New Member
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I read in your forum that it would only take 2 minutes to compile beta 1 models for beta 1.1 models so please tell me how to do!!!!!!!!!!!!!!!!!
Please dont close this thread !!!!!!!!!!!!
 

Bolteh2

B
Guest
well
decompile the 1.0 model into a new folder, be sure to pic only textures and reference

now decompile the same 1.1 model and be sure to select only animations and qc file and put them in a new folder

copy and paste those animations and qc file into the folder where the 1.0 reference and textures are

go to milkshape, choose tools -> half-life -> compile qc file

let it run, and there, you have the 1.0 model with 1.0 animations
 
New Member
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Hmmm it doesnt work he said gokussj.smd doesnt exist

For note i want to compile an ssj3 goku model for beta 1.1
 

Bolteh2

B
Guest
be sure that everything (reference, sequences, textures and qc file are in the same folder)

btw, also make sure that the path info in the qc file is correct with the folder where everything is)
 
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No it doesnt work ive checked and first it was the problem you said but ive changed the folder restart after the first time but nothing he always said cant find gokussj.smd !!!!!!!!!!!!!
 
New Member
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Jan 15, 2003
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its probaly have to do with renaming
e.g 1.0 name ssjgoku.smd
but the smd in the 1.1 one is called gokussj.smd
so rename the ssjgoku.smd to gokussj.smd...thats usually what is wrong with it
 
New Member
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No that wasnt the problem too i renamend the smd and he always said ssjgoku.smd not found may be someone of you can try to do it for me !!!!!!!!!!!!!! Please help give me your e-mail and ive send you the model
 
New Member
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ok i found a way for compiling it to esf vs 1.1
1.) decompile your old vs 1.0 model ( all files )
2.) decompile the new version (1.1) model for example the new goku
but only the qc file and the sequencs .
3.) open the qc file from your old model with wordpad or win editor
and the qc file from the new one
4.) now replace the the old lines ( the hitboxes and the sequences )
with the new lines from the new qc file


for example

old qc file ( the whole file)
$modelname "C:\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner (4)\goku4.mdl"
$cd "\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner (4)\"
$cdtexture "\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner (4)\"
$cliptotextures

$scale 1.0

// 2 attachments
$attachment 0 "Bip01 R Hand" 0.800000 0.000000 0.800000
$attachment 1 "Bip01 L Hand" 0.800000 0.000000 0.800000

// 4 bone controllers
$controller 0 "Bip01 Spine" YR -30 30
$controller 1 "Bip01 Spine1" ZR -30 30
$controller 2 "Bip01 Spine2" ZR -30 30
$controller 3 "Bip01 Spine3" ZR -30 30

// 20 hit boxes
$hbox 3 "Bip01 Pelvis" -4.690000 -4.440000 -6.750000 4.000000 5.560000 6.750000
$hbox 6 "Bip01 L Leg" 2.660000 -3.690000 -3.090000 18.160000 4.880000 3.310000
$hbox 6 "Bip01 L Leg1" 0.380000 -3.970000 -2.840000 17.600000 4.000000 2.940000
$hbox 6 "Bip01 L Foot" -0.590000 -2.340000 -2.630000 3.790000 8.000000 2.190000
$hbox 7 "Bip01 R Leg" 2.470000 -3.690000 -3.160000 18.129999 4.880000 3.380000
$hbox 7 "Bip01 R Leg1" 0.310000 -3.970000 -2.840000 17.600000 3.940000 2.970000
$hbox 7 "Bip01 R Foot" -0.560000 -2.340000 -2.190000 3.810000 8.000000 2.660000
$hbox 3 "Bip01 Spine1" -3.250000 -5.500000 -5.500000 4.830000 5.500000 5.500000
$hbox 2 "Bip01 Spine2" -0.060000 -5.530000 -7.590000 8.000000 7.000000 7.590000
$hbox 2 "Bip01 Spine3" -2.250000 -6.810000 -6.310000 6.500000 5.090000 6.310000
$hbox 2 "Bip01 Neck" -3.110000 -1.500000 -3.000000 2.050000 3.500000 3.000000
$hbox 1 "Bip01 Head" 0.090000 -3.660000 -3.000000 8.410000 5.090000 3.000000
$hbox 4 "Bip01 L Arm" 0.940000 -2.880000 -4.130000 5.440000 4.280000 3.500000
$hbox 4 "Bip01 L Arm1" -2.160000 -2.340000 -2.560000 11.560000 3.410000 2.380000
$hbox 4 "Bip01 L Arm2" 0.590000 -1.810000 -2.190000 10.750000 2.840000 2.410000
$hbox 4 "Bip01 L Hand" 0.000000 -1.000000 -2.000000 3.000000 1.500000 3.500000
$hbox 5 "Bip01 R Arm" 1.380000 -2.840000 -3.560000 5.690000 4.310000 4.310000
$hbox 5 "Bip01 R Arm1" -1.880000 -2.470000 -2.160000 11.810000 3.280000 2.810000
$hbox 5 "Bip01 R Arm2" 0.440000 -1.970000 -2.340000 10.590000 2.720000 2.220000
$hbox 5 "Bip01 R Hand" 0.000000 -1.000000 -2.000000 3.000000 1.500000 3.500000

