HOWTO: Make A New Nexuiz Playermodel.

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HOWTO: Make A New Nexuiz Playermodel.

Postby shaggy » Sat Jan 05, 2008 10:49 pm

How-To: make a new playermodel
Hello. If you're reading this you'd probably like to make a nexuiz model(s).

Before you start you need to have a few things.
Before You Start:

- Blender / Milkshape / 3D Studio Max - Any 3D modeling program.
    - Please note the program you're using needs to be able to export as smd.

- You may also need a image editor, here are a few suggestions as programs
    - Photoshop (almost any kind)
    - Photofilter (Very simple, but it does most things)
    - Paintshop pro - I've never used it so I don't have any comments about it.
    - GIMP

- You'll also need the nexuiz player models (if you're going to make a zym. You don't need them if you're going to make a md3.
- From:
Code: Select all
http://sourceforge.net/project/showfiles.php?group_id=81584&package_id=192474
-- Download the .rar


First Few Steps:
1. Create your model
- This may be using any 3d modeling program.

2. Create the animations / Assign the skeleton to your model
- For hair color, skin color etc.
- These need to be .tga’s


3. Export your model as a .smd
- Animations is where you make the model move I.E Run.

4. Then export your textures as .tga
- You need to export as .smd because the .smd gets converted into a .zym.


Converting to .zym:
1. Now open where you have downloaded the playermodels.
- In there you will find multiple .smd files.
- Not Clear? See Bottom (Making The .zym)


2. Then edit config-zym.txt
- This is what controls the batch file.
- Need More Info? See Bottom (config-zym.txt)


The main thing that you need to edit is the very first line.
Code: Select all
output "YOUR MODEL NAME"




Time To Compile:
This is rather simple...
Once you have all the animations + model ready you're able to compile

1. Click on:
Code: Select all
compile-zym

Image
- This will run a bat file, which reads config-zym.txt to make a .zym.


Then your model is ready to be tested!

1. If it isn't there already make a models folder in data
2. Then make a player folder
It should look something like this
Code: Select all
~/data/models/player

3. Then move your model files over there.

Test Server
You'll now need to create a test server.

Once you've created your test server enter this code to get your playermodel
Code: Select all
playermodel models/player/MODEL NAME.zym

This changes your playermodel


After that if you want to see your player model use
Code: Select all
chase_active 1

- This allows you to have a 3rd person view of yourself.


Then you have you new model!


=========================================

Extra Info
Making The zym:

Making the .zym:

To make the .zym it’s rather simple. By default all you need are these .smd’s.

· Die1.smd
· Die2.smd
· Draw.smd
· Duck.smd
· Duckwalk.smd
· Duckjump.smd
· Duckidle.smd
· Jump.smd
· Pain1.smd
· Pain2.smd
· Shoot.smd
· Taunt.smd
· Run.smd
· Runbackwards.smd
· Strafeleft.smd
· Straferight.smddead1.smd
· Dead2.smd
· Forwardright.smd
· Forwardlef.smd
· Backright.smd
· Backleft.smd

From there all you need to do is to click on the batch file, “compile-zym”. Then it does the rest.

=========================================


Compile-zym:

Code: Select all
Config-zym.txt

What it is:
Config-zym is a text file, it tell the windows batch file what to export, and how to export it.


What is in config-zym.txt?

output "YOUR .ZYM NAME"

> You need to enter what you want the .zym to be exported as. This will be what you type to get the playermodel.



scale 0.95

> The scale is the height of the model, 0.95 is the default.


origin 0 0 25

rotate 90

mesh mesh.smd

> This part tells it the the model is found in mesh.smd.




scene die1.smd fps 10 noloop

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene die2.smd fps 10 noloop

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene draw.smd fps 10

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene duck.smd fps 10

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene duckwalk.smd fps 10

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene duckjump.smd fps 10

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene duckidle.smd fps 10

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene idle.smd fps 10

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene jump.smd fps 10 noloop

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene pain1.smd fps 20

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene pain2.smd fps 20

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene shoot.smd fps 10

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene taunt.smd fps 10

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene run.smd fps 22

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene runbackwards.smd fps 22

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene strafeleft.smd fps 13

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene straferight.smd fps 13

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene dead1.smd fps 10 noloop

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene dead2.smd fps 10 noloop

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene forwardright.smd fps 11

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene forwardleft.smd fps 11

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene backright.smd fps 11

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



scene backleft.smd fps 11

> This renders the animation with the zym. The multiple animations you've exported are applied onto the .zym.



