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List of Bones and coordinates

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List of Bones and coordinates Empty List of Bones and coordinates

Post  deathstar20 Mon Feb 20, 2012 11:02 pm

Does anybody know if there is a way to find out the list of bones and their coordinates from a source skin ?

For those who don't know what i'm talking about these :

// lol hit box(es)
$hbox 0 "Bone71"-13.710000 -2.090000 -1.390000 0.000000 1.810000 2.130000
$hbox 0 "Bone72" -5.170000 -1.800000 -1.320000 0.000000 2.070000 1.540000
$hbox 0 "Bone85" -1.762374 -0.580000 -0.610000 0.000000 0.440000 0.520000
$hbox 0 "Bone73" -2.170000 -0.830000 -1.030000 0.000000 0.550000 0.580000
$hbox 0 "Bone74" -1.170000 -0.540000 -0.830000 0.000000 0.540000 0.270000
$hbox 0 "Bone75" -1.810000 -0.650000 -0.810000 0.000000 0.380000 0.230000

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Post  Domar251\ Tue Feb 21, 2012 9:20 am

deathstar20 wrote:Does anybody know if there is a way to find out the list of bones and their coordinates from a source skin ?

For those who don't know what i'm talking about these :

// lol hit box(es)
$hbox 0 "Bone71"-13.710000 -2.090000 -1.390000 0.000000 1.810000 2.130000
$hbox 0 "Bone72" -5.170000 -1.800000 -1.320000 0.000000 2.070000 1.540000
$hbox 0 "Bone85" -1.762374 -0.580000 -0.610000 0.000000 0.440000 0.520000
$hbox 0 "Bone73" -2.170000 -0.830000 -1.030000 0.000000 0.550000 0.580000
$hbox 0 "Bone74" -1.170000 -0.540000 -0.830000 0.000000 0.540000 0.270000
$hbox 0 "Bone75" -1.810000 -0.650000 -0.810000 0.000000 0.380000 0.230000

idk, maybe opening the idle animation on notepad, it shows the coordinates of each frame...
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Post  deathstar20 Tue Feb 21, 2012 11:00 pm

idk, maybe opening the idle animation on notepad, it shows the coordinates of each frame...

I also tried Notepad++ but it seems i can only find the list of bones but not the coordinates

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Post  RAFAEL Wed Feb 22, 2012 4:19 am

deathstar20 wrote:Does anybody know if there is a way to find out the list of bones and their coordinates from a source skin ?

For those who don't know what i'm talking about these :

// lol hit box(es)
$hbox 0 "Bone71"-13.710000 -2.090000 -1.390000 0.000000 1.810000 2.130000
$hbox 0 "Bone72" -5.170000 -1.800000 -1.320000 0.000000 2.070000 1.540000
$hbox 0 "Bone85" -1.762374 -0.580000 -0.610000 0.000000 0.440000 0.520000
$hbox 0 "Bone73" -2.170000 -0.830000 -1.030000 0.000000 0.550000 0.580000
$hbox 0 "Bone74" -1.170000 -0.540000 -0.830000 0.000000 0.540000 0.270000
$hbox 0 "Bone75" -1.810000 -0.650000 -0.810000 0.000000 0.380000 0.230000
this orange text is writen in the qc file right?
the bone cordinates aren't here.
okay, in cs 1.6 an animation .smd works like this

version 1
nodes
0 "v_weapon.Left_Shoulder" -1
1"v_weapon.Left_Arm" 0
2 "v_weapon.Left_Hand" 1
3 "v_weapon.Left_Thumb01" 2
4 "v_weapon.Left_Thumb02" 3
5 "v_weapon.Left_Thumb03" 4
end
skeleton
time 0
0 -7.448711 3.776812 -13.161156 -1.285447 1.065428 1.813998
1 0.000000 21.136030 0.000002 -2.708322 -0.008892 -1.794911
2 0.000000 21.236965 0.000000 0.197874 0.008441 0.555568
3 0.622762 1.044320 -0.712904 -0.797635 0.436952 -0.482492
4 0.000000 4.885052 0.000000 0.285657 0.838600 0.438031
5 0.000000 2.427800 0.000000 0.006067 0.054431 -0.336388
end

the red number indicates the bone coordinates in the white line.
the time 0 indicates the frame of the animation when compiled.
DO YOU UNDERSTAND ME ?? XD
Smile Smile Smile Smile
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Post  deathstar20 Wed Feb 22, 2012 9:45 am


The orange text is with the bones and coordinates are from a cs 1.6 mdl

im asking about how to find what are the coordinates in the qc created by the source decompiler

and this is what i get

$cd "C:\Documents and Settings\Alex\Desktop\test qc"
$modelname "weapons\v_smg_p90.mdl"
$model "studio" "bizon.smd"
$cdmaterials "models\weapons\v_models\mw3_xplor3r\PP90M1 RDS\"
$cdmaterials "models\weapons\v_models\hands\"
$hboxset "default"
// Model uses material "v_hands.vmt"
// Model uses material "frame.vmt"
// Model uses material "rds.vmt"
$attachment "1" "Bizon" 0.00 -16.99 0.30 rotate -0.00 -90.00 0.00
$attachment "2" "Slide" -0.80 -5.25 0.40 rotate -90.00 60.00 0.00
$surfaceprop "default"
$illumposition -3.033 5.796 -7.287
$sequence idle "idle" ACT_VM_IDLE 1 fps 8.00
$sequence reload "reload" ACT_VM_RELOAD 1 fps 37.00 {
{ event 5004 6 "Weapon_P90.Handle" }
{ event 5004 21 "Weapon_P90.Clipout" }
{ event 5004 33 "Weapon_P90.Clipdrop" }
{ event 5004 57 "Weapon_P90.Foley" }
{ event 5004 75 "Weapon_P90.Clipin" }
{ event 5004 110 "Weapon_P90.Boltpull" }
{ event 5004 124 "Weapon_P90.Handle" }
}

