Making 1.3 Custom Models compatible with ECX

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Is this possible?

I substituted Amor trunks from that thread into the folder, it works but the skeleton animations are all jibber jabbled
 
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well you would have to decompile the 1.3 models and assign them to the 1.2 bones and compile them again .
 
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How ?
Bones are different than models 1.2.3 !

PS : sorry for my bad english =(
 
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thats why you would have to decompile them . reassign them to the old 1.2 bones and then compile again with the 1.2 animations .
it?s not that much work
 
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hm i dont know any other program to convert or assign HL models so well buy it or get a key somehow.
or find someone who?ll do it for you
 
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which is the bones file?

I got these files when I decompiled.
Code:
Writing .BMP: "\Tinker\1\Body.bmp"
"\Tinker\1\Legs.bmp"
"\Tinker\1\Face.bmp"
"\Tinker\1\gokumap2.bmp"
"\Tinker\1\goku.smd"
"\Tinker\1\look_idle.smd"
"\Tinker\1\idle.smd"
"\Tinker\1\deep_idle.smd"
"\Tinker\1\ref_powerup.smd"
"\Tinker\1\ref_powerup_charge.smd"
"\Tinker\1\fly_powerup.smd"
"\Tinker\1\fly_powerup_charge.smd"
"\Tinker\1\run.smd"
"\Tinker\1\run2.smd"
"\Tinker\1\turbo_run.smd"
"\Tinker\1\run_backward.smd"
"\Tinker\1\walk2handed.smd"
"\Tinker\1\walk.smd"
"\Tinker\1\walk_backward.smd"
"\Tinker\1\jump.smd"
"\Tinker\1\long_jump.smd"
"\Tinker\1\grabwall_forward.smd"
"\Tinker\1\walljump_forward.smd"
"\Tinker\1\grabwall_back.smd"
"\Tinker\1\walljump_back.smd"
"\Tinker\1\grabwall_left.smd"
"\Tinker\1\walljump_left.smd"
"\Tinker\1\grabwall_right.smd"
"\Tinker\1\walljump_right.smd"
"\Tinker\1\swim.smd"
"\Tinker\1\treadwater.smd"
"\Tinker\1\swim_backwards.smd"
"\Tinker\1\fly_idle.smd"
"\Tinker\1\fly_forward.smd"
"\Tinker\1\fly_backward.smd"
"\Tinker\1\fly_left.smd"
"\Tinker\1\fly_right.smd"
"\Tinker\1\fly_up.smd"
"\Tinker\1\fly_down.smd"
"\Tinker\1\fly_fall.smd"
"\Tinker\1\swoop_up.smd"
"\Tinker\1\swoop_down.smd"
"\Tinker\1\swoop_left.smd"
"\Tinker\1\swoop_right.smd"
"\Tinker\1\swoop_forward.smd"
"\Tinker\1\swoop_backward.smd"
"\Tinker\1\dash_up.smd"
"\Tinker\1\dash_down.smd"
"\Tinker\1\dash_left.smd"
"\Tinker\1\dash_right.smd"
"\Tinker\1\dash_forward.smd"
"\Tinker\1\dash_backward.smd"
"\Tinker\1\ref_block.smd"
"\Tinker\1\fly_block.smd"
"\Tinker\1\ref_forward_swataway.smd"
"\Tinker\1\ref_right_swataway.smd"
"\Tinker\1\ref_left_swataway.smd"
"\Tinker\1\blow_down.smd"
"\Tinker\1\blow_up.smd"
"\Tinker\1\blow_kick_front.smd"
"\Tinker\1\hit_blow_back.smd"
"\Tinker\1\hit_blow_back_recover.smd"
"\Tinker\1\hit_blow_front.smd"
"\Tinker\1\hit_blow_front_recover.smd"
"\Tinker\1\hit_blow_down.smd"
"\Tinker\1\hit_blow_down_recover.smd"
"\Tinker\1\hit_blow_up.smd"
"\Tinker\1\hit_blow_up_recover.smd"
"\Tinker\1\hit_blow_left.smd"
"\Tinker\1\hit_blow_left_recover.smd"
"\Tinker\1\hit_blow_right.smd"
"\Tinker\1\hit_blow_right_recover.smd"
"\Tinker\1\tumble_forward.smd"
"\Tinker\1\tumble_forward_recover.smd"
"\Tinker\1\tumble_back.smd"
"\Tinker\1\tumble_back_recover.smd"
"\Tinker\1\tumble_left.smd"
"\Tinker\1\tumble_left_recover.smd"
"\Tinker\1\tumble_right.smd"
"\Tinker\1\tumble_right_recover.smd"
"\Tinker\1\lay_ground.smd"
"\Tinker\1\lay_ground_recover.smd"
"\Tinker\1\lay_ground2.smd"
"\Tinker\1\lay_ground_recover2.smd"
"\Tinker\1\die_fall_up.smd"
"\Tinker\1\die_fall_up_hit.smd"
"\Tinker\1\die_fall_down.smd"
"\Tinker\1\die_fall_down_hit.smd"
"\Tinker\1\ref_shoot_kiblast.smd"
"\Tinker\1\ref_shoot2_kiblast.smd"
"\Tinker\1\ref_charge_genericbeam.smd"
"\Tinker\1\ref_control_genericbeam.smd"
"\Tinker\1\ref_shoot_genericbeam.smd"
"\Tinker\1\ref_beam_push.smd"
"\Tinker\1\throw_land.smd"
"\Tinker\1\throw_recover_jump.smd"
"\Tinker\1\throw_recover_forward.smd"
"\Tinker\1\throw_recover_backward.smd"
"\Tinker\1\throw_recover_left.smd"
"\Tinker\1\throw_recover_right.smd"
"\Tinker\1\turbo_start.smd"
"\Tinker\1\turbo_charge.smd"
"\Tinker\1\turbo_boost.smd"
"\Tinker\1\ref_charge_kamehameha.smd"
"\Tinker\1\ref_control_kamehameha.smd"
"\Tinker\1\ref_charge_spiritbomb.smd"
"\Tinker\1\ref_shoot_spiritbomb.smd"
"\Tinker\1\ref_charge2_spiritbomb.smd"
"\Tinker\1\ref_shoot2_spiritbomb.smd"
"\Tinker\1\ref_charge_kametorpedo.smd"
"I:\Tinker\1\bluesuitgoku.qc"
Model I decompiled: bluesuitgoku.
Working folder: "I:\Tinker\1\"

Edit: I see that the goku.smd file contains the skeleton. But how do I reassign the bones from the 1.2 model to 1.3? Its not a matter of CTRL C, CTRL V is it? lol.
 
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you have to use milkshape , import the reference SMD from the 1.3 model delet e the bones, import the bones from the reference smd of the 1.2 model assign the vertexes to the bones, export the reference smd and overwrite the 1.2 reference smd and compile
 
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ok, can someone translate that into n00bish? :D with sctreenies if possible :)
 
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you're going to be missing ADV Melee animations
 
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yea it can be done idid it to.. but if you ask me its not that good cuz 1.3 have cool animations.. so its just awast of time
 
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of course it can be done. >_> its the same if you make a model from scratch with the bones n **** .
 
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The problem is that I don't know how to decompile.
 

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