• Announcements

    • Brentonator

      Forum Rules (Please Read)

      Hello everyone and welcome to the No More Room In Hell Forums! We greatly appreciate your interest and support. Please feel free to begin post and become a part of this community. But please make sure that you read and understand the following rules so things can stay as clean and as orderly as possible around here. These rules are expected to be follow by any and all members at all times. Disobeying these rules will result in disciplinary action by a moderator. #1. Off color remarks are acceptable but can be deemed inappropriate at the discretion of the moderators. #2. Flaming and disrespecting other members of this community or this mod is strictly prohibited. #3. Please do not post links relating to warez or illegal downloading. #4. No offensive content is to be posted (gore, dead babies, porn). #5. Please do not spam topics to increase your post count. #6. No excessively large signatures. Signatures that violate this will be modified. #7. Signatures are not to be used as a spamming tool. If your signature's sole purpose is to annoy or distract other members, it will be removed. #8. Please do your part to be as friendly, respectful, and helpful to anyone and everyone on this forum. #9. Your posts may be removed at any time at our sole discretion. #10. Remember the terms of your registration...a copy is posted below but may not represent the latest version of our terms of use. #11. No advertising other communities or products. Have fun.
Sign in to follow this  
Followers 0
inf_cheese

[WIP] rem870 with folding stock

10 posts in this topic

hey guys,

Here's my new WIP attempt,I'm not very found of the look of default remington 870 (pistol grip along

with standart stock) so I decided to try making an other model replacement for it.From what I seen in google both

models seem exactly the same ones,maybe I could have tried to edit the default model mesh but I chose to try

making a brand new one anyway.

Here's a pic of current progress,I made some slight further edits in the meantime but nothing major:

crapwip-be63ba3f89.jpg

Sadly I'm pretty slow with general progress,so you guys don't have to worry if I don't give any news until

some times (model isn't even totally unwrapped yet).

On a side note,it might be a bit early to consider this,but I have a bad feeling about the stock clipping

inside the screen when aiming the gun in first person,guess this kind of surprises has to happen near

completion of the whole thing or it's not funny anymore :x

EDIT:just finished the unwrapping process,I'm about to start working on texturing the mesh now.Trying to make a compile test I ran through various errors,and if it wasn't enough HLMV keep crashing at start all of a sudden ...gonna have to consider all this later,but why am I saying all this since nobody will notice the edited post? :x

Edited by inf_cheese

Share this post


Link to post
Share on other sites

Verify sight picture well before you are "complete" with the mesh. Make sure it'll line up in ironsights properly. If you plan on just doing a model swap replacing my 870 with yours, ensure that the sight positions match those on my model to guarantee lined up sights in-game.

I've never been a huge fan of SPAS-style folding stocks, but nonetheless nice mesh so far dude.

Share this post


Link to post
Share on other sites

I started to make some compile tests,the sight turns out to be fine enough and there's no clipping with the stock...but now I'm running into some unexpected and much more annoying troubles:

first issue are the hands,they look totally screwed up:

Imadbro.jpg

I guess something went wrong during the former model decompile process,but I didn't get any error messages and both versions of decompilers I used (standart CannonFodder and erix920) told me the process was successful.

The hands themselves seem fine,and when I mess with the animations the arms are moving like they are supposed too.I didn't edit the arms smd at all (when I open them in max they look fine),I also tried to use some $bonemerge entries in the QC but it did nothing.

Also,the texturegroups for toggling arm skins are broken too,I can always try to fix that later but if I could possibly get my hands on the uncompiled model QC file (eventually along with the uncompiled mesh smd files,straight from maxx hardrive,if it's not too much to ask :unsure:) that would be really helpful.

(I wasn't sure if the texturegroup thing was responsible for screwing up things like that,so I tried to decompile mod's 1.02 version of shotgun,it did the very same things.)

