Stop bumping with useless posts. He'll post when he wants.
Hey Shock, When You Get The Chance, Can You Port Some Models From BttF: The Game? The First Ep. Is Free On Telltale's Website, The DeLorean Is The Only Thing People Are Porting, And It'l Be Nice If I Had A Marty Or Doc Ragdoll To Make A BttF Themed Machinama.
[QUOTE=EarthwormJoe;30872121]Hey Shock, When You Get The Chance, Can You Port Some Models From BttF: The Game? The First Ep. Is Free On Telltale's Website, The DeLorean Is The Only Thing People Are Porting, And It'l Be Nice If I Had A Marty Or Doc Ragdoll To Make A BttF Themed Machinama.[/QUOTE]
Welcome to the forums! I agree with porting those models, but Talking Like This Gets You Hated Here. Just a heads up since you're probably new :)
But yea, I would love to see some Back to the Future models.
[QUOTE=EarthwormJoe;30872121]Hey Shock, When You Get The Chance, Can You Port Some Models From BttF: The Game? The First Ep. Is Free On Telltale's Website, The DeLorean Is The Only Thing People Are Porting, And It'l Be Nice If I Had A Marty Or Doc Ragdoll To Make A BttF Themed Machinama.[/QUOTE]
I would like to see Trixie Trotter as a ragdoll. Think of all da things you can do with her.
Okay I got him done, but his arms and hands don't work quite right. I'd like some help if anyone can help me with it. Other than that he isn't too bad. [url]http://www.mediafire.com/?17c3urvv22b0cnx[/url]
[IMG]http://i52.tinypic.com/2w36p0j.jpg[/IMG]
[QUOTE=EarthwormJoe;30872121]Hey Shock, When You Get The Chance, Can You Port Some Models From BttF: The Game? The First Ep. Is Free On Telltale's Website, The DeLorean Is The Only Thing People Are Porting, And It'l Be Nice If I Had A Marty Or Doc Ragdoll To Make A BttF Themed Machinama.[/QUOTE]
Well, I actually tried working on porting Doc's model but it wasn't working out cuz I didn't have the texture mapping for his model and his textures are too advanced for me to figure out how to map. If someone can tell me about a program I can use other than 3D Ripper DX that can rip models and have their texture mapping with them then I'll be happy to port more stuff. Or someone can tell me how to get the mapping to work with 3D Ripper DX. Also Marty Mcfly has actually been ported it just isn't on garrysmod.org. Here's the link! [url]http://pasadena-opossum.deviantart.com/gallery/#/d3jpfr0[/url]
3DVia Printscreen? You can use KoichiSenada's .3dxml import plugin to import the resulting captures into 3DS Max.
Nice! Thanks shock!
[editline]4th July 2011[/editline]
Just had to do this
[URL]http://steamcommunity.com/profiles/76561198030569803/screenshot/596942125425744292[/URL]
Happy 4th of July everyone. Also, nice GMod pic, EarthwormJoe :D
[QUOTE=Friedslick6;30887979]3DVia Printscreen? You can use KoichiSenada's .3dxml import plugin to import the resulting captures into 3DS Max.[/QUOTE]
Well I would use that cuz I have used that sometimes. But the problem with that is that I tried using it with the Back to the Future Game and it just didn't wanna work. I didn't detect the game, even though it is able to detect other games like strong bad and sam and max.
Odd... Have you tried messing with the graphic settings in the game? Not just rendering, but changing from full-screen to windowed, etc.
Didn't you say you were gonna make your own Strong bad with faceposing and shit, Shock? I'd like to see that
Hey, you should try getting some models from "Tales of Monkey Island" if you have the game.
[QUOTE=Friedslick6;30915932]Hey, you should try getting some models from "Tales of Monkey Island" if you have the game.[/QUOTE]
"what am i supposed to do with root beer"
I kept hearing that in the first chapter of the game. Haven't played it since last year so I can't remember.
[QUOTE=Friedslick6;30915932]Hey, you should try getting some models from "Tales of Monkey Island" if you have the game.[/QUOTE]
I don't have the game and I've never played it. I might get it sometime though.
Okay, I really need some help. Please. Rebbacus coded strong bad strange and I can't change it without the textures going all messed up. I even tried re-exporting everything from 3ds max and making the .qc the same as I usually do. What the heck did I do wrong?
