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Removing dead frames from a compile
Difficulty: Intermediate
Category: CS:S > CompilingAuthor(s): DarkElfa

Okay people, I suck at tutorials, but I'll try and hit you up with some info here.

First, dead frame removal is one thing that a lot of new compilers miss when working with previously compiled animations. Every time you decompile a model, it adds one dead frames to the beginning of each animation set. These can cause all sorts of issues, but mostly they're timing problems, like shoot or reload and such.

To remove dead frames, first you need to know how many to remove.

After decompiling the model, recompile it how you normally would. This will be the first time you recompile it but not the last. Save your uncompiled files since these are what you will use to fix the dead frames. The reason we're compiling them before the fix is so we can find out how many dead frames we have. Many of the animations you may find out there to use have been decompiled and recompiled numerous times without fixing the dead frames and so they may have many dead frames.

You can choose to do this after you've completed your weapon replacement in milky or max and are ready to compile or you can do it first before you ever get to the actual weapon replacing. It makes no difference.

Once you've recompiled your files, open up HMLV. Load up the model you need to fix the dead frames on. Take the frame counter on each animation down to 0 frames and then move the slider up untill the animation begins. Remember which frame number is the one when the animation first began to move and then go to your compile files and open up the animation you just checked in a text viewer. In the case of this weapon it's the DRAW animation.

Scroll down the file until you reach "skeleton". Right after that you'll see the first time sequence. It should be "time 0". After that you'll see all of the sequence numbers. Scroll through those and you'll come to "time 1" next. now for this particular animation, I only had 1 dead frame. So you move the cursor to right before the "t" in "time 1" and highlight everything before it up to right before the "t" in "time 0" and hit delete. This should now make the "time 1" the first animation sequence instead of "time 0". Now just save and close.

See Screenshot A and B for a visual aid.

Remember that if the animation in HMLV starts moving on the 5th frame for example, it means you have 5 dead frames so you'll have to go down to "time 5" and delete backwards from there.

Do this for each animation, even idle, since some idles are animated. Also, don't assume that every animation will have the same amount of dead frames since sometimes they don't. If idle is not animated, just judge it to have the same amount of dead frames as draw and you'll be good to go.

Once you have done this to each animation file in your compile files, simply recompile and recheck the results in HMLV and you're finished with dead frames.
Added: 11 months agoTags: dead, frames, compile
Feedback (16)
Page of 2   1 2 Next Page
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Mariska HargitayY2M
Posted 14 days ago
Well, I've never done a CZ compile, so I'm not sure if this applies, but I'm sure it could.
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18.8.08,East Troy,Here We Come :)Y2M
Posted 14 days ago
This sure is a nice tut I hope it helps with my CZ compiles...I think.
naja .
Music is the answer Y2M
Posted 10 months ago
Very handy, im just doing a knife compile and was trying to fix the dead frames on the recurring idle anim, great to know thanks.
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PirateY2M
Posted 11 months ago
So, is this a problem for CZ compiles as well?
Triggafingah .
Razer pwns.Y2M
Posted 11 months ago
Good to know about this as a compiler ^^
Jarhead45 .
Im a leading ManY2M
Posted 11 months ago
Thanks a lot,dark elfa. This is really useful.^^
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Respect is everything.Y2M
Posted 11 months ago
I only leanred this about two months ago, all my old compiles have dead frames - if you only submitted this before ^^
10/10, very useful for everybody who calls himself a compiler.
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Vote me Teacher of the Month! Y2M
Posted 11 months ago
Ok hope u make something cool :)
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Vote me Teacher of the Month! Y2M
Posted 11 months ago
Well yeah :) if u make it like this it would, but id add em to favs and 10/10 all of them :p cus no one realy did post a good one there all just half or dont work well or even wors pretend like you should know it already -.-
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Vote me Teacher of the Month! Y2M
Posted 11 months ago
Very nice id always like to learn compliling cus my work aint showing up in game, so a completetutorial would be very nice!
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