Nexuiz Ninjaz - Practicing the Ninja Art of Nexuiz

Full Version: [How-to] Make New Playermodels For Nexuiz.
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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:
http://svn.icculus.org/nexuiz/trunk/modelsource/


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:
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:
compile-zym


- 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:
~/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:
playermodel models/player/MODEL NAME.zym

This changes your playermodel


After that if you want to see your player model use

Code:
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:
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
Thanks for the tutorial! I might try to make a model someday.

When you are playing online, do the other players see your model? Or does it have to be uploaded to the server?
You need to get it uploaded to the server. Otherwise I think it returns to the marine.zym (for the people without the pk3...)
Dude, you are amazing. I don't have time to go through this right now (as I'm working on the ninja cfg with AoT) but I skimmed through this real quick and it looks fabulous. This is a MUCH needed tutorial too.

EXCELLENT WORK!
Thank you z. I'm glad I helped.
well i made my first map. might as well make player mod .

grasshopper Wrote:
well i made my first map.


download download download
where Icon_question

Mirio Wrote:

grasshopper Wrote:
well i made my first map.


download download download
where Icon_question


the map maker is here ... http://www.qeradiant.com/cgi-bin/trac.cgi ... for windows . linux does'nt have a build yet .
hope this helps

lolz i thought u made a map! :P
I think Mirio meant that he would like a link to download the new map that you made.
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