Then,trying to see how goes the model ingame,it gets even better:the screen view looks rotated and totally fugly:

http://i948.photobucket.com/albums/ad322/inf_cheese/all_stuff/nmo_chinatown0008.jpg

http://i948.photobucket.com/albums/ad322/inf_cheese/all_stuff/nmo_chinatown0006.jpg

meanwhile,it works fine in HLMV:

realmad.jpg

I am totally lost here,I never experienced such some strong issues with decompiled models before.Eventually here's how my QC file looks for now,if it can reveals anything:

$cd "proper path here,that's not your business you voyeur!!"
$modelname "weapons/fa_870/v_fa_870.mdl"
$model "studio" "300.smd"
/*
yeah I renamed the main smd as "300" instead of "870" for some reasons,I don't think it can screw up 
things but you guys tell me
*/
$model "Hands" "barehands.smd"
$model "Hands" "pimprig.smd"
$cdmaterials "models\player\jive\"
$cdmaterials "models\hands\"
$cdmaterials "models\weapons\fa_870\"
$cdmaterials "models\shells\sgshell\"
$texturegroup skinfamilies
{
{"v_fa_870_d.vmt"
"v_ammo_sgshell_d.vmt"
"sleeves.vmt"
}
	{"v_fa_870_d.vmt"
"v_ammo_sgshell_d.vmt"
"sleeves.vmt"
}
}
//texturegroups seems fucked-up

$hboxset "default"
$hbox 0 "v_ammo_sgshell" -0.524  -1.240  -0.524  0.524  1.240  0.524
$hbox 0 "Shotgun" -0.681  -32.751  -2.434  0.681  13.342  5.736
$hbox 0 "GripandMore" -0.785  -3.966  -1.377  0.785  12.615  1.377
$hbox 0 "NMRiH_FPS_Arms_Control_RightCollar-Brk" -5.344  -5.796  0.000  0.000  0.000  1.520
$hbox 0 "NMRiH_FPS_Arms_Control_RightShoulder" -0.427  -3.422  -2.960  12.934  3.335  3.457
$hbox 0 "NMRiH_FPS_Arms_Control_RightElbow" -1.016  -2.102  -2.218  9.508  2.119  2.385
$hbox 0 "NMRiH_FPS_Arms_Control_RightElbowTwist1" -2.574  -2.193  -2.641  4.356  2.432  3.242
$hbox 0 "NMRiH_FPS_Arms_Control_RightElbowTwist2" -3.531  -2.071  -2.331  5.613  2.431  2.961
$hbox 0 "NMRiH_FPS_Arms_Control_RightElbowTwist3" -0.930  -1.876  -2.188  6.239  2.050  2.436

$hbox 0 "NMRiH_FPS_Arms_Control_LeftCollar-Brk" 0.000  -5.008  -1.817  6.884  0.000  0.000
$hbox 0 "NMRiH_FPS_Arms_Control_LeftShoulder" -0.427  -3.069  -3.688  12.646  3.720  2.814
$hbox 0 "NMRiH_FPS_Arms_Control_LeftElbow" -0.970  -1.890  -2.397  9.198  2.011  2.256
$hbox 0 "NMRiH_FPS_Arms_Control_LeftElbowTwist1" -2.761  -2.050  -3.158  4.985  2.277  2.657
$hbox 0 "NMRiH_FPS_Arms_Control_LeftElbowTwist2" -3.433  -1.877  -2.627  5.704  2.327  2.582
$hbox 0 "NMRiH_FPS_Arms_Control_LeftElbowTwist3" -1.581  -1.908  -2.410  5.922  2.070  2.240
$hbox 0 "NMRiH_FPS_Arms_Control_LeftWrist" -1.511  -1.742  -1.458  4.410  2.142  1.364
$hbox 0 "Thumb1" -1.427  -1.367  -1.231  1.619  0.610  0.856
$hbox 0 "Index1" -0.821  -0.677  -0.486  1.610  0.456  1.061
$hbox 0 "Middle1" -0.779  -0.950  -0.425  1.473  0.491  1.112
$hbox 0 "Ring1" -0.692  -0.727  -0.369  1.437  0.463  0.836
$hbox 0 "NMRiH_FPS_Arms_Control_RightWrist" -1.564  -1.703  -1.245  4.482  2.268  1.522
$hbox 0 "Thumb04" -1.562  -0.607  -0.914  1.232  0.805  1.628
$hbox 0 "Index06" -1.713  -0.557  -0.676  0.890  0.541  0.842
$hbox 0 "Middle06" -1.591  -0.622  -1.243  1.105  0.676  0.544
$hbox 0 "Ring06" -1.593  -0.501  -1.076  0.999  0.625  0.499
// Model uses material "v_fa_870_d.vmt"
// Model uses material "v_ammo_sgshell_d.vmt"
// Model uses material "sleeves.vmt"
// Model uses material "Hands_Color.vmt"
// Model uses material "pimp_body_color.vmt"
// Model uses material "hands_color_JIVE.vmt"
$attachment "muzzle" "Shotgun" 0.00 -32.50 4.60 rotate -0.00 -90.00 180.00
$attachment "Eject" "Shotgun" 0.00 -5.80 4.80 rotate -0.00 180.00 180.00
$attachment "camera" "camera_bone" 0.00 0.00 0.00 rotate 90.00 90.00 0.00



