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Forum: All Forums : Call of Duty 2
Category: CoD2 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: wierd bent Playermodels
serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 General
Posted: Saturday, Jul. 30, 2011 12:09 pm
hey
i created some new models out of the stock ones (switching heads etc.), but:
they are all weird bent, their body is between their legs and over their hip, there's nothing.. lol
why does this happen and how to fix it?


code:
Code:
modelPlayer( body , view , head , helmet )
{
self detachAll();

if( isDefined( self.pers["savedmodel"] ) )
{
loadModel( self.pers["savedmodel"] );
}
else
{
if( isdefined( body ) && body != "" )
{
self setModel( body );
}

if( isdefined( head ) && head != "" )
{
self.headModel = head;
self attach( self.headModel , "" , true );
}

if( isdefined( helmet ) && helmet != "" )
{
self.hatModel = helmet;
self attach( self.hatModel , "" , true );
}

if( isdefined( view ) && view != "" )
{
self setViewModel( view );
}
}
}
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paulix90
General Member
Since: Aug 4, 2008
Posts: 70
Last: Jul 29, 2012
[view latest posts]
Level 3
Category: CoD2 General
Posted: Saturday, Jul. 30, 2011 07:43 pm
This is a known problem, did u set in the asset manager the character type on animated ?

You have to set it on multiplayer body.. I hope this will fix it.
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 General
Posted: Saturday, Jul. 30, 2011 09:44 pm
these are stock, uneditet models, so i guess they dont work in MP...
ehm i'll have a look on the xmodel files with hex editor and if it does not help i guess i have to export them and convert them?! gaddamn it :D
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
[view latest posts]
Level 7
Category: CoD2 General
Posted: Sunday, Jul. 31, 2011 08:40 am
serthy writes...
Quote:
these are stock, uneditet models, so i guess they dont work in MP...
ehm i'll have a look on the xmodel files with hex editor and if it does not help i guess i have to export them and convert them?! gaddamn it :D


Single player character models don't have the multiplayer tag "torso_stabalizer" - which is what keeps the model in an upright position in MP.

The only way to get a single player character model to work in multiplayer is to export the model to .OBJ, edt it in Blender (which is free), and add the tag "torso_stabalizer" to the model's rig (just below the joint "j_spine4"). Then, export to COD using the new Blender COD plugin Sevenz/CodemanX has been working on, and then create the character again in Asset Manager.

The eXtreme+ mod for COD2 did this for the SP female "Diana" model, which is why it works in MP.

edited on Jul. 31, 2011 04:41 am by Tally
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 General
Posted: Sunday, Jan. 15, 2012 03:47 pm
im using Sevenz blender tool to edit the models, i can export them, but how do i create the bones/tags?

i tested it with one single bone, it is shown in the XMODEL_EXPORT-file
Code:
NUMBONES 1
BONE 0 -1 "tag_fx"

BONE 0
OFFSET 0.000000, 0.000000, 100.000000
SCALE 1.000000, 1.000000, 1.000000
X -0.000001, 0.000000, 1.000000
Y -1.000000, -0.000000, -0.000001
Z 0.000000, -1.000000, 0.000000


but after compiling & testing there is no "tag_fx"
i also tried tag_origin as name

my steps in blender are:
>add>armature>single bone
>select bone>ctrl+p (make parent)
>export

is there something wrong? what i have to do to create tags?
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 General
Posted: Monday, Jan. 16, 2012 09:37 pm
Sounds right how you do it...

To what did you parent your tag_bone?

My script allows only 1 armature, so if you add two, it will take the first it finds (usually the first created) and ignore the other. Maybe thats the problem.

Do you need support for multiple armatures?

I parented (object, not bone or weights) a cube and a single bone, uv unwrapped, exported and converted. The xmodelparts-file contains tag_fx like i guess it should (CoD4). Appears to be working.
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 General
Posted: Tuesday, Jan. 17, 2012 09:33 am
in first case i want to add a single tag to the model to play an effect on it or to link sth to it ingame
and im only using 1 armature

yes, it seems to be my fault
Quote:
I parented (object, not bone or weights) a cube and a single bone
i have to try that

thanks for reply

edited on Jan. 17, 2012 02:51 am by serthy

could you explain your parenting steps a bit more? :/

i selected the object, then the bone > STRG+P > set the object's parenting
i also tried it the other way around (select at first the bone), but both times no success .__.
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 General
Posted: Wednesday, Jan. 18, 2012 02:03 pm
Here you go:

http://youtu.be/qe1F5evl8ZA

If you add a single tag only, it will become the origin for the model (you can see it at the end of my above video, the blue box is the origin and also tag_fx)
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serthy
General Member
Since: Sep 8, 2010
Posts: 482
Last: Jun 28, 2013
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoD2 General
Posted: Wednesday, Jan. 18, 2012 02:21 pm
Thank you so much! [wave]

I'll try that asap :)
I guess if you add another bone to this tag, it will be the same way (still static of course).

Thanks again[thumbs_up]
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Sevenz
General Member
Since: Apr 24, 2006
Posts: 2390
Last: May 10, 2013
[view latest posts]
Level 8
Category: CoD2 General
Posted: Wednesday, Jan. 18, 2012 05:06 pm
http://www.youtube.com/watch?v=hWHvJgQJ5j8

The root bone will become the origin in radiant, compare the video and the image:

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