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FPSC Classic Models and Media / Scifi & WW2 Character Zombies

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Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 30th Aug 2007 21:55
Hi !

Could anyone pleeeeaaase attach a zombie biped to the ww2 and
scifi characters which came along with fpsc ?

or at least, explain how to do it ?

yeah...thats the ticket !
ASTECH
17
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Joined: 18th Jul 2007
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Posted: 30th Aug 2007 22:32
You can't post FPSC stock media on the forums.



FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 30th Aug 2007 23:04
Quote: "or at least, explain how to do it ?"

Maybe a forum search would find the answer you seek.

Please have mercy and use the search function.
SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 31st Aug 2007 17:54
you need a program like milkshape or 3ds max.
Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 31st Aug 2007 18:03
i got the modelling king XSI ...but just dont know where to get
and attach the biped. TGC offered the character studio biped files
a while ago.

yeah...thats the ticket !
tyrano man
18
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Joined: 26th Oct 2006
Location: Battle City - Kalspher :)
Posted: 31st Aug 2007 18:51
The biped is only in milkshape and max's formats.

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.
Negrul1
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Location: Repairing Black Mesa
Posted: 3rd Sep 2007 13:53
you could just retexture the stock media

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Ice Cube
17
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Joined: 21st Apr 2007
Location: United Kingdom
Posted: 3rd Sep 2007 18:43
Quote: "you could just retexture the stock media"

That's right, if you need the same mesh. This way you can still make the character to look different - look at the screen attached.
If you have your own model and 3ds max for example, just have a look at the tutorials all over the web.

http://yuppieserve.com/fpsc/

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Negrul1
17
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Joined: 31st Jan 2007
Location: Repairing Black Mesa
Posted: 3rd Sep 2007 21:34
i mean you could retexture a Nazi into a Nazi zombie or a Colonel x into a Colonel x zombie.

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Negrul1
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Location: Repairing Black Mesa
Posted: 4th Sep 2007 19:17 Edited at: 4th Sep 2007 19:19
Here is an example; tommy zombie! (the zombie is on the left, i textured it myself, do you like it?)

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Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 4th Sep 2007 19:22
He is talking about a biped.
Not a retexture.

And a zombie retexture wouldnt fit on a stock biped.
Unless it has te zombie biped that way it would look
more like a mindless zombie.
Negrul1
17
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Joined: 31st Jan 2007
Location: Repairing Black Mesa
Posted: 4th Sep 2007 19:46 Edited at: 4th Sep 2007 19:49
you mean to animate it like a zombie? The stock zombies move in the same way a stock tommys! I don't quite get what your saying..

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tyrano man
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Location: Battle City - Kalspher :)
Posted: 4th Sep 2007 19:54
Quote: "you mean to animate it like a zombie? The stock zombies move in the same way a stock tommys! I don't quite get what your saying.."

He means the zombie biped made bond for model pack 4.

TATBS 1.8 is now fully functional. Brilodis is having its districts extracted to Battle City. Krina and Karin are twice the size. And you’ll see 5 times as many breeds of monsters... It’s Kalspher V3.
Cheese Cake
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 4th Sep 2007 19:57
Yep.

Mr Flowerkohl.

Easier said then done.
You'll need an modeling program which you have to
apply the biped to the stock model.
And then finalize the vertex and such.
Disturbing 13
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 5th Sep 2007 06:19 Edited at: 5th Sep 2007 06:21
if you have milkshape and fragmotion this can be done easily,here are the steps useing the two programs-
-Part1~Fragmotion-
1.import the tommy.x into fragmotion
2.export tommy as a .ms3d file
3.import zombie of choice.x file from mp4
4. export zombie of choice as a .ms3d file

-Part2~Milkshape3d-
1.open zombie of choice.ms3d file
2.select every vertex and erase the model
3.export it as a halflife .smd animation file
4.close that model out and open the Tommy.ms3d file
5.import the zombie of choice.smd file;it will ask if you want the animation apended at the end, select no,this way it overwrites the preveous animations.
6.save the new TommyZombie.ms3d file just incase something goes wrong.Always take precautions.
7.Use milkshapes JT .x exporter to create the new Tommyzombie.x

There ya have it.Milkshape and fragmotion compliment each other very well and usually if milkshape cant do it fragmotion can help it along. Hope that helped


Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 5th Sep 2007 16:08
thanks very much !

besides, im not working with model pack 4, i use the old scientist zombie biped from jon, but i think it works the same way.

will try and post my results

yeah...thats the ticket !
Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 5th Sep 2007 17:06
hmmm got stuck in milkshape. what format should i export the bones ?
i tried halflife SMD. but what then ? Reference, sequence, HL2 weight?
and the same with import, smd ...bones triangles ...

yeah...thats the ticket !
Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 5th Sep 2007 17:27
okay, got it further.

now the problem is, i got the biped and the model. do i have
to assign every single biped to a group of vertices ???????

isnt there any easier option ?

yeah...thats the ticket !
Disturbing 13
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 5th Sep 2007 19:53 Edited at: 5th Sep 2007 19:56
For export as smd dont check the HL2 box,and export it as a sequence, not reference

when importing the smd animation only import skeleton and rename bones. dont do the triangles

it should work like a charm.


Mr Flowerkohl
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 5th Sep 2007 23:00
yeah that works, but the biped is not assigned to the model. if i play the animations, the polygonal model doesnt move. only the skeleton

yeah...thats the ticket !
Disturbing 13
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Location: Murder Capital of the World
Posted: 6th Sep 2007 02:16
thats odd i thought they used the same skeleton and animations with the extra apended at the end.


djmaster
User Banned
Posted: 9th Sep 2007 10:18
i get a 23mb .x file exported so i cant play then

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Airslide
20
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Joined: 18th Oct 2004
Location: California
Posted: 9th Sep 2007 21:15
Wow, that info D13 gave should be really useful. I guess all that work to get the original zombie into a new skeleton could of been alot easier for me, couldn't it?


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