[IMG]http://i55.tinypic.com/2el3wue.png[/IMG]
qc code:
$cd "C:\Documents and Settings\Shock44\Desktop\Ragdolls project\SB\mod"
$modelname "strongbad.mdl"
$surfaceprop "flesh"
$cdmaterials "models\strongbad\"
$model model "reference.smd"{
flexfile "blank.vta"
flex "blank" frame 10
flexcontroller "phoneme" "blank" "range" 0 1
%blank = blank
flexfile "mouthmove1.vta"
flex "mouthmove1" frame 10
flexcontroller "phoneme" "mouthmove1" "range" 0 1
%mouthmove1 = mouthmove1
flexfile "mouthmove2.vta"
flex "mouthmove2" frame 10
flexcontroller "phoneme" "mouthmove2" "range" 0 1
%mouthmove2 = mouthmove2
flexfile "Omouth1.vta"
flex "Omouth1" frame 10
flexcontroller "phoneme" "Omouth1" "range" 0 1
%Omouth1 = Omouth1
flexfile "Omouth2.vta"
flex "Omouth2" frame 10
flexcontroller "phoneme" "Omouth2" "range" 0 1
%Omouth2 = Omouth2
flexfile "blank2.vta"
flex "blank2" frame 10
flexcontroller "phoneme" "blank2" "range" 0 1
%blank2 = blank2
}
$texturegroup skinfamilies
{
{ "strongbad_string" "strongbad_outline" "strongbad_body" "strongbad_gloves" "strongbad_legs" "strongbad_head" "strongbad_mouth" "strongbad_eyes" }
{ "strongbad_string" "strongbad_outline" "strongbad_body" "strongbad_gloves" "strongbad_legs" "strongbad_head" "strongbad_mouth" "strongbad_eyes_closed" }
{ "strongbad_string" "strongbad_outline" "strongbad_body" "strongbad_gloves" "strongbad_legs" "strongbad_head" "strongbad_mouth" "strongbad_eyes_annoyed" }
{ "strongbad_string" "strongbad_outline" "strongbad_body" "strongbad_gloves" "strongbad_legs" "strongbad_head" "strongbad_mouth" "strongbad_eyes_angry" }
}
$sequence ragdoll ****"ragdoll.smd" FPS 30 ********activity ACT_DIERAGDOLL 1
$collisionjoints "phymodel.smd"
{
****$mass 60.0
****$inertia 10.00
****$damping 0.01
****$rotdamping 1.50
****$rootbone "bup_body"
****$jointconstrain "bip_hip_r" x limit -24.00 24.00 0.00
****$jointconstrain "bip_hip_r" y limit -91.00 15.00 0.00
****$jointconstrain "bip_hip_r" z limit -75.00 58.00 0.00
****$jointconstrain "bip_knee_r" x limit -24.00 24.00 0.00
****$jointconstrain "bip_knee_r" y limit -6.00 100.00 0.00
****$jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00
****$jointconstrain "bip_hip_l" x limit -24.00 24.00 0.00
****$jointconstrain "bip_hip_l" y limit -91.00 15.00 0.00
****$jointconstrain "bip_hip_l" z limit -61.00 75.00 0.00
****$jointconstrain "bip_knee_l" x limit -24.00 24.00 0.00
****$jointconstrain "bip_knee_l" y limit -6.00 100.00 0.00
****$jointconstrain "bip_knee_l" z limit 0.00 0.00 0.00
****$jointconstrain "bip_foot_l" x limit 0.00 0.00 0.00
****$jointconstrain "bip_foot_l" y limit -40.00 40.00 0.00
****$jointconstrain "bip_foot_l" z limit -33.00 33.00 0.00
****$jointconstrain "bip_head" x limit -79.00 77.00 0.00
****$jointconstrain "bip_head" y limit -47.00 47.00 0.00
****$jointconstrain "bip_head" z limit -38.00 38.00 0.00
****$jointconstrain "bip_upperarm_r" x limit -33.00 33.00 0.00
****$jointconstrain "bip_upperarm_r" y limit -70.00 107.00 0.00
****$jointconstrain "bip_upperarm_r" z limit -45.00 88.00 0.00
****$jointconstrain "bip_lowerarm_r" x limit -15.00 13.00 0.00
****$jointconstrain "bip_lowerarm_r" y limit -95.00 8.00 0.00
****$jointconstrain "bip_lowerarm_r" z limit -8.00 8.00 0.00
****$jointconstrain "bip_hand_r" x limit -45.00 45.00 0.00
****$jointconstrain "bip_hand_r" y limit -45.00 45.00 0.00
****$jointconstrain "bip_hand_r" z limit -47.00 47.00 0.00
****$jointconstrain "bip_upperarm_l" x limit -33.00 33.00 0.00
****$jointconstrain "bip_upperarm_l" y limit -70.00 107.00 0.00
****$jointconstrain "bip_upperarm_l" z limit -88.00 45.00 0.00
****$jointconstrain "bip_lowerarm_l" x limit -15.00 15.00 0.00
****$jointconstrain "bip_lowerarm_l" y limit -95.00 6.00 0.00
****$jointconstrain "bip_lowerarm_l" z limit -8.00 8.00 0.00
****$jointconstrain "bip_hand_l" x limit -45.00 45.00 0.00
****$jointconstrain "bip_hand_l" y limit -45.00 45.00 0.00
****$jointconstrain "bip_hand_l" z limit -47.00 47.00 0.00
****$jointconstrain "bip_foot_r" x limit 0.00 0.00 0.00
****$jointconstrain "bip_foot_r" y limit -40.00 40.00 0.00
****$jointconstrain "bip_foot_r" z limit -36.00 33.00 0.00
}
I got it fixed! Thanks to RTB, he is awesome! Here is the download link:
[url]http://www.mediafire.com/?q8d5ifw5aowx1nb[/url]
Have fun! Has face posing and texture groups
[IMG]http://i55.tinypic.com/2w6tb0z.jpg[/IMG]
Did the texture errors have something to do with UV maps? Because sometimes, most model decompilers mess up the UV coordenates of the model.
