Any way to import avp2 .abc models into a 3D modeling program?

Started by xTankbeast, Mar 14, 2016, 08:40:20 PM

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Any way to import avp2 .abc models into a 3D modeling program? (Read 15,515 times)

xTankbeast

xTankbeast

#30
Quote from: KingKenny on Jun 04, 2016, 01:30:04 PM
Quote from: xTankbeast on Jun 02, 2016, 02:28:32 PM
Quote from: TheCanonMaster on Jun 02, 2016, 09:57:01 AM
Hey, xTankbeast

Animations are also ported?
No, milkshape screws up the rigging too much. I just got the arm and pistol models and re rigged them with the hl2 arm bones. Because of this (and the fact that hl2 seemingly has more animations for its pistol) I had to make my own animations for it, although I did attempt to mimic the avp2 animations. Maybe I'll post a video showing off my animations later.

You used milkshape 3d? Mind putting together a small tutorial? I've used it to import models into AvP2 with various results. Usually they came out terrible. I always had problems with losing all animations, skeleton/bone problems, etc.

I've always had trouble with that program. Some things worked for me, some didn't.




Oh and nice job with the pistol.
I used milkshape just as a middleman between blender and avp2. Basically, I found the .ABC of the pistol/hands, imported just the mesh of it into milkshape (no skeleton or animations), and exported the mesh as a file type that could be opened with blender.

Next, I imported the hl2 pistol model and arm skeletons into blender and deleted the hl2 mesh, keeping the skeleton. After that, I imported the avp2 meshes and rigged them on the hl2 skeleton. Because of this, I had to make my own animations.


Quote from: x-M-x on Jun 04, 2016, 08:03:02 AM
It's interesting to see such models in HL2 and so on.


But im sure they have massive limits!



@ Tankbeast,


Any other strange ideas?  make more videos dude i'll be curious to see lol
Yeah it does have some big limits. When I first ported the gun and arm meshes to hl2, I found that the arms were too short and were very visibly cut off when the reload animation played. So what I did was extended the length of the left arm. Somehow the textures didn't get screwed up by this and in game they seemingly merge fine at the original end of the arm.

In terms of other strange ideas, I just started thinking about changing the metrocop models with predators and replacing their stun stick with the combistick lol. I can't make any guarantees that I'd be able to do that though. I haven't even looked at how characters are rigged on hl2 but I assume it's much more advanced than arm viewmodels.


Quote from: Lucifero on Jun 04, 2016, 05:31:29 AM
nice video tank ,pls host this files! I want to try it   :laugh:
Take a look at this map for hl2
http://gamebanana.com/maps/161569
you could use for the next comparison video
tank can you make a little tutorial for explain how to import?
i want make the same work for css :D
Yeah I'll probably put up a download for the skin, but I'll probably try to at least add in the avp2 reload sound first.


Alright here's the download for the pistol: https://drive.google.com/file/d/0B7nPbj9kCiJnQkpRYjZ3cW1LN0k/view?usp=sharing

To get it in hl2, extract it and put the avp2 folder( the one containing models, materials, and sound) in C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2\custom

If there isn't a custom folder, make one. It should be working after that.

Lucifero

Lucifero

#31
look & sound nice Tankbeast !! nice work


but .. what happens to our beloved gordon freeman if accidentally dies? OPS!



it would be nice if  in a  hl2 dm you could use not only the look and sound of this weapon.
but also its particular caliber and secondary fire function

a very interesting equation

hl2 pistol : α Alfa  = avp2 pistol : β Beta

I have a question you can only change the texture of the gun without touching the hands of the character?

would it be more hard to modify a weapon beta and make a hl2 dm mod compatible for multiplayer?



Wiky says

Alfa The name of this point comes from the word aleph, that consonant in the alphabet Phoenician was the name of the symbol representing phonetically the glottal stop. The shape of the capital letter A derives from the stylized representation of a bull's head, with a rotation of 180º. It in turn probably derived from the ancient Egyptian writing, where in fact this letter was represented by the image of an ox head.

