Enfield & Garand conversions


05-03-2003, 10:13 AM
I converted Rustys enfield and Slink/Nomads Garand. The enfield now uses a stock swipe animation and lacks a bayonet. w/p models/ axis stuff not included. Ill have to port over the scoped enfield as well later.

www.geocities.com/fed_flyer/v_garand.zip

www.geocities.com/fed_flyer/v_enfield.zip

kING-tIGER
05-03-2003, 10:23 AM
screenshots please?

05-03-2003, 10:33 AM
enfield

Klown
05-03-2003, 10:34 AM
files are not there. dont use geocities. they crap out after 2 downloads

05-03-2003, 10:36 AM
garand

eh, i hate geocities too, ill try to get someone else to host them.

Ralfst3r
05-03-2003, 10:41 AM
Nice work, but i actually like the standard weapons like they are.
I'll probably just make a couple of reskins, 'cuz for example the thompson looks like a freakin' toy with that skin :\

Dances w Wolves
05-03-2003, 11:02 AM
the enfield doesnt have a bayonet :S

beefcake
05-03-2003, 11:29 AM
Great work! Could you please explain exactly how you converted these so those of us with 3.1 folders full of custom models can do our own work and not burden the MSA community with requests?

FIGUUR
05-03-2003, 11:33 AM
i second that beefcake, me too is in desperate need of a simple tutorial on how to do the weapon models.... i got way to many requests for the MSA otherwise :p besides, i like to learn these things aswell... i have tried it out by just fiddling around, but the result was far from satisfactory :eek:

Corporal Rossi
05-03-2003, 12:12 PM
I need to do the spr pack, maybe DWMK will come out of hiding and tell us how hes doing on it.

05-03-2003, 12:52 PM
well, i wont write anything in depth on it, but its a surprisingly simple process. Best program to use to do this is milkshape. First step is to collect the model your converting and a default dod model that has animations that match your rifle. In this case it was a simple choice since it was garand-> garand etc. At this point use krastistos decompiler (comes with ms3d, under tools i believe) to take apart the default dod model. You can get rid of the materials relevent to the gun, but make sure you keep the hand materials. Use a normal decompile for the model your converting, you will need only the reference file and the textures. edit the model your converting so its just the gun and its clip (or whatever other accessorie the weapon may have) That means delete the skeleton and the hands. Now, merge the two reference files together and place the model your converting in the exact position where the original model is. Try to line it up by where the bolt is. Then delete the original model. Throughout the entire process you should not have touched the skeleton or hands of the model of the default dod model.

A quick note on the 1.00 animations is that they seem to have 2 parts to them, one reference is the gun and the hand, and the other reference smd is the arms. Not sure why they do this, seems like a complication to me.

Now save what youve done sofar as a ms3d and go back to the default model smd. You need to find all the joint assignments. under the joint panel it will list like 70 joints or so. Usually the only ones that will concern you is the first 4 and the last 10. What we need to do is assign all the bones that manipulate the gun to the relevant parts of the gun. For example, in the enfield, bone 75 when rotated would move the entire gun. 01 would rotate everything in the scene, and 71 would rotate the clip. The easiest way to tell which bone does which is to go to click the animation button, then select each joint and rotate it and record what joint does which (ignore all the joints that are situated around the hands, were only concerned with the ones affecting the gun) After that, go back to the .ms3d file you made, and go to each joint, select it, then while pressing shift use face select to select the piece you want (the assignments you discovered when you were playing with the default model) then press assign. Go from top to bottom of the list of joints or it will unassign pieces and the gun will get screwed up.
After assigning all the joints, export your gun to the reference of the default dod model. Then compile the smd through the .qc file.

You can also easily play with the sequences, for example the stock swipe on the enfield is the garand smash animation renamed stab.smd and compiled, this doesnt cause a problem since they used the same skeleton (this is somewhat of a rare case though in most instances).

i hope this helps.

FIGUUR
05-03-2003, 01:38 PM
:eek:









but im going to try it anyway tomorrow :D

beefcake
05-03-2003, 02:07 PM
riiiiiiiiight

/me decides to burden MSA community

HS The Whap
05-03-2003, 02:07 PM
Tal, I can host these for you if you contact me on AIM, or ICQ (both of them are in my profile)

05-03-2003, 02:35 PM
O man, I want that garand, please get that baby downloadable!

05-03-2003, 02:46 PM
ok, try the links again and see if they work. cut and paste into browser window. In the meantime ive sent them off too a few guys, hopefully ill get a response soon.

FIGUUR
05-03-2003, 02:54 PM
it worked this time, thnx

Temple Fugate
05-03-2003, 03:03 PM
i dont see a bayonet on that enfield, what happens when i use the bayonet?

FIGUUR
05-03-2003, 03:25 PM
then it uses the butt-smack of the garand :D

FIGUUR
05-04-2003, 06:05 AM
i have been trying to convert a MP40 model for an hour now, and i keep on getting an error when exporting the model.
The error:
Found vertex with invalid bone assignment! Model not exported!

What do i keep on doing wrong? :(

[SoS]Schlex
05-04-2003, 06:56 AM
nice job ... me used !

05-04-2003, 07:41 AM
Lovely models, go nicely with my 3.1 kar98k but hit model by ls3 I think. Now to make sprites to go with them :)

05-04-2003, 08:08 AM
well, i cant say exactly what you did, but i think you assigned some faces to something they didnt belong too. Redo the assigning faces to bones step and make sure you select the right faces, you worked down the list of joints from top to bottom, and at the end there isnt any excess materials floating around that doesnt have an assignment.

05-04-2003, 08:21 AM
Well these are great, but I feel the enfield swipe needs more punch to it, speed it up a bit if possible.

On the other hand I've made a sprite to go with the but-hit enfield, not actualy tested it yet because it's pretty hard getting a bayonet/but kill but feel free to downlaod it and test it for me.

click this link Here (http://www.betterhandy.co.uk/weapons5.spr)

05-04-2003, 09:01 AM
How do you d/l the garand, it won't work for me.

FIGUUR
05-04-2003, 09:03 AM
I get to the point where you save the merged models as a .ms3d, the whole assiging part is something i don't really get.

Could you explain that part a bit furhter (maybe with a screenshot?) if you have the time for it?

Thxnx anyway for getting me this far.

05-04-2003, 11:00 AM
Hey Tal_Shiar, do you plan on releasing that Mosin Nagant you and Poly were working on?

The Cheat
05-04-2003, 01:56 PM
Please get links. Now.

beefcake
05-04-2003, 03:30 PM
Figuur, do you want your old mp40 to have the new animations? Because I'm using an old one and don't even notice the fact that it doesn't sway.

Sturmtruppe
05-04-2003, 04:14 PM
i hate nomad's garand model it is soooo old to me now.

The Cheat
05-04-2003, 05:14 PM
What they said. I just did my review for the enfield for editor321 site and the two beefs i have are 1: The stripper clip has transparencies except they are ****ed upand show up blue in game. 2: Like the one guy said, the buttsmack is kind of pansy. Other than that i love it as i loved it in 1.3b

FIGUUR
05-05-2003, 02:23 PM
Originally posted by beefcake
Figuur, do you want your old mp40 to have the new animations? Because I'm using an old one and don't even notice the fact that it doesn't sway.

i like the new animations for the MP40 more then the old one... expect when he draws the gun...

But the major problem i have with using b3.1 models is those sleeves....

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