$bodygroup body
{
studio "goku"
}

// 135 sequences
$sequence look_idle "look_idle" loop fps 14 ACT_IDLE 2
$sequence idle "idle" loop fps 16 ACT_IDLE 1
$sequence deep_idle "deep_idle" loop fps 15 ACT_IDLE 4
$sequence run2 "run2" LX loop fps 45 ACT_RUN 1
$sequence run_backward "run_backward" loop fps 35
$sequence walk2handed "walk2handed" LX loop fps 22 ACT_WALK 1
$sequence walk_backward "walk_backward" loop fps 25
$sequence jump "jump" fps 28 ACT_HOP 1
$sequence long_jump "long_jump" LX fps 28 ACT_LEAP 1
$sequence swim "swim" loop fps 16 ACT_SWIM 1
$sequence swim_backwards "swim_backwards" loop fps 23
$sequence treadwater "treadwater" loop fps 14 ACT_HOVER 1
$sequence run "run" LX loop fps 30
$sequence walk "walk" LX loop fps 22
$sequence back_flip "back_flip" fps 22
$sequence ref_powerup "ref_powerup" fps 20
$sequence ref_powerup_charge "ref_powerup_charge" loop fps 26
$sequence fly_powerup "fly_powerup" fps 24
$sequence fly_powerup_charge "fly_powerup_charge" loop fps 26
$sequence lay_ground "lay_ground" fps 10
$sequence lay_ground_recover "lay_ground_recover" fps 20
$sequence lay_ground2 "lay_ground2" fps 10
$sequence lay_ground_recover2 "lay_ground_recover2" fps 20
$sequence fly_idle "fly_idle" fps 15
$sequence fly_forward "fly_forward" loop fps 18
$sequence fly_backward "fly_backward" loop fps 18
$sequence fly_fall "fly_fall" fps 18
$sequence swoop "swoop" loop fps 30
$sequence ref_shoot_bean "ref_shoot_bean" fps 16
$sequence ref_shoot2_bean "ref_shoot2_bean" fps 20
$sequence ref_aim_bean "ref_aim_bean" fps 16
$sequence ref_catch_bean "ref_catch_bean" fps 16
$sequence ref_aim_dragonball "ref_aim_dragonball" loop fps 16
$sequence ref_shoot_dragonball "ref_shoot_dragonball_blend1" "ref_shoot_dragonball_blend2" fps 18
$sequence ref_shoot2_dragonball "ref_shoot2_dragonball" fps 20
$sequence ref_block "ref_block" loop fps 10
$sequence ref_block_hit "ref_block_hit" fps 22
$sequence fly_block "fly_block" loop fps 15
$sequence fly_block_hit "fly_block_hit" fps 22
$sequence ref_forward_swataway "ref_forward_swataway" fps 20
$sequence ref_right_swataway "ref_right_swataway" fps 20
$sequence ref_left_swataway "ref_left_swataway" fps 20
$sequence blow_down "blow_down" fps 20
$sequence blow_up "blow_up" fps 20
$sequence blow_left "blow_left" fps 20
$sequence blow_right "blow_right" fps 20
$sequence blow_kick_front "blow_kick_front" fps 20
$sequence hit_blow_back "hit_blow_back" loop fps 25
$sequence hit_blow_front "hit_blow_front" loop fps 25
$sequence hit_blow_down "hit_blow_down" loop fps 25
$sequence hit_blow_up "hit_blow_up" loop fps 25
$sequence hit_blow_left "hit_blow_left" loop fps 25
$sequence hit_blow_right "hit_blow_right" loop fps 25
$sequence hit_blow_back_recover "hit_blow_back_recover" loop fps 25
$sequence hit_blow_front_recover "hit_blow_front_recover" loop fps 25
$sequence hit_blow_down_recover "hit_blow_down_recover" loop fps 25
$sequence hit_blow_up_recover "hit_blow_up_recover" loop fps 25
$sequence hit_blow_left_recover "hit_blow_left_recover" loop fps 25
$sequence hit_blow_right_recover "hit_blow_right_recover" loop fps 25
$sequence tumble_forward "tumble_forward" loop fps 28
$sequence tumble_back "tumble_back" loop fps 28
$sequence tumble_left "tumble_left" loop fps 28
$sequence tumble_right "tumble_right" loop fps 28
$sequence tumble_forward_recover "tumble_forward_recover" loop fps 28
$sequence tumble_back_recover "tumble_back_recover" loop fps 28
$sequence tumble_left_recover "tumble_left_recover" loop fps 28
$sequence tumble_right_recover "tumble_right_recover" loop fps 28
$sequence die_simple "die_simple" fps 18 ACT_DIESIMPLE 1 { event 2001 9 }
$sequence die_backwards1 "die_backwards1" fps 23 ACT_DIEBACKWARD 4 { event 2001 13 }
$sequence die_backwards "die_backwards" fps 24 ACT_DIEBACKWARD 1 { event 2001 15 }
$sequence die_forwards "die_forwards" fps 22 ACT_DIEFORWARD 1 { event 2001 8 }
$sequence headshot "headshot" fps 22 ACT_DIE_HEADSHOT 4 { event 2001 19 }
$sequence die_spin "die_spin" fps 24 ACT_DIE_HEADSHOT 1 { event 2001 16 }