[QUOTE=SuperEmoBros;31023172]Did the texture errors have something to do with UV maps? Because sometimes, most model decompilers mess up the UV coordenates of the model.[/QUOTE]
RTB told me it had to do with the UV mapping being in the bottom middle and he had to do some tweaks to it. I guess it was mapped poorly.
[QUOTE=SuperEmoBros;31023172]Did the texture errors have something to do with UV maps? Because sometimes, most model decompilers mess up the UV coordenates of the model.[/QUOTE]Pretty much this. It seemed to fix itself when I centred the UV mapping for Strong Bad, instead of having the V values in the negatives. That's kinda weird, as I haven't had that happen to me before.
Might've been the decompiler since it's happened to HL2 models before.
Just an update for ya guys. I'm very close to done with the Homestar Runner Character pack. I'm putting the finishing touches on it, along with some extra content. I'll try to have it out by tonight.
[QUOTE=Shock44;31079045]Just an update for ya guys. I'm very close to done with the Homestar Runner Character pack. I'm putting the finishing touches on it, along with some extra content. I'll try to have it out by tonight.[/QUOTE]
Will it include the dangeresque stuff?
Look forward to it mate.
[url]http://www.garrysmod.org/downloads/?a=view&id=123190[/url]
The pack is complete! Enjoy. I don't know why it was reported, but I assure you that there is nothing wrong. I tested it.
Here is a video I made just to show it off and with a few things I wanted to talk about at the end.
[video=youtube;ccnP_jZ2dvA]http://www.youtube.com/watch?v=ccnP_jZ2dvA[/video]
This looks all official-like.
And now I will stalk your Youtube account! lol j/k. But seriously great work.
...btw, regarding ripping/porting Ultimate Strong Bad and Ultimate Trogdor from "Trogdor's 3D-Ungeon". I was wondering how that went? I don't mind if you didn't, but you only posted that you had plans to rip them and I was curious as to what happened since then.
[QUOTE=Friedslick6;31128258]This looks all official-like.
And now I will stalk your Youtube account! lol j/k. But seriously great work.
...btw, regarding ripping/porting Ultimate Strong Bad and Ultimate Trogdor from "Trogdor's 3D-Ungeon". I was wondering how that went? I don't mind if you didn't, but you only posted that you had plans to rip them and I was curious as to what happened since then.[/QUOTE]
I'm glad you liked the video. About the Ultimate Strong Bad and Trogdor models I forgot to make them and wasn't sure if I could. So I'm saving them for a little later. I'll port those when I can. So those will come, don't worry. And if there are any other requests I can do those too.
Edit: Also if anyone was wondering. I made it all official-like just because I thought it would be cool and I've been watching a bunch of dvds lately where they have those previews that go: "Now available on DVD and Video!" with the big announcer guy talking and clips from the movie.
Hey you're a gold member
Congrats :D
Anyway, good job on the ragdoll pack, mate!
[QUOTE=SuperEmoBros;31180252]Hey you're a gold member
Congrats :D
Anyway, good job on the ragdoll pack, mate![/QUOTE]
Whoa, cool. I wonder how I got that status.
[QUOTE=Shock44;31242214]Whoa, cool. I wonder how I got that status.[/QUOTE]Probably the same reason I got Gold status -- for being on the forums for over 5 years, and having a significant amount of posts (150+?).
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