Need more info?
scene:
This is just the animation.

<something>.smd:
This is just the name of the smd plus animation.

fps <number>:
This is just how many fps it takes when the animation is used.

noloop:
This is so that it only plays it once.


That should be all you need to make your zym.



=========================================


Want Some Tutorials?
From the listed 3D modeling programs I've suggested I've gotten some tutorials for them.

Blender:
    http://www.blender.org/education-help/tutorials/tutorial-folder/blender-user-interface-tutorial/
    - This explains the user interface.


Milkshape:

3D Studio Max

Maya
Last edited by shaggy on Sat Jun 13, 2009 2:11 am, edited 5 times in total.
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Re: HOWTO: Make A New Nexuiz Playermodel.

Postby leileilol » Sun Jan 06, 2008 6:57 am

shaggy wrote:- You'll also need the nexuiz player models[/list]

not if you are doing it in md3 which the current svn supports.
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Postby n0rqu3 » Sun Jan 06, 2008 12:41 pm

:/ do you know of a good smd exporter for blender?
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Postby Shoe » Sun Jan 06, 2008 5:14 pm

The only good smd exporter I've ever seen thas been just for HL2 smds, which I don't think are compatible with .zym.
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Postby shaggy » Sun Jan 06, 2008 9:34 pm

Thanks for pointing that out leileilol, problem is now fixed.
Last edited by shaggy on Mon Jan 07, 2008 6:52 am, edited 1 time in total.
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Postby Morphed » Mon Jan 07, 2008 5:29 am

Shoe wrote:The only good smd exporter I've ever seen thas been just for HL2 smds, which I don't think are compatible with .zym.


zym compiler use SAME smds as HL2

compiling model for nexuiz is very similar to making HL2 model, you just use different compiler
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Postby Shoe » Mon Jan 07, 2008 8:21 am

Really? Well that simplifies things, afaik there's been a significant amount of work put into the HL2 smd exporter (including animation). Some guy on the moddb boards has been working on it for a while.

I was just under the impression that zym required the HL1 smd format.
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Postby ihsan » Tue Jan 08, 2008 2:38 pm

Here is a Template to get you all started. This template contains everything you need to build a model based on pyria's animations (included) using blender 3d. You need windows though :(

Get the template: http://xoopstuner.com/nex/pyria%20template.zip

Unzip everything to some folder.

First install the nexuiz-compatible SMD export script into blender. Just copy nex_smd_mesh_export.py and import_static_smd.py into your blender/scripts directory.

In blender switch a frame to "scripts Window" view and click scripts->update menus. Now under scripts -> export there should be "Nexuiz (smd)" and under scripts -> import there should be "Half-Life 2 (smd)".

Open the pyria2.blend file in the "new animations" folder and select the MESH in a 3D view. Click export -> Nexuiz (SMD). Export a static mesh. OVERWRITE the pyria.smd file in the "new animations" folder.

Execute the compile-zym.bat file in the "new animations" folder and pyria.zym should appear. Copy pyria.zym to your Nexuiz\data\models\player\ folder. Create it if it doesn't exist. Optiomally, you can copy the new textures from the "textures" folder to the Nexuiz\data\textures folder. Run nexuiz. Pyria is (slightly) different.

Image

Morphed wrote:
Shoe wrote:The only good smd exporter I've ever seen thas been just for HL2 smds, which I don't think are compatible with .zym.


zym compiler use SAME smds as HL2

compiling model for nexuiz is very similar to making HL2 model, you just use different compiler


The nexuiz SMD's use only 100% weights which is a special case in the SMD format. Most SMD importers/exporters are confused by this (they instead "share" weight among only 1 bone). For this reason I had to "patch" both the import and export scripts included in the template posted above. The exporter breaks compatibility with HL2 so i renamed it.
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Postby KadaverJack » Tue Jan 08, 2008 3:27 pm

ihsan wrote:You need windows though :(

You don't, unless one of the blender scripts does something that'll work only on windows...
zmodel is open source and should work on pretty much any os that has a c compiler:
http://svn.icculus.org/twilight/trunk/zmodel/
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Postby ihsan » Tue Jan 08, 2008 11:16 pm

KadaverJack wrote:
ihsan wrote:You need windows though :(

You don't, unless one of the blender scripts does something that'll work only on windows...
zmodel is open source and should work on pretty much any os that has a c compiler:
http://svn.icculus.org/twilight/trunk/zmodel/

Well, you only need windows to run zmodel. I guess between dosbox and wine you could get it done in linux. Besides, when f0rqu3 is finished with his zym export script zmodel will not be needed at all. :D
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