Star fox (krystal model) Needs skinned and rigged and compiled
604 replies, posted
NEWS
The left hand is almost finished being weighted as of this post. If you're wondering what took me so long, no one else took up the model and I was distracted with the Rusty Bucket ship
Make her legs bigger and make her taller. Right now, she looks like she's 14.
Not happening. Her poly count is already borderline and I do not want to have to rerig her.
[QUOTE=Glaber;15129379]Not happening. Her poly count is already borderline and I do not want to have to rerig her.[/QUOTE]
Oh god. As if the poly count isn't bad enough, rerigging would suck. I did hear from mariokart64n that compiling for the [i]orangebox[/i] in your compiler makes it able to handle higher poly counts. I'm not sure if he meant wunderboy's [b]GUIStudioMDL[/b]or the hacked version of Cannonfodder's [b]StudioCompiler[/b], but I'll post up the hacked version of the latter later.
Hacked version? First I've heard of this. (Currently uses GUIStudioMDL)
UPDATE
Krystal is now getting her phys model! (About time, right?)
[QUOTE=Glaber;15129470]Hacked version? First I've heard of this. (Currently uses GUIStudioMDL)
UPDATE
Krystal is now getting her phys model! (About time, right?)[/QUOTE]
Darn, I forgot where all the files accompanying it went. The file is still on filefront though. You may as well not bother with it for now though, because I'm sure when mariokart64n mentioned the orangebox compiler trick, he was using GUIStudioMDL too.
[b][highlight]Edit:[/b][/highlight] I found a thread with a link to the tool. It's actually just a hex of Cannonfodder's legendary typo. >>> [url]http://www.facepunch.com/showthread.php?p=2014266[/url]
If you run into problems or feel like comparing the two compilers, feel free to use the other compiler.
Could you please use [b]code[/b] tags next time Glaber? They put all that info into a small scrollable window to shrink posts.
Also since the link on the thread's dead, I'll just follow the instructions and fix StudioCompiler myself and host it to help.
Code tags added.
Bone 16 doesn't compile.
[IMG]http://img.photobucket.com/albums/v215/Glaber/no16.png[/IMG]
Also I'm surprised that photobucket hasn't taken down the earlier picture.
[QUOTE=Glaber;15148787]Code tags added.
Bone 16 doesn't compile.
*image*
Also I'm surprised that photobucket hasn't taken down the earlier picture.[/QUOTE]
If they don't bother taking it down, don't bother thinking about it.
Also, I've posted the compiler on [i]Filefront[/i] with a good set of instructions I wrote myself.
[url]http://files.filefront.com/StudioCompilerzip/;13784899;/fileinfo.html[/url]
Hopefully Cannonfodder's reliable coding should work. If not, remove unnecessary bones, then lower the poly count on commonly neglected areas of the model like the foot.
Also, did you check every verticy of your collision model to make sure every piece is linked to only one bone? It wouldn't hurt to move every bone out of place and back just to see if you connected it. Lastly, source only allows 24 active collision bones in a model.
Well I already removed the finger bones that don't get used in making the phys model as well as the eyes. I just got an idea. I'll let you know how it turns out after I try it.
Edit: Well, the idea flopped. CF's mdl decompiler apparently doesn't work with ep2 mdls
[QUOTE=Glaber;15148987]Well I already removed the finger bones that don't get used in making the phys model as well as the eyes. I just got an idea. I'll let you know how it turns out after I try it.
Edit: Well, the idea flopped. CF's mdl decompiler apparently doesn't work with ep2 mdls[/QUOTE]
Yeah, those EP2 models are completely locked in and unable to be touched for hack or anything. Orangebox does allow for more verts and jigglebones though.
[QUOTE=Hironaga;8849281]It looks awfully high poly to be a Gamecube model..,[/QUOTE]
Play Resident Evil 4 in GameCube, and say that again seriously.
[QUOTE=killer89;15150973]Play Resident Evil 4 in GameCube, and say that again seriously.[/QUOTE]
Play games on the other systems and say that again. He meant that the other platforms (including PC of course) usually have the technology to have more polys on display.