$sequence gutshot "gutshot" fps 18 ACT_DIE_GUTSHOT 1 { event 2001 17 }
$sequence deadback "deadback" fps 10
$sequence deadsitting "deadsitting" fps 10
$sequence deadstomach "deadstomach" fps 10
$sequence deadtable "deadtable" fps 10
$sequence ref_shoot_kiblast "ref_shoot_kiblast" fps 30 blend XR -65 65
$sequence ref_shoot2_kiblast "ref_shoot2_kiblast" fps 30 blend XR -65 65
$sequence ref_charge_genericbeam "ref_charge_genericbeam" fps 20
$sequence ref_control_genericbeam "ref_control_genericbeam" loop fps 20
$sequence melee1 "melee1" fps 20
$sequence melee2 "melee2" fps 20
$sequence melee3 "melee3" fps 20
$sequence melee_block "melee_block" fps 20
$sequence kick_sweep "kick_sweep" fps 22
$sequence sweep_recover "sweep_recover" fps 20
$sequence ref_charge_bigbang "ref_charge_bigbang_blend1" "ref_charge_bigbang_blend2" fps 18 blend XR -65 65
$sequence ref_control_bigbang "ref_control_bigbang_blend1" "ref_control_bigbang_blend2" loop fps 18 blend XR -65 65
$sequence ref_charge_gallitgun "ref_charge_gallitgun" fps 18
$sequence ref_control_gallitgun "ref_control_gallitgun" loop fps 10
$sequence ref_charge_finalflash "ref_charge_finalflash" fps 14
$sequence ref_control_finalflash "ref_control_finalflash" loop fps 20
$sequence ref_charge_kamehameha "ref_charge_kamehameha" fps 18
$sequence ref_control_kamehameha "ref_control_kamehameha_blend1" "ref_control_kamehameha_blend2" loop fps 14 blend XR -65 65
$sequence ref_charge_spiritbomb "ref_charge_spiritbomb" fps 18
$sequence ref_shoot_spiritbomb "ref_shoot_spiritbomb" fps 24
$sequence ref_charge_solarflare "ref_charge_solarflare" fps 20
$sequence ref_shoot_solarflare "ref_shoot_solarflare" fps 16
$sequence ref_charge_burningattack "ref_charge_burningattack" fps 20
$sequence ref_control_burningattack "ref_control_burningattack" loop fps 10
$sequence ref_charge_finishingbuster "ref_charge_finishingbuster" fps 20
$sequence ref_shoot_finishingbuster "ref_shoot_finishingbuster" fps 40
$sequence ref_aim_eyelaser "ref_aim_eyelaser_blend1" "ref_aim_eyelaser_blend2" fps 16 blend XR -65 65
$sequence ref_charge_specialbeamcannon "ref_charge_specialbeamcannon" fps 16
$sequence ref_shoot_specialbeamcannon "ref_shoot_specialbeamcannon_blend1" "ref_shoot_specialbeamcannon_blend2" fps 16 blend XR -65 65
$sequence ref_shoot_scattershot "ref_shoot_scattershot" loop fps 50
$sequence ref_charge_friezadisc "ref_charge_friezadisc" fps 25
$sequence ref_control_friezadisc "ref_control_friezadisc" fps 16
$sequence ref_aim_friezadisc "ref_aim_friezadisc" fps 20
$sequence ref_shoot_fingerlaser "ref_shoot_fingerlaser" fps 26
$sequence ref_shoot2_fingerlaser "ref_shoot2_fingerlaser" fps 26
$sequence ref_charge_deathball "ref_charge_deathball" fps 20
$sequence ref_shoot_deathball "ref_shoot_deathball" fps 20
$sequence ref_charge_powerbeam "ref_charge_powerbeam" fps 20
$sequence ref_control_powerbeam "ref_control_powerbeam" loop fps 20
$sequence ref_charge_scatterbeam "ref_charge_scatterbeam" fps 20
$sequence ref_shoot_scatterbeam "ref_shoot_scatterbeam" loop fps 20
$sequence ref_charge_destructodisc "ref_charge_destructodisc" fps 20
$sequence ref_shoot_destructodisc "ref_shoot_destructodisc" loop fps 20
$sequence ref_charge_masenko "ref_charge_masenko" fps 20
$sequence ref_control_masenko "ref_control_masenko" loop fps 20
$sequence ref_charge_shieldattack "ref_charge_shieldattack" fps 20
$sequence ref_control_shieldattack "ref_control_shieldattack" fps 20
$sequence ref_shoot_shieldattack "ref_shoot_shieldattack" loop fps 20
$sequence ref_charge_mouthblast "ref_charge_mouthblast" fps 20
$sequence ref_control_mouthblast "ref_control_mouthblast" loop fps 20
$sequence ref_shoot_candyattack "ref_shoot_candyattack" loop fps 20
$sequence ref_charge_regeneration "ref_charge_regeneration" loop fps 24
$sequence ref_aim_renzoku "ref_aim_renzoku" loop fps 20
$sequence ref_shoot_renzoku "ref_shoot_renzoku" loop fps 50
$sequence change_long "change_long" fps 24
$sequence change_normal "change_normal" loop fps 24
$sequence change_finish "change_finish" fps 24


