hm, I forgot to post that stuff didn't I..
well here's the sayoko one, hopefully that's the same one.
[code]$cd "Q:\_3DMODELS\Need for Speed ProStreet\SayokoOhashi3"
$surfaceprop "flesh"
$eyeposition 0 0 70
$illumposition -0.144 0.043 34.730
$attachment "eyes" "head" 0.00 -2.70 63.56 absolute
$attachment "mouth" "head" 0.80 -5.80 -0.15 rotate 0 -80 -90
$modelname "sayoko.mdl"
$cdmaterials "models\sayoko\"
$model model "reference.smd"{
flexfile "blank.vta"
flex "blank" frame 10
flexcontroller "phoneme" "blank" "range" 0 1
%blank = blank
flexfile "smile.vta"
flex "smile" frame 10
flexcontroller "phoneme" "smile" "range" 0 1
%smile = smile
flexfile "blink.vta"
flex "blink" frame 10
flexcontroller "phoneme" "blink" "range" 0 1
%blink = blink
mouth 0 "mouth" head 0.000 1.000 0.000
eyeball righteye "head" -1.30 -2.10 63.56 "eyeball_r" 2 -1.000 pupil_r 1.2
eyeball lefteye "head" 1.30 -2.10 63.56 "eyeball_l" 2 1.000 pupil_l 1.2
}
$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 "pelvis"
$jointconstrain "l_thigh" x limit -23.00 23.00 0.00
$jointconstrain "l_thigh" y limit -93.00 64.00 0.00
$jointconstrain "l_thigh" z limit -29.00 29.00 0.00
$jointconstrain "l_leg" x limit 0.00 0.00 0.00
$jointconstrain "l_leg" y limit 0.00 142.00 0.00
$jointconstrain "l_leg" z limit 0.00 0.00 0.00
$jointconstrain "r_thigh" x limit 0.00 0.00 0.00
$jointconstrain "r_thigh" y limit 0.00 0.00 0.00
$jointconstrain "r_thigh" z limit 0.00 0.00 0.00
$jointconstrain "r_leg" x limit 0.00 0.00 0.00
$jointconstrain "r_leg" y limit 0.00 0.00 0.00
$jointconstrain "r_leg" z limit 0.00 0.00 0.00
$jointconstrain "r_foot" x limit 0.00 0.00 0.00
$jointconstrain "r_foot" y limit 0.00 0.00 0.00
$jointconstrain "r_foot" z limit 0.00 0.00 0.00
$jointconstrain "stomach" x limit -36.00 36.00 0.00
$jointconstrain "stomach" y limit -37.00 37.00 0.00
$jointconstrain "stomach" z limit -59.00 59.00 0.00
$jointconstrain "chest" x limit -46.00 46.00 0.00
$jointconstrain "chest" y limit -57.00 57.00 0.00
$jointconstrain "chest" z limit -44.00 44.00 0.00
$jointconstrain "r_arm" x limit 0.00 0.00 0.00
$jointconstrain "r_arm" y limit 0.00 0.00 0.00
$jointconstrain "r_arm" z limit -104.00 -26.00 0.00
$jointconstrain "l_arm" x limit 0.00 0.00 0.00
$jointconstrain "l_arm" y limit 0.00 0.00 0.00
$jointconstrain "l_arm" z limit -30.00 117.00 0.00
$jointconstrain "l_forearm" x limit 0.00 0.00 0.00
$jointconstrain "l_forearm" y limit -142.00 0.00 0.00
$jointconstrain "l_forearm" z limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" y limit -55.00 55.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" z limit 0.00 0.00 0.00
$jointconstrain "r_forearm" x limit 0.00 0.00 0.00
$jointconstrain "r_forearm" y limit -126.00 30.00 0.00
$jointconstrain "r_forearm" z limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" y limit -35.00 35.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" z limit 0.00 0.00 0.00
$jointconstrain "head" x limit -30.00 30.00 0.00
$jointconstrain "head" y limit -35.00 35.00 0.00
$jointconstrain "head" z limit -50.00 50.00 0.00
$jointconstrain "l_foot" x limit 0.00 0.00 0.00
$jointconstrain "l_foot" y limit 0.00 0.00 0.00
$jointconstrain "l_foot" z limit 0.00 0.00 0.00
}[/code]
sank kyu!
