HOWTO: Make A New Nexuiz Playermodel.

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby movento » Thu May 01, 2008 5:01 pm

thanks for explaining that. The model still has no textures or animations ingame though.
I have to export the model as a static mesh or not? When i try to export as an animation sequence i get a python scrypt errror,even though i have python installed

I would really like to get this working,so any help is welcome.
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Postby ihsan » Sun May 04, 2008 6:08 pm

I wish I had the time to explain in detail but i don't so in bullet points this is what U gotta do in blender to fix animations and texture:
1. Append the armature from the Pyria template to your blender file and apply it (as a modifier) to your mesh
2. Edit the armature (don't add or delete bones) to fit your mesh and weight-paint as necessary. Only focus on the major bones.
3. Rename the applied material to match your texture, e.g. coolmarine.jpg.
4. Export the static mesh OVERWRITING the pyria.smd file in the "new animations" folder.
5. Execute the compile-zym.bat file in the "new animations" folder and pyria.zym should appear. Rename as necessary and place in the Nexuiz\data\models\player\ folder.

Bon chance!
P.S. the animations are stored in the other smd files in the "new animations" folder so your soldier will run like a girl. :lol:
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Postby Genegineer » Fri May 09, 2008 5:12 am

I had a similr problem when I exported a test model. The gun is in the right place, and if it animates properly when running, then the problem is the model isnt attached to the skeleton properly. Make sure it is weighted properly in the mesh.smd file. The other .smd files are the animations only. Create a seperate folder for you model in the data/model/players folder, add the mesh.smd, and the other animation .smd files in there. Copy the compilation file from the source skeleton folder to your model folder. Make sure you change the names in that file to match your model. Then complie it with the .zym compiler. The textures go in the data/textures/ folder.
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Postby zuriastrad » Thu May 15, 2008 5:48 pm

KadaverJack wrote:zmodel is open source and should work on pretty much any os that has a c compiler:
http://svn.icculus.org/twilight/trunk/zmodel/

thanks for the link. i downloaded the code and the makefile and it built with a simple make command on ubuntu. does the zyms without any problems. :)
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Postby Sven » Mon Jun 16, 2008 7:50 pm

From where i can download the finished playermodels :?:
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Fudging player models?

Postby m994301009 » Wed Jul 23, 2008 7:06 pm

Is there any way I can get away without making all the animations? I sorta don't understand how to export the animations, so I want to cut down on as much work as I can. Is there a way I can use one animation for all of them? (Yes, I know that will look really weird, I don't care)
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Postby torus » Wed Jul 23, 2008 7:08 pm

I've never made a functional .zym player model, but I understand that you can copy the skeleton of an existing player model, and use those animations (I think).
Image
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Postby HarryButt » Wed Jul 23, 2008 8:39 pm

The current animations aren't very satisfying...
I'M BATMAN!
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Postby movento » Wed Aug 20, 2008 2:53 pm

Hello, it's me again.
Some days i ago i gave the exporting another shot,and now the animations work(i must've rigged it terrible though lol. I guess i can fix that if i learn how to rig better)
My problem is that it has no textures, i assigned the diffuse,specular and normal map in blender and pasted the textures in the data/textures folder. It could be because i assigned them wrong in blender,the material editor is really confusing for me.
Here's a picture of my model ingame(yes it looks terrible)
Image
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Postby zuriastrad » Wed Aug 20, 2008 4:27 pm

movento-
i'm a blender user too and i've done some character modelling so i should be able to help you out. might be worth starting a new thread though.
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