and now the new file
$modelname "C:\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner (2)\goku4.mdl"
$cd "\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner (2)\"
$cdtexture "\Dokumente und Einstellungen\Administrator\Desktop\Neuer Ordner (2)\"
$cliptotextures

$scale 1.0

// 2 attachments
$attachment 0 "Bip01 R Hand" 0.800000 0.000000 0.800000
$attachment 1 "Bip01 L Hand" 0.800000 0.000000 0.800000

// 4 bone controllers
$controller 0 "Bip01 Spine" YR -30 30
$controller 1 "Bip01 Spine1" ZR -30 30
$controller 2 "Bip01 Spine2" ZR -30 30
$controller 3 "Bip01 Spine3" ZR -30 30

// 16 hit boxes
$hbox 0 "Bip01 Pelvis" -0.960000 -0.830000 -0.990000 0.960000 0.323418 1.230000
$hbox 0 "Bip01 L Leg" -1.880000 -1.050000 -0.260000 0.810000 1.330000 4.511430
$hbox 0 "Bip01 L Leg1" -2.490000 -0.690000 -0.760000 0.770000 2.360000 4.399392
$hbox 0 "Bip01 L Foot" -0.730000 -2.840000 -0.230000 1.050000 0.000000 1.861451
$hbox 0 "Bip01 R Leg" -1.790000 -1.280000 -0.250000 0.760000 1.230000 4.511431
$hbox 0 "Bip01 R Leg1" -2.580000 -2.130000 -0.750000 0.530000 1.080000 4.399399
$hbox 0 "Bip01 R Foot" -0.360000 0.000000 -0.230000 1.390000 2.700000 1.861451
$hbox 0 "Bip01 Spine1" -1.450000 -1.020000 -0.550000 1.440000 1.080000 1.206698
$hbox 0 "Bip01 Spine2" -1.910000 -1.450000 -0.420000 1.910000 1.070000 1.448192
$hbox 0 "Bip01 Spine3" -2.200000 -1.240000 -0.280000 2.200000 1.440000 1.665579
$hbox 0 "Bip01 Neck" -2.590000 -0.940000 -0.865206 2.590000 1.220000 0.455974
$hbox 0 "Bip01 Head" -1.370000 -1.300000 -0.530000 1.830000 1.520000 2.620000
$hbox 0 "Bip01 L Arm1" -0.820000 -0.770000 0.000000 1.110000 1.140000 2.980000
$hbox 0 "Bip01 L Arm2" -0.730000 -0.580000 0.000000 0.680000 0.930000 2.578650
$hbox 0 "Bip01 R Arm1" -0.790000 -1.140000 0.000000 1.130000 0.770000 2.960000
$hbox 0 "Bip01 R Arm2" -0.730000 -0.920000 0.000000 0.670000 0.590000 2.531763