Beta is the second letter of the greek. It is a consonant bilabial occlusive sonorous timbre.
The name comes from the word beth, in Phoenician "home":
in fact the shape of the capital letter B recalls the times of a house, with a rotation of 90 °.

xTankbeast

Quote from: Lucifero on Jun 05, 2016, 08:27:46 AM
look & sound nice Tankbeast !! nice work


but .. what happens to our beloved gordon freeman if accidentally dies? OPS!



it would be nice if  in a  hl2 dm you could use not only the look and sound of this weapon.
but also its particular caliber and secondary fire function

a very interesting equation

hl2 pistol : α Alfa  = avp2 pistol : β Beta

I have a question you can only change the texture of the gun without touching the hands of the character?

would it be more hard to modify a weapon beta and make a hl2 dm mod compatible for multiplayer?



Wiky says

Alfa The name of this point comes from the word aleph, that consonant in the alphabet Phoenician was the name of the symbol representing phonetically the glottal stop. The shape of the capital letter A derives from the stylized representation of a bull's head, with a rotation of 180º. It in turn probably derived from the ancient Egyptian writing, where in fact this letter was represented by the image of an ox head.

Beta is the second letter of the greek. It is a consonant bilabial occlusive sonorous timbre.
The name comes from the word beth, in Phoenician "home":
in fact the shape of the capital letter B recalls the times of a house, with a rotation of 90 °.
I knew I was forgetting something! I'll try to put out another version later that includes a world model. Only problem is that last time I made a world model for a weapon skin it didn't want to work

Lucifero

Lucifero

#33
I make this video just to explain .



pls look a entire  minute not for missing animation but for a concept tnx.



Quote from: xTankbeast on Jun 05, 2016, 01:38:34 PM

I knew I was forgetting something! I'll try to put out another version later that includes a world model. Only problem is that last time I made a world model for a weapon skin it didn't want to work

I'm happy to hear this.
dont worry I'm sure we will find a solution.

xTankbeast

Alright I managed to add in the world model.



Here's the link to the updated version: https://drive.google.com/open?id=0B7nPbj9kCiJnM0VjZzM5M3RtXzA

Installation process is the same.

Lucifero

Lucifero

#35
Quote from: x-M-x on Jun 04, 2016, 08:03:02 AM
It's interesting to see such models in HL2 and so on.


But im sure they have massive limits!


dunno how much it takes to get AvP2 models + animations, but getting them into source and rigging them to viewmodel bones is fairly easy
and while you would be limited in the range of usable animations in the case of hl2 where all weapons + animation names are hardcoded, making them in gmod with lua is extremely easy, especially with the amount of weapon bases you can use.




Quote from: xTankbeast on Jun 05, 2016, 05:58:05 PM
Alright I managed to add in the world model.



Here's the link to the updated version: https://drive.google.com/open?id=0B7nPbj9kCiJnM0VjZzM5M3RtXzA

Installation process is the same.
cool tank avp2 pistol v 2 :D

tell me xTankbeast you have this garry's mod?
I thought that this weapon could be very successful if hosted on the garry's mod workshop.
people could use this weapon on multiplayer without being bound to any particular map!

if you makes a simple model swap, sure, will work unless the server forces consistency
if you makes an independent weapon out of it...the outcome would be highly dependent on the coding
e.g. compatability, ammo refilling, spawning, dropping
to name some things that would go somewhat hand in hand with map irrelevance.

special tnx to my Friend GameFreak have give me a help to explain this concept

but it would still have its charm if combined with the avp2 maps made by xenomorf for source.



Randomizer

Randomizer

#36
Quote from: xTankbeast on Jun 05, 2016, 05:58:05 PM
Alright I managed to add in the world model.



Here's the link to the updated version: https://drive.google.com/open?id=0B7nPbj9kCiJnM0VjZzM5M3RtXzA

Installation process is the same.

Quote from: xTankbeast on Jun 04, 2016, 02:46:56 PM
In terms of other strange ideas, I just started thinking about changing the metrocop models with predators and replacing their stun stick with the combistick lol. I can't make any guarantees that I'd be able to do that though. I haven't even looked at how characters are rigged on hl2 but I assume it's much more advanced than arm viewmodels.