$surfaceprop "default"
$illumposition 10.124 -2.603 -8.089


//I added some "rotate -90" lines for anims,otherwise model wouldn't show properly in HLMV

$sequence idle "idle" rotate -90 loop ACT_VM_IDLE 1 fps 30.00 node 0
$sequence idledry "idledry" rotate -90 loop ACT_VM_IDLE_DRY 1 fps 30.00 node 0
$sequence fire1 "fire1" rotate -90 ACT_VM_FIRE 1 fps 30.00 node 0 {
 { event AE_CL_PLAYSOUND 13 "Weapon_ShotgunPump.PumpBack" }
 { event AE_CL_PLAYSOUND 20 "Weapon_ShotgunPump.PumpForward" }
 { event AE_MUZZLEFLASH 0 "SHOTGUN MUZZLE" }
 { event AE_CLIENT_EFFECT_ATTACH 18 "EjectBrass_12Gauge 2 70" }
}

$sequence fire_last "fire_last" rotate -90 ACT_VM_FIRE_LAST 1 fps 30.00 node 0 {
 { event AE_CL_PLAYSOUND 13 "Weapon_ShotgunPump.PumpBack" }
 { event AE_CL_PLAYSOUND 20 "Weapon_ShotgunPump.PumpForward" }
 { event AE_MUZZLEFLASH 0 "SHOTGUN MUZZLE" }
 { event AE_CLIENT_EFFECT_ATTACH 18 "EjectBrass_12Gauge 2 70" }
}

$sequence dryfire "dryfire" rotate -90 ACT_VM_FIRE_DRY 1 fps 30.00 node 0 {
 { event AE_CL_PLAYSOUND 0 "Weapon_ShotgunPump.DryFire" }
}

$sequence draw "draw" rotate -90 ACT_VM_DRAW 1 fps 30.00 node 0 {
 { event AE_CL_PLAYSOUND 0 "WeaponGeneral.Draw" }
 { event AE_CL_PLAYSOUND 5 "Weapon_Beretta.GenericFoley" }
 { event AE_CL_PLAYSOUND 11 "Weapon_ShotgunPump.PumpBack" }
 { event AE_CL_PLAYSOUND 20 "Weapon_ShotgunPump.PumpForward" }
}

$sequence drawdry "drawdry" rotate -90 ACT_VM_DRAW_DRY 1 fps 30.00 node 0 {
 { event AE_CL_PLAYSOUND 0 "WeaponGeneral.Draw" }
 { event AE_CL_PLAYSOUND 5 "Weapon_Beretta.GenericFoley" }
 { event AE_CL_PLAYSOUND 11 "Weapon_ShotgunPump.PumpBack" }
 { event AE_CL_PLAYSOUND 20 "Weapon_ShotgunPump.PumpForward" }
}