$bodygroup body
{
studio "goku"
}

// 152 sequences
$sequence look_idle "look_idle" loop fps 14 ACT_IDLE 2
$sequence idle "idle" loop fps 16 ACT_IDLE 1
$sequence deep_idle "deep_idle" loop fps 15 ACT_IDLE 4
$sequence run2 "run2" LX loop fps 40 ACT_RUN 1
$sequence run_backward "run_backward" loop fps 35
$sequence walk2handed "walk2handed" LX loop fps 32 ACT_WALK 1
$sequence walk_backward "walk_backward" loop fps 25
$sequence jump "jump" fps 28 ACT_HOP 1
$sequence long_jump "long_jump" LX fps 28 ACT_LEAP 1
$sequence swim "swim" loop fps 16 ACT_SWIM 1
$sequence swim_backwards "swim_backwards" loop fps 23
$sequence treadwater "treadwater" loop fps 14 ACT_HOVER 1
$sequence run "run" LX loop fps 30 ACT_RUN 1
$sequence walk "walk" LX loop fps 32
$sequence back_flip "back_flip" fps 22
$sequence ref_powerup "ref_powerup" fps 20
$sequence ref_powerup_charge "ref_powerup_charge" loop fps 26
$sequence fly_powerup "fly_powerup" fps 24
$sequence fly_powerup_charge "fly_powerup_charge" loop fps 26
$sequence lay_ground "lay_ground" loop fps 16
$sequence lay_ground_recover "lay_ground_recover" fps 26
$sequence lay_ground2 "lay_ground2" loop fps 16
$sequence lay_ground_recover2 "lay_ground_recover2" fps 26
$sequence fly_idle "fly_idle" fps 15
$sequence fly_forward "fly_forward" loop fps 18
$sequence fly_backward "fly_backward" loop fps 18
$sequence fly_fall "fly_fall" fps 18
$sequence swoop "swoop" loop fps 30
$sequence ref_shoot_bean "ref_shoot_bean" fps 16
$sequence ref_shoot2_bean "ref_shoot2_bean" fps 20
$sequence ref_aim_bean "ref_aim_bean" fps 16
$sequence ref_catch_bean "ref_catch_bean" fps 16
$sequence ref_aim_dragonball "ref_aim_dragonball" loop fps 16
$sequence ref_shoot_dragonball "ref_shoot_dragonball_blend1" "ref_shoot_dragonball_blend2" fps 18
$sequence ref_shoot2_dragonball "ref_shoot2_dragonball" fps 20
$sequence ref_block "ref_block" loop fps 10
$sequence ref_block_hit "ref_block_hit" fps 22
$sequence fly_block "fly_block" loop fps 15
$sequence fly_block_hit "fly_block_hit" fps 22
$sequence ref_forward_swataway "ref_forward_swataway" fps 20
$sequence ref_right_swataway "ref_right_swataway" fps 20
$sequence ref_left_swataway "ref_left_swataway" fps 20
$sequence blow_down "blow_down" fps 20
$sequence blow_up "blow_up" fps 20
$sequence blow_left "blow_left" fps 20
$sequence blow_right "blow_right" fps 20
$sequence blow_kick_front "blow_kick_front" fps 20
$sequence blow_hit_ground "blow_hit_ground" fps 20
$sequence hit_blow_back "hit_blow_back" loop fps 25
$sequence hit_blow_front "hit_blow_front" loop fps 25
$sequence hit_blow_down "hit_blow_down" loop fps 25
$sequence hit_blow_up "hit_blow_up" loop fps 25
$sequence hit_blow_left "hit_blow_left" loop fps 25
$sequence hit_blow_right "hit_blow_right" loop fps 25
$sequence hit_blow_back_recover "hit_blow_back_recover" loop fps 25
$sequence hit_blow_front_recover "hit_blow_front_recover" loop fps 25
$sequence hit_blow_down_recover "hit_blow_down_recover" loop fps 25
$sequence hit_blow_up_recover "hit_blow_up_recover" loop fps 25
