smds in each individual group will appear at the same time, you can change which one appears via console or with the bodygroup changer stool. You can have multiple bodygroups and multiple smds in each one.
    Code:
    $cdmaterials "models\RTBModels\Pokemon\Glaceon\"
    This tells the model where its material vmts will be located (within the materials folder). You can have several of this line.
    Code:
    $hboxset "default"
    $hbox 0 "Waist" -4.134  -6.302  -2.083  4.134  7.763  5.917
    I'll be honest: I have no idea what the point of these two is. I think it's collision model related.
    Code:
    $surfaceprop "flesh"
    Simple enough the surface properties of it, this determines what gets applied on it when it's shot (blood/holes/dents) and what noises it makes when it collides with something. You can only have one of this line.
    Code:
    $attachment "righthand" "ValveBiped.Bip01_R_Hand" -0.00 -0.00 -0.00 rotate -0 -0 -0
    This is an attachment, the first thing in quotes is the name of the attachment, the second part is what bone it's attached two, the first three numbers are its position relative to that bone, the second three numbers are its rotation relative to that bone. Attachments are used for weapon world models as well as muzzleflashes and shell ejection. You can have multiple attachments provided they're all differently named.
    Code:
    $animation a_WalkSW "Walk" { 
    	loop walkframe 60 LX LY startloop 0 rotateto 135 fps 50.00
    	
    }
    $sequence idle "idle" ACT_IDLE 1 fps 40.00
    $sequence run_all {
    	a_runS a_runSE a_runE a_runNE a_runN a_runNW a_runW a_runSW a_runS
    	blendwidth 9 blend move_yaw -180 180 ACT_RUN 1 LX LY LZ node "running"
    }
    These are animations, a sequence will appear in hlmv as an animation, from what I understand the $animation is used for parts of an animation that then get put together in a single sequence. Naturally you can have several of these. Going into greater detail, the first thing after the command is what the animation will be called, the part in quotes is the name of the smd (you don't need the extension for once), the ACT thing is the enumeration which from what I understand is another name for the animation and really the more important one since usually animations are triggered by their enumeration (as in if it wants to find the run animation it's going to look for ACT_RUN instead of "run").
    Code:
    $illumposition -7.840 -0.000 17.167
    Again I don't know what this is, memory serving it had something to do with lighting. I think you can only have one though.

    Edited:

    Sorry if I messed anything up I'm kind of an amateur.
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  31. Post #231
    dasjoker446's Avatar
    April 2011
    189 Posts
    lots of good stuff
    much better

  32. Post #232
    AntiSaint's Avatar
    June 2011
    344 Posts
    Hmm.. What could this be? Still working on some bugs, (In the first picture you can't see the fire in front of the model for some reason) And some animation bugs, But other than that, It's good.




  33. Post #233
    Gold Member
    malamiteltd's Avatar
    April 2010
    633 Posts
    Flygon, hemorrhoids are a serious issue. :3

  34. Post #234
    Gold Member
    Treevis121's Avatar
    November 2008
    413 Posts
    Hmm.. What could this be? Still working on some bugs, (In the first picture you can't see the fire in front of the model for some reason) And some animation bugs, But other than that, It's good.

    Them Pics
    Cool beans, I'm looking forward to seeing it working. :-)

  35. Post #235
    asteroidrules's Avatar
    January 2011
    7,883 Posts
    much better
    Hope it helps.

  36. Post #236
    dasjoker446's Avatar
    April 2011
    189 Posts
    Flygon, hemorrhoids are a serious issue. :3
    indeed good Malemite of Limited somethings.

  37. Post #237
    AntiSaint's Avatar
    June 2011
    344 Posts
    Flygon, hemorrhoids are a serious issue. :3
    Hm? lol

  38. Post #238
    MenInBlack23's Avatar
    August 2011
    1,163 Posts
    Flying LIKE A BOSS.
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  39. Post #239
    dasjoker446's Avatar
    April 2011
    189 Posts
    Flying LIKE A BOSS.
    flying like ur boss... ur boss gave ur mom hemroids
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  40. Post #240
    Gold Member
    malamiteltd's Avatar
    April 2010
    633 Posts
    PUSHMO.

    If we're not going to be productive, let's do so while stimulating our minds at the same time.


    (for n00bs)


    (for advanced n00bs)
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