Instead of the SMG use the Flechette Cannon (or whatever that wrist blaster from Primal Hunt was called).

Before you do that though, I'd like to see Metrocops with wristblades.  :D

EDIT: Cannons are not part of the Canon, lol.

Quote from: Lucifero on Jun 05, 2016, 08:06:14 PM
but it would still have its charm if combined with the avp2 maps made by xenomorf for source.




These are extremely beautiful ! I think Source is the way to go. The lighting is much better than what Lithtech could achieve.

To be honest it is partly why I and DEdit couldn't get along, among other reasons.

xTankbeast

Quote from: Lucifero on Jun 05, 2016, 08:06:14 PM
Quote from: x-M-x on Jun 04, 2016, 08:03:02 AM
It's interesting to see such models in HL2 and so on.


But im sure they have massive limits!


dunno how much it takes to get AvP2 models + animations, but getting them into source and rigging them to viewmodel bones is fairly easy
and while you would be limited in the range of usable animations in the case of hl2 where all weapons + animation names are hardcoded, making them in gmod with lua is extremely easy, especially with the amount of weapon bases you can use.




Quote from: xTankbeast on Jun 05, 2016, 05:58:05 PM
Alright I managed to add in the world model.



Here's the link to the updated version: https://drive.google.com/open?id=0B7nPbj9kCiJnM0VjZzM5M3RtXzA

Installation process is the same.
cool tank avp2 pistol v 2 :D

tell me xTankbeast you have this garry's mod?
I thought that this weapon could be very successful if hosted on the garry's mod workshop.
people could use this weapon on multiplayer without being bound to any particular map!

if you makes a simple model swap, sure, will work unless the server forces consistency
if you makes an independent weapon out of it...the outcome would be highly dependent on the coding
e.g. compatability, ammo refilling, spawning, dropping
to name some things that would go somewhat hand in hand with map irrelevance.

but it would still have its charm if combined with the avp2 maps made by xenomorf for source.



Yeah I've got gmod. The only problem whenever I try to port my weapons to it is that gmod seems to ignore my textures and sounds for my models. I don't know if I'm missing something in my code or if I just have the files put in the wrong places but there's no answers I could find online to tell me for sure.

Lucifero

Lucifero

#38
Quote from: xTankbeast on Jun 06, 2016, 06:12:43 PM
Yeah I've got gmod. The only problem whenever I try to port my weapons to it is that gmod seems to ignore my textures and sounds for my models. I don't know if I'm missing something in my code or if I just have the files put in the wrong places but there's no answers I could find online to tell me for sure.
cool why not make a gmod addon whith your pistol tank ?
pls read my hell idea talking about leadworks a sort of hell extension inside a virtual cinema Alpha
http://steamcommunity.com/groups/AlphaTheater/discussions/0/350532795337928890/
& here talking about add alien costum skin inside gmod workshop
http://steamcommunity.com/groups/AlphaTheater/discussions/1/490125737462847482/?ctp=7

i never tried to create a workshop will try to do so ,
i hope its not to hard.

i know only there is a program for upload files on garry's  mod workshop

http://steamcommunity.com/sharedfiles/filedetails/?id=160789919

maybe this tutorial can we help
How to upload to Steam Workshop VERY EASILY (Garry's Mod)

xTankbeast

xTankbeast

#39
Hold on, it looks like I might be making progress with porting the pistol to gmod.

The only problems I have right now is that the sounds aren't playing. If I can get them working though it'll be smooth sailing from there.


Alright, I found out what was wrong and got it working.

https://www.youtube.com/watch?v=p5nIf2KvhtI&feature=youtu.be


Okay, I finally seem to have got everything working.

Here's the link to the gmod addon: http://steamcommunity.com/sharedfiles/filedetails/?id=699980670

Let me know if it works for you guys.