well if i put "//" in everyline thats mean this line will be ignore by compiler right?
because i want to categorize some part like this so it will be easy for me to refer:
[code]
//INFO DATA============
$cd "Q:\_3DMODELS\Need for Speed ProStreet\SayokoOhashi3"
$surfaceprop "flesh"
//HEAD DATA============
$eyeposition 0 0 70
$illumposition -0.144 0.043 34.730
$attachment "eyes" "head" 0.00 -2.70 63.56 absolute
$attachment "mouth" "head" 0.80 -5.80 -0.15 rotate 0 -80 -90
//MORPHER and ANIMATION DATA============
flexfile "blank.vta"
flex "blank" frame 10
flexcontroller "phoneme" "blank" "range" 0 1
%blank = blank
flexfile "smile.vta"
flex "smile" frame 10
flexcontroller "phoneme" "smile" "range" 0 1
%smile = smile
flexfile "blink.vta"
flex "blink" frame 10
flexcontroller "phoneme" "blink" "range" 0 1
%blink = blink
mouth 0 "mouth" head 0.000 1.000 0.000
eyeball righteye "head" -1.30 -2.10 63.56 "eyeball_r" 2 -1.000 pupil_r 1.2
eyeball lefteye "head" 1.30 -2.10 63.56 "eyeball_l" 2 1.000 pupil_l 1.2
}
$sequence ragdoll "ragdoll.smd" FPS 30 activity ACT_DIERAGDOLL 1
[/code]
hm,wonder why I didn't think of that.. O.O?
yes your right the compiler reads by lines. if your line begins with // then that entire line regardless of what is there is ignored.
EDIT:
here, is my study on phong controllers. i haven't realeased it yet, because basically my understanding of it is still slightly incomplete. but hopefully you'll make good use of it
[code]
// ==========================================================================
// ++++ Phong Shader Controllers ++++
// ==========================================================================
// Phong Mask = Spec Map is active by the alpha channel present in the normal map. $bumpmap is your phong mask
// Phong Boost = Spec Muliplier Multiplies the Spec Map Intensity. ( - / + ) 1 recommended
// Exponent = Gloss Map or and this is for spec (0 to 150)
// NOTE: "$phongexponent" will override "$phongexponenttexture" ""models/path/"
// Warp Texture = Spec Colour "$phongwarptexture" "path"
// Light Warp = Reflection Map "$lightwarptexture" "path"
// Phong Fresnel = causes falloff effect with the Spec bounce ( 0 to 1), [0 0 0] will disable rimlight
// Phong Fresnel X = represents how reflective the surface is when the view angle equals the surface normal
// Phong Fresnel Y = represents reflectivity half-way between these two
// Phong Fresnel Z = represents reflectivity when the view angle equals the grazing angle
[/code]
[QUOTE=Jehzus_Scream;14896546]Heres the complete Log:
Writing 3 Node(s)...
* "Cylinder01"
* "Box01"
* "Cylinder02"
Writing Animation...
* Exporting single reference frame for 3 node(s)
Writing Meshes...
* "Cylinder01"
WARNING: Material on mesh "Cylinder01" was neither type Standard or Multi/Sub-Object. Skipping mesh.
* "Box01"
WARNING: Material on mesh "Box01" was neither type Standard or Multi/Sub-Object. Skipping mesh.
* "Cylinder02"
WARNING: Material on mesh "Cylinder02" was neither type Standard or Multi/Sub-Object. Skipping mesh.
i have no texture it (UV´s or anything) just the model.[/QUOTE]
the SMD file format does not support untextured models. so for SMD to work, you must assign a material. then try exporting everything again, and recompiling.
I made a video to demo the material editor
[media]http://www.youtube.com/watch?v=kIjBJ-5yiqc[/media]
Thank you but i tested a file from fpsbanana.com that G3 with GrenadeLauncher it worked :D thank you