$sequence hit_blow_left_recover "hit_blow_left_recover" loop fps 25
$sequence hit_blow_right_recover "hit_blow_right_recover" loop fps 25
$sequence tumble_forward "tumble_forward" loop fps 28
$sequence tumble_back "tumble_back" loop fps 28
$sequence tumble_left "tumble_left" loop fps 28
$sequence tumble_right "tumble_right" loop fps 28
$sequence tumble_forward_recover "tumble_forward_recover" loop fps 28
$sequence tumble_back_recover "tumble_back_recover" loop fps 28
$sequence tumble_left_recover "tumble_left_recover" loop fps 28
$sequence tumble_right_recover "tumble_right_recover" loop fps 28
$sequence die_simple "die_simple" fps 18 ACT_DIESIMPLE 1 { event 2001 9 }
$sequence die_backwards1 "die_backwards1" fps 23 ACT_DIEBACKWARD 4 { event 2001 13 }
$sequence die_backwards "die_backwards" fps 24 ACT_DIEBACKWARD 1 { event 2001 15 }
$sequence die_forwards "die_forwards" fps 22 ACT_DIEFORWARD 1 { event 2001 8 }
$sequence headshot "headshot" fps 22 ACT_DIE_HEADSHOT 4 { event 2001 19 }
$sequence die_spin "die_spin" fps 24 ACT_DIE_HEADSHOT 1 { event 2001 16 }
$sequence gutshot "gutshot" fps 18 ACT_DIE_GUTSHOT 1 { event 2001 17 }
$sequence deadback "deadback" fps 10
$sequence deadsitting "deadsitting" fps 10
$sequence deadstomach "deadstomach" fps 10
$sequence deadtable "deadtable" fps 10
$sequence ref_shoot_kiblast "ref_shoot_kiblast_blend1" "ref_shoot_kiblast_blend2" fps 30 blend XR -65 65
$sequence ref_shoot2_kiblast "ref_shoot2_kiblast_blend1" "ref_shoot2_kiblast_blend2" fps 30 blend XR -65 65
$sequence ref_charge_genericbeam "ref_charge_genericbeam" fps 20
$sequence ref_control_genericbeam "ref_control_genericbeam" loop fps 20
$sequence melee1 "melee1" fps 20
$sequence melee2 "melee2" fps 20
$sequence melee3 "melee3" fps 20
$sequence melee_block "melee_block" fps 20
$sequence kick_sweep "kick_sweep" fps 22
$sequence sweep_recover "sweep_recover" fps 20
$sequence ref_charge_bigbang "ref_charge_bigbang_blend1" "ref_charge_bigbang_blend2" fps 18 blend XR -65 65
$sequence ref_control_bigbang "ref_control_bigbang_blend1" "ref_control_bigbang_blend2" loop fps 18 blend XR -65 65
$sequence ref_charge_gallitgun "ref_charge_gallitgun" fps 18
$sequence ref_control_gallitgun "ref_control_gallitgun" loop fps 10
$sequence ref_charge_finalflash "ref_charge_finalflash" fps 14
$sequence ref_control_finalflash "ref_control_finalflash" loop fps 20
$sequence ref_charge_kamehameha "ref_charge_kamehameha" fps 18
$sequence ref_control_kamehameha "ref_control_kamehameha_blend1" "ref_control_kamehameha_blend2" loop fps 14 blend XR -65 65
$sequence ref_charge_spiritbomb "ref_charge_spiritbomb" fps 18
$sequence ref_shoot_spiritbomb "ref_shoot_spiritbomb" fps 24
$sequence ref_charge_solarflare "ref_charge_solarflare" fps 20
$sequence ref_shoot_solarflare "ref_shoot_solarflare" fps 16
$sequence ref_charge_burningattack "ref_charge_burningattack" fps 20
$sequence ref_control_burningattack "ref_control_burningattack" loop fps 10
$sequence ref_charge_finishingbuster "ref_charge_finishingbuster" fps 20