Lucifero

Lucifero

#40
yes it work ! it's easy and simple to install
+1 sound as Hell ! i love this pistol !
you've tried to change the cadence of the bullet touching the lua files?
compare with the normal  hl2 pistol recoil appears more slower but i like.
i report a little bug bugs
tap the r key (even if the gun is loaded) you will hear the audio file of the charging. :-\
if you turn on torch in front of a mirror known flicker of texture.

This is not a real problem considering that the torch of the marine is located on the left shoulder and i have a idea for fix by using pack editor.
also, the viewpunch could be closer to the avp2 ,the original one seems to be mostly vertical, while the gmod one is more diagonal.

(again tnx to Gamefreank give me a help to explain)

It really like the hands of the old Marine (green gloves), but perhaps it would be more realistic to use the default hands gmod also include loop animation and normal bone position (very different in avp2 i know ) .

perhaps changing only the color of the default gloves from black to green military.
a sort of avp2 hands pack:D
This leads me to think for the next weapon:
AVP2 knife by using the default css knife also include animation.

jdredalert

jdredalert

#41
This is just awesome, i can't believe i finally found a place were people are still messing with the old AvP 2 models. I was searching for a place were i could get some help on the subject, and i hope you guys have some answers:

Here's my problem, is it possible to convert the ABC models into md3? I am working on an AvP mod for GZDoom for a while now, and so far we're only using sprites for enemies and weapons. However, GZDoom supports md2 and md3 formats, and after playing this mod i decided that i should give a shot on the 3D as well.

https://www.youtube.com/watch?v=YiWalS3KQl0

My original idea was to port the enemies and weapons, but the abc format proved to be very tricky and i almost couldn't find anything about it. It's important to say that GZDoom doesn't supports skeleton-based animations, and that's why i need them converted to md3. If you guys can give me some directions, i would be very pleased.

xTankbeast

Quote from: jdredalert on Jun 19, 2016, 10:08:25 PM
This is just awesome, i can't believe i finally found a place were people are still messing with the old AvP 2 models. I was searching for a place were i could get some help on the subject, and i hope you guys have some answers:

Here's my problem, is it possible to convert the ABC models into md3? I am working on an AvP mod for GZDoom for a while now, and so far we're only using sprites for enemies and weapons. However, GZDoom supports md2 and md3 formats, and after playing this mod i decided that i should give a shot on the 3D as well.

https://www.youtube.com/watch?v=YiWalS3KQl0

My original idea was to port the enemies and weapons, but the abc format proved to be very tricky and i almost couldn't find anything about it. It's important to say that GZDoom doesn't supports skeleton-based animations, and that's why i need them converted to md3. If you guys can give me some directions, i would be very pleased.
I've never used the md3 format before but I assume you could port the avp2 models to that format as long as you've got a 3d modeling software with and exporter for that type. You just have to get milkshape and import the avp2 models into it. After that, just export them as any format that can be imported into your 3D modeling software of choice. After that, export them as the format you need.

Lucifero

Lucifero

#43
ok gmod servers are too expensive I thought why do not we make a small LAN to test this addon?
Yesterday I had a good game with xmx simply uploading allesserfate plus the tankbeast gun.
if I have a bit of time and are not busy at work I am happy to do these tests.
talking about guns I found two very interesting simple addon that would like to show.



Makarovs (Two versions)

http://steamcommunity.com/sharedfiles/filedetails/?id=704532718

This addon has two weapons in one or the single gun and that double.
It is not one of the best guns that you will find in the workshop.
but I wish that you take inspiration from this to create something more realistic.
it would be interesting to see how it behaves this lua files with avp2 gun and his sounds .

Plasma Pistol

http://steamcommunity.com/sharedfiles/filedetails/?id=409515836

although very rough this plasma gun has 5 stars
a gun that consumes energy mana and not projectiles bullets.
interesting to rework it to create perhaps a predator plasma pistol.

Lucifero

Lucifero

#44
it would take a tutorial just to understand how some people have managed to import these skins.
I tried to ask for help to the French but they seem not  interested.





it would be nice to do a collection of original skins for garry's mod
regardless of the bone animations

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