http://svn.icculus.org/nexuiz/trunk/data/models/player/
This is the correct link that should be listed in the first post.
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MC SE7EN wrote:http://svn.icculus.org/nexuiz/trunk/data/models/player/
This is the correct link that should be listed in the first post.
ai wrote:MC SE7EN wrote:http://svn.icculus.org/nexuiz/trunk/data/models/player/
This is the correct link that should be listed in the first post.
Uhm.. what?
If it's for the source models then that is not correct. That's just the .zym files (which Nexuiz uses) but as far as I know you cannot actually open any .zym files in any application. There is a script for Blender to import Half-Life format (.smd) and it also exports to a .zym, but I don't think you can import it.
Here is a link however to the sources: http://svn.icculus.org/nexuiz/trunk/mis ... ce/models/
Download 'Players.zip'.
constants.qh wrote:vector PL_VIEW_OFS = '0 0 35';
vector PL_MIN = '-16 -16 -24';
vector PL_MAX = '16 16 45';
vector PL_CROUCH_VIEW_OFS = '0 0 15';
vector PL_CROUCH_MIN = '-16 -16 -24';
vector PL_CROUCH_MAX = '16 16 25';
tZork wrote:weapon position is control by bones, so those get the right pos if you rig it right.
as for sizes:constants.qh wrote:vector PL_VIEW_OFS = '0 0 35';
vector PL_MIN = '-16 -16 -24';
vector PL_MAX = '16 16 45';
vector PL_CROUCH_VIEW_OFS = '0 0 15';
vector PL_CROUCH_MIN = '-16 -16 -24';
vector PL_CROUCH_MAX = '16 16 25';
so the player hitbox is 32x32x69 units. make your model roughtly fit in this box and your fine.
Taiyo.uk wrote:I've restarted work on the "karotep" playermodel, but I've hit a problem while assigning my mesh to the Pyria armature. I have weighted all of the vertices to the bones, but the model becomes distorted - see the images below:
http://www.haosredro.com/nex/img/editbones.png
http://www.haosredro.com/nex/img/objectbones.png
I have tried rolling the offending bones but to no avail. Does anyone know what I'm doing wrong?
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