$sequence draw "draw" ACT_VM_DRAW 1 fps 28.00 {
{ event 5004 6 "Weapon_P90.Foley" }
{ event 5004 14 "Weapon_P90.Blockrel" }
{ event 5004 26 "Weapon_P90.Handle" }
}

$sequence fire1 "fire1" ACT_VM_PRIMARYATTACK 1 fps 33.00 {
{ event 5001 0 "1" }
{ event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_57 2 100" }
}

$sequence fire2 "fire2" ACT_VM_PRIMARYATTACK 1 fps 33.00 {
{ event 5001 0 "1" }
{ event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_57 2 100" }
}

$sequence fire3 "fire3" ACT_VM_PRIMARYATTACK 1 fps 33.00 {
{ event 5001 0 "1" }
{ event AE_CLIENT_EFFECT_ATTACH 0 "EjectBrass_57 2 100" }
}



So as you can see the qc does not contains any coordinates so i can convert it.

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Post  Domar251\ Wed Feb 22, 2012 10:10 am

deathstar20 wrote:
idk, maybe opening the idle animation on notepad, it shows the coordinates of each frame...

I also tried Notepad++ but it seems i can only find the list of bones but not the coordinates

yeah i meant the same as rafael Razz, you just need to search under the list of bones
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Post  Domar251 Fri Feb 24, 2012 12:38 am

when porting models from css->cs, you dont need to know the bone coordinates and shits...just leave them like this:
// Hitbox or any shitty name

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Post  RAFAEL Tue Feb 28, 2012 3:51 pm

step 1:compile your model.
step 2:load the model in jhlmv.
step 3:click in options/dump model info.
step 4:the notepad will be opened,now is just browse in the text and find the bone and his coordinates.
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Post  deathstar20 Wed Feb 29, 2012 2:31 am

RAFAEL wrote:step 1:compile your model.
step 2:load the model in jhlmv.
step 3:click in options/dump model info.
step 4:the notepad will be opened,now is just browse in the text and find the bone and his coordinates.

It seems you didint understood what i mean. I asked if there is a way to find out the coordinates of "source" models not hl1 (goldsource) ones.

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Post  deathstar20 Wed Feb 29, 2012 2:32 am

D251 wrote:when porting models from css->cs, you dont need to know the bone coordinates and shits...just leave them like this:
// Hitbox or any shitty name


I tried that way and everytime i try to compile it , it says ex. "Line 44 - 46 incomplete"

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Post  Domar251 Wed Feb 29, 2012 5:58 am

deathstar20 wrote:
D251 wrote:when porting models from css->cs, you dont need to know the bone coordinates and shits...just leave them like this:
// Hitbox or any shitty name


I tried that way and everytime i try to compile it , it says ex. "Line 44 - 46 incomplete"

what are you trying to compile ?

sorry i dont understand what you're compiling XD
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Post  RAFAEL Wed Feb 29, 2012 2:30 pm

deathstar20 wrote:
RAFAEL wrote:step 1:compile your model.
step 2:load the model in jhlmv.
step 3:click in options/dump model info.
step 4:the notepad will be opened,now is just browse in the text and find the bone and his coordinates.

It seems you didint understood what i mean. I asked if there is a way to find out the coordinates of "source" models not hl1 (goldsource) ones.
yea,i really don't know about source compiling.
:[
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Post  deathstar20 Wed Feb 29, 2012 11:21 pm

[/quote]yea,i really don't know about source compiling.
:[ [quote]

Im not trying to compile a css skin .... im trying to get the coordinates out of a css skin ....

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Post  deathstar20 Wed Feb 29, 2012 11:23 pm

what are you trying to compile ?

sorry i dont understand what you're compiling XD

Im trying to convert a css skin for cs 1.6 its a awp on llpon's animations

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Post  Domar251 Thu Mar 01, 2012 1:39 am

deathstar20 wrote:
what are you trying to compile ?

sorry i dont understand what you're compiling XD

Im trying to convert a css skin for cs 1.6 its a awp on llpon's animations

and then ?

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Post  deathstar20 Thu Mar 01, 2012 1:51 am

[/quote]

and then ?[/quote]

you know something... screw it.

You got any good tutorials on how to convert / port cs:s skin to cs 1.6 ? Neutral

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Post  Domar251 Thu Mar 01, 2012 3:49 am

deathstar20 wrote:

and then ?[/quote]

you know something... screw it.

You got any good tutorials on how to convert / port cs:s skin to cs 1.6 ? Neutral [/quote]

well if you have a problem with the QC file. what is it ?
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Post  RAFAEL Fri Mar 09, 2012 10:41 am

deathstar20 wrote:
D251 wrote:when porting models from css->cs, you dont need to know the bone coordinates and shits...just leave them like this:
// Hitbox or any shitty name


I tried that way and everytime i try to compile it , it says ex. "Line 44 - 46 incomplete"
so the animation are corrupted,try to re-deconpile the model Wink .
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