$sequence holster "holster" rotate -90 ACT_VM_HOLSTER 1 fps 30.00 node 0 {
 { event AE_CL_PLAYSOUND 0 "Weapon_Beretta.GenericFoley" }
 { event AE_CL_PLAYSOUND 10 "WeaponGeneral.Holster" }
}

$sequence holsterdry "holsterdry" rotate -90 ACT_VM_HOLSTER_DRY 1 fps 30.00 node 0 {
 { event AE_CL_PLAYSOUND 0 "Weapon_Beretta.GenericFoley" }
 { event AE_CL_PLAYSOUND 10 "WeaponGeneral.Holster" }
}

$sequence reload_start "reload_start" rotate -90 ACT_SHOTGUN_RELOAD_START 1 fps 30.00 node 0
$sequence reload2 "reload2" rotate -90 ACT_VM_RELOAD_EMPTY 1 fps 32.00 node 0 {
 { event AE_CL_PLAYSOUND 12 "Weapon_ShotgunPump.LoadShell_Special" }
 { event AE_WPN_INSERTSHELL 12 }
}

$sequence reload2ne "reload2ne" rotate -90 ACT_VM_RELOAD_NE 1 fps 32.00 node 0 {
 { event AE_CL_PLAYSOUND 12 "Weapon_ShotgunPump.LoadShell_Special" }
 { event AE_WPN_INSERTSHELL 12 }
}

$sequence reload_end "reload_end" rotate -90 ACT_SHOTGUN_RELOAD_FINISH 1 fps 32.00 node 0 {
 { event AE_CL_PLAYSOUND 31 "Weapon_ShotgunPump.PumpBack" }
 { event AE_CL_PLAYSOUND 41 "Weapon_ShotgunPump.PumpForward" }
}

$sequence pump "pump" rotate -90 ACT_UNUSED 1 fps 30.00 node 0 {
 { event AE_CL_PLAYSOUND 31 "Weapon_ShotgunPump.PumpBack" }
 { event AE_CL_PLAYSOUND 41 "Weapon_ShotgunPump.PumpForward" }
}

$sequence reload_end_nopump "reload_end_nopump" rotate -90 ACT_SHOTGUN_PUMP 1 fps 32.00 node 0
$sequence reload_start_ghost "reload_start_ghost" rotate -90 ACT_SHOTGUN_RELOAD_START_GHOST 1 fps 30.00 

transition 0 ghost {
 { event AE_CL_PLAYSOUND 6 "Weapon_ShotgunPump.PumpBack" }
}

$sequence reload_ghost "reload_ghost" rotate -90 ACT_VM_RELOAD_EMPTY_GHOST 1 fps 32.00 node ghost {
 { event AE_CL_PLAYSOUND 12 "Weapon_ShotgunPump.LoadShell_Special" }
 { event AE_WPN_INSERTSHELL 12 }
}

$sequence reload_end_ghost "reload_end_ghost" rotate -90 ACT_SHOTGUN_RELOAD_FINISH_GHOST 1 fps 32.00 

transition ghost 0 {
 { event AE_CL_PLAYSOUND 5 "Weapon_ShotgunPump.PumpForward" }
}

$sequence Idle_to_Iron "Idle_to_Iron" rotate -90 ACT_VM_IDLE_TO_IRON 1 fps 30.00 transition 0 1 {
 { event AE_CL_PLAYSOUND 0 "weapon_db.GenericFoley" }
}

$sequence Idle_to_Iron_Dry "Idle_to_Iron_Dry" rotate -90 ACT_VM_IDLE_TO_IRON_DRY 1 fps 30.00 transition 0 

1 {
 { event AE_CL_PLAYSOUND 0 "weapon_db.GenericFoley" }
}

$sequence Iron_to_Idle "Iron_to_Idle" rotate -90 ACT_VM_IRON_TO_IDLE 1 fps 30.00 transition 1 0 {
 { event AE_CL_PLAYSOUND 0 "weapon_db.GenericFoley" }
}

$sequence Iron_to_Idle_Dry "Iron_to_Idle_Dry" rotate -90 ACT_VM_IRON_TO_IDLE_DRY 1 fps 30.00 transition 1 