$sequence ref_shoot_finishingbuster "ref_shoot_finishingbuster" fps 40
$sequence ref_aim_eyelaser "ref_aim_eyelaser_blend1" "ref_aim_eyelaser_blend2" fps 16 blend XR -65 65
$sequence ref_charge_specialbeamcannon "ref_charge_specialbeamcannon" fps 16
$sequence ref_shoot_specialbeamcannon "ref_shoot_specialbeamcannon_blend1" "ref_shoot_specialbeamcannon_blend2" fps 16 blend XR -65 65
$sequence ref_shoot_scattershot "ref_shoot_scattershot" loop fps 80
$sequence ref_charge_friezadisc "ref_charge_friezadisc" fps 25
$sequence ref_control_friezadisc "ref_control_friezadisc" fps 16
$sequence ref_aim_friezadisc "ref_aim_friezadisc" fps 20
$sequence ref_shoot_fingerlaser "ref_shoot_fingerlaser" fps 26
$sequence ref_shoot2_fingerlaser "ref_shoot2_fingerlaser" fps 26
$sequence ref_charge_deathball "ref_charge_deathball" fps 20
$sequence ref_shoot_deathball "ref_shoot_deathball" fps 20
$sequence ref_charge_powerbeam "ref_charge_powerbeam" fps 20
$sequence ref_control_powerbeam "ref_control_powerbeam" loop fps 20
$sequence ref_charge_scatterbeam "ref_charge_scatterbeam" fps 20
$sequence ref_shoot_scatterbeam "ref_shoot_scatterbeam" loop fps 20
$sequence ref_charge_destructodisc "ref_charge_destructodisc" fps 20
$sequence ref_shoot_destructodisc "ref_shoot_destructodisc" loop fps 20
$sequence ref_charge_masenko "ref_charge_masenko" fps 20
$sequence ref_control_masenko "ref_control_masenko" loop fps 20
$sequence ref_charge_shieldattack "ref_charge_shieldattack" loop fps 20
$sequence ref_control_shieldattack "ref_control_shieldattack" fps 20
$sequence ref_shoot_shieldattack "ref_shoot_shieldattack" loop fps 20
$sequence ref_charge_mouthblast "ref_charge_mouthblast" fps 20
$sequence ref_control_mouthblast "ref_control_mouthblast" loop fps 20
$sequence ref_shoot_candyattack "ref_shoot_candyattack" loop fps 20
$sequence ref_charge_regeneration "ref_charge_regeneration" loop fps 24
$sequence change_long "change_long" fps 24
$sequence change_normal "change_normal" loop fps 24
$sequence change_finish "change_finish" fps 24
$sequence ref_unsheath "ref_unsheath" fps 20
$sequence ref_sheath "ref_sheath" fps 20
$sequence ref_slice_vertical "ref_slice_vertical" fps 25
$sequence ref_slice_horizontal "ref_slice_horizontal" fps 25
$sequence ref_slice_combo "ref_slice_combo" loop fps 20
$sequence ref_sword_idle "ref_sword_idle" loop fps 20
$sequence ref_aim_sword "ref_aim_sword" loop fps 20
$sequence ref_control_renzoku "ref_control_renzoku" loop fps 20
$sequence ref_charge_renzoku "ref_charge_renzoku" loop fps 24
$sequence ref_shoot_renzoku "ref_shoot_renzoku" fps 25
$sequence ref_shoot2_renzoku "ref_shoot2_renzoku" fps 25
$sequence ref_charge2_spiritbomb "ref_charge2_spiritbomb" fps 22
$sequence ref_shoot2_spiritbomb "ref_shoot2_spiritbomb" fps 26
$sequence ref_charge_kametorpedo "ref_charge_kametorpedo" fps 20
$sequence ref_shoot_kametorpedo "ref_shoot_kametorpedo" fps 22
$sequence ref_shoot2_kametorpedo "ref_shoot2_kametorpedo" fps 20
$sequence ref_aim_bodypart "ref_aim_bodypart" fps 24
$sequence ref_shoot_bodypart "ref_shoot_bodypart" fps 24