[QUOTE=Glaber;15148787]Code tags added.
Bone 16 doesn't compile.[/QUOTE]
what you can try: Which way do you use to create phymodels? Mario_kart's "Remove edges to create holes" way? If yes, good! Unfortunately it sometimes didn't properly work for me. As you're using 3ds max, try the following: Remove the part of the mesh which is associated with bone 16 (I assume it's the tail tip). And simply create a small cylinder at that position.. convert that cylinder into an editable patch, then an editable poly.. than you can scale its vertices in the center so that it kinda represents the bone part. Attach it to the main mesh, then to the skin and you should be done!
A cylinder should always pass the phymodel creation!
Could you just tell us what "Bone 16" represents on your model? It could help if you change your names to something along the line of "Tail_#, L_arm, L_forearm, L_thigh, L_calf, L_foot, Head, and so on.
The end of the tail that's not hilighted.
Oh and since this is another page, here's the picture again:
[IMG]http://img.photobucket.com/albums/v215/Glaber/no16.png[/IMG]
As you can see, the tail only has two parts highlighted and the end is missing its phys model part.
Oh and thanks to Wonderboy, Krystal is delayed even further than what this error did.
Anything could be the cause of compile problems. Make sure that all verts in your reference and physics models are okay. Also, I heard you removed the fingers from the physmodel, and although irrelevant to the tail, swap those back in anyway. Besides the tail, physmodels usually take up the hair too (unless you removed the hair from your physmodel). Make sure your bones are connected to eachother too--try dragging the model by it's center of weight (which could be misplaced) to test it. I have a troubleshooting list I got from a bunch of info I saved up. Review it.
[quote]To Many Flexes Used : MAX: 10 000 >>> ERROR: Too many flexed verts 10059 (10000)
Too Many Bones Used : MAX: 128 >>> ERROR: Too many bones used in model, used 128, (max 128)
Too Many Polygons Used : MAX: 32767(rough ballpark figure) >>> ERROR: short conversion out of range 34206 (32767)
Too Many Textures Used : MAX: 32 >>> ERROR: Too many materials used, (max 32)
Then of course your collision model is limited to 24 active bones, otherwise when you spawn the ragdoll,
it's skeleton will collapse on itself.
Lastly this error, which covers a wide range of problems: >>> ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)
-could be a duplicated name in the SMD
-could be an isolated vertex
-could be inverted bones
-could be bad weights
-could be ANYTHING
[/quote]
Okay, I tried removing bone 16 and I'm still getting the same errors! I'm posting my progress so that this problem can get fixed.
[url]http://www.mediafire.com/?zqqiz21mnze[/url]
Not to be a pester but the GMod version of this would be EXTREMELY useful if it was finished with similar quality to the current version. Can someone please work on that version at the same time as the original is being updated?
Problem solved, post removed
Actually, Thanks to Link, the problem got fixed. I just didn't want to double post this time.
D: Any news?
Interesting model. I look forward to its completion. Though I would have prefered the assult model myself, but this is fine.
On a side note, someone should do slippy just so we can shoot him for being annoying, haha.
[QUOTE=X-Zero;15275506]On a side note, someone should do slippy just so we can shoot him for being annoying, haha.[/QUOTE]
Or maybe we should forget him so Big-N will kill him off in the next game.
[QUOTE=X-Zero;15275506]On a side note, someone should do slippy just so we can shoot him for being annoying, haha.[/QUOTE]
*thinks of the Flatgrass map with like 500 slippy NPCs and a nuke going off..... watches as a Fox, Krystal and Falco NPC lol at the entire thing*
thats a great idea! shoot him, nuke 1000 clones of him, set him on fire, throw him through a stargate into a blackhole, have a stargate kill him via a kwoosh, C4,.... Perfect
[QUOTE=X-Zero;15275506]On a side note, someone should do slippy just so we can shoot him for being annoying, haha.[/QUOTE]
If we're getting Slippy, make sure to also get Peppy.
Also, we seriously need Andross. As a gunship replacement.
when will this be ported to gmod?.
Possibly some time later today or next week. If you want face posing, even later.
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