0 {
 { event AE_CL_PLAYSOUND 0 "weapon_db.GenericFoley" }
}

$sequence Idle_Iron "Idle_Iron" rotate -90 loop ACT_VM_IRON_IDLE 1 fps 30.00 node 1
$sequence Idle_Iron_Dry "Idle_Iron_Dry" rotate -90 loop ACT_VM_IRON_IDLE_DRY 1 fps 30.00 node 1
$sequence Fire_Iron "Fire_Iron" rotate -90 ACT_VM_IRON_FIRE 1 fps 30.00 node 1 {
 { event AE_CL_PLAYSOUND 13 "Weapon_ShotgunPump.PumpBack" }
 { event AE_CL_PLAYSOUND 20 "Weapon_ShotgunPump.PumpForward" }
 { event AE_CLIENT_EFFECT_ATTACH 18 "EjectBrass_12Gauge 2 70" }
 { event AE_MUZZLEFLASH 0 "SHOTGUN MUZZLE" }
}

$sequence Fire_Iron_Last "Fire_Iron_Last" rotate -90 ACT_VM_IRON_FIRE_LAST 1 fps 30.00 node 1 {
 { event AE_CL_PLAYSOUND 12 "Weapon_ShotgunPump.PumpBack" }
 { event AE_CL_PLAYSOUND 18 "Weapon_ShotgunPump.PumpForward" }
 { event AE_CLIENT_EFFECT_ATTACH 18 "EjectBrass_12Gauge 2 70" }
 { event AE_MUZZLEFLASH 0 "SHOTGUN MUZZLE" }
}

$sequence Fire_Iron_Dry "Fire_Iron_Dry" rotate -90 ACT_VM_IRON_FIRE_DRY 1 fps 30.00 node 1 {
 { event AE_CL_PLAYSOUND 0 "Weapon_ShotgunPump.DryFire" }
}

$sequence Idle_to_Sprint "Idle_to_Sprint" rotate -90 ACT_VM_IDLE_TO_SPRINT 1 fps 35.00 transition 0 3
$sequence Idle_to_Sprint_Empty "Idle_to_Sprint_Empty" rotate -90 ACT_VM_IDLE_TO_SPRINT_DRY 1 fps 35.00 

transition 0 3
$sequence Sprint_to_Idle "Sprint_to_Idle" rotate -90 ACT_VM_SPRINT_TO_IDLE 1 fps 35.00 transition 3 0
$sequence Sprint_to_Idle_Empty "Sprint_to_Idle_Empty" rotate -90 ACT_VM_SPRINT_TO_IDLE_DRY 1 fps 35.00 

transition 3 0
$sequence Sprint_Loop "Sprint_Loop" rotate -90 loop ACT_VM_SPRINT 1 fps 30.00 node 3
$sequence Sprint_Empty_Loop "Sprint_Empty_Loop" rotate -90 loop ACT_VM_SPRINT_DRY 1 fps 30.00 node 3
$sequence Shove "Shove" rotate -90 ACT_VM_SHOVE 1 fps 30.00 node 2 {
 { event AE_CL_PLAYSOUND 4 "WeaponGeneral.RifleMelee_Miss" }
 { event AE_WPN_SHOVE 8 }
 { event AE_WPN_VIEWPUNCH 4 "-.75 -.5 0" }
}

$sequence Shovedry "Shovedry" rotate -90 ACT_VM_SHOVE_DRY 1 fps 30.00 node 2 {
 { event AE_CL_PLAYSOUND 4 "WeaponGeneral.RifleMelee_Miss" }
 { event AE_WPN_SHOVE 8 }
 { event AE_WPN_VIEWPUNCH 4 "-.75 -.5 0" }
}

$sequence AmmoCheck_Full "AmmoCheck_Full" rotate -90 ACT_VM_AMMOCHECK 1 fps 34.00 node 0 {
 { event AE_CL_PLAYSOUND 27 "Weapon_ShotgunPump.PumpBack" }
 { event AE_CL_PLAYSOUND 49 "Weapon_ShotgunPump.PumpForward" }
}