5.) copy all new sequences from the new model and add them to the old sequences

6.) compile and now your model is ready for 1.1


i tried that many times and it works , i think except trunks
 
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or the easiest way is to decompile the noew model,over writh it with the old model decompile that,then compile and its done (works for them all)
 
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dark slayer, i did what u said but i get the same problem that makia had, what should i do now?
 
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so something new came up.
trying to get the bojcaks gohan i did and when i did.
i got this.

~~
************ ERROR ************
cannot find bone hai-mid for bbox
~~

can anyone tell me what's wrong with it? o_O
i'm sure he didnt have new animations, i just need to know what bbox is
and what to do.
 
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Yeah thats one of the problems i have with cell!!!!!!!!!!!!
 
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i think with the 1.1 models u have to assign at least one vertex to the hair bones...hair mid and hair tips...try that......i got the same errors and thats how i fixed them.....just highlight one vertex in the hair mesh and assign it to the hair mid then highlight another and assign it to hair tip..........
 
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ok highlight the hair-mid bone......then highlight one vertex in the hair mesh.....click assign......then highlight hair-tip (i think thats what the other hair bones called) ...then highlight a dif vertex and assign
 
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I want to convert frieza form 4 from 1.0 to 1.1 BUT I want to use the form 1 animations and the form 1 hands because they have more fingers and dath ball will look cooler!

But I keep getting a god damn error when I compile it!!


************ ERROR ************
cannot find bone Bip01 L Leg for bbox
 
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for some of the models.
there isn't a hair-tip/hair-mid model part.
so what do i do then?.
cause i want to convert the gohan and release it.
bahh
any help with that?
thankz

peace
 
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if there isn't a hair mid or hair tip then u don't need to worry about it......anytime it says bone not found that means u didn't assign a bone that has to be assigned...follow me here......andi may be wrong but it always works for me......u can't assign the hand and the shoulder without assigning the elbow......get what i'm sayin????if it ever tells u "bone not found" then the bone it says isn't found has no vertexes assigned to it and needs them........
 
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ohhh thankz man, but could u hint to which bone isn't assigned when it says
" hai-mid" ?
so i dont screw anything up.
if that doesnt work, do u think i could send you the model
so u can see what you can do, unless u're busy with ur models
^___^.
thankz for helping.

peace
 

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