$sequence AmmoCheck_Empty "AmmoCheck_Empty" rotate -90 ACT_VM_AMMOCHECK_DRY 1 fps 34.00 node 0 {
 { event AE_CL_PLAYSOUND 27 "Weapon_ShotgunPump.PumpBack" }
 { event AE_CL_PLAYSOUND 49 "Weapon_ShotgunPump.PumpForward" }
}

$sequence Walk_Empty "Walk_Empty" rotate -90 loop ACT_VM_WALK_DRY 1 fps 30.00 node 0
$sequence Walk "Walk" rotate -90 loop ACT_VM_WALK 1 fps 30.00 node 0


Share this post


Link to post
Share on other sites

I think you need CAT installed in your 3ds Max. Don't ask me anything about it I don't know shit about it. All I know is that it somehow got introduced in to our animation process and it's lame ass has just stuck around and now it is everywhere ruining everyone's lives just like the Nazis. Ugh.

Share this post


Link to post
Share on other sites

from the little I seen CAT really works when exporting the animations,I'm not sure it will be able to "fix" any broken things happening during the decompile process.It doesn't matter anyway,since I don't know anything about animating,and I don't believe I'm suppose to mess with the animations when I didn't need to until now.

Ha well,screw this skin,that will teach me to be so careless with decompiled stuff.

(damn seems ican't edit topic title anymore.)

Edited by inf_cheese

Share this post


Link to post
Share on other sites

You could speak with Se7en or Unkn0wn on our Animation team about it, they might be able to help

Share this post


Link to post
Share on other sites

Jeez,how I dare reviving a topic that's one year old.

So I tried to search for solutions and workaround after the initial decompilation issue,and I had much more luck with the standart CannonFodder decompiler tool.Anyone who wants to make custom models for source,be advised Hooch decompiler is garbage.

Anyway,I was working back on the skin,made a lot of edits and tweaks,had to figure out some settings specific to NMRIH,and at last this is what I have:

1364167322-wip.jpg

http://steamcommunity.com/sharedfiles/filedetails/?id=133786022

http://steamcommunity.com/sharedfiles/filedetails/?id=133786009

http://steamcommunity.com/sharedfiles/filedetails/?id=133785966

http://steamcommunity.com/sharedfiles/filedetails/?id=133785951

I'm still gonna need help from the devs thought:since the hand models are pretty detailed,the decompilation process screwed up the rigging,and now I have visible glitches on the hands ingame.I'm positive this is caused by the decompiling process,and I don't know any other ones that could prevent this issue,so I'm afraid I have no other choices but to ask for a dev file here (namely the "barehands.smd" and "pimprig.smd" for the remington 870 shotgun).Here you can see the issue in all its horror:

http://steamcommunity.com/sharedfiles/filedetails/?id=132800943

If I can get it I'll be able to finish the skin (I will also need to rework the shoving animation,but I need the proper hands ref for this) and upload it here.

I'll profit the situation to ask if it would be possible for the devs to release a little archive containing all the reference hands models for each weapons,so it would allow people to make custom compiles without any problems (releasing only the hands could work too I guess,but that would be a problem for people who don't know how to animate like me).

The firearms source mod-team did it on their forums,and it seems they have a bunch of custom stuff for their mod by now.I hope this can helps,even though I seem to be the only compiler for this mod :x

http://forums.firearms-source.com/threads/13769-Firearms-Source-Rigged-Arms

Thanks for any help!!

Share this post


Link to post
Share on other sites

I really hope the hand rig is released for custom animator's and compiler's. It's tons of fun for us, other players, and really good PR from skin sites.

Share this post


Link to post
Share on other sites

The rig was Puppetshop and really you dont want it. I dont know what the rigger whom I shant mention thought when he added it. Anyway support for puppetshop diminished when CAT came and basically was the same better thing. Basically rerigging would be a mess and releasing the rig would yield more questions and frustrations then fruits. If you are REALLY bent on animating customly for NMRiH, post an application OR decompile the mdl and use the smds to get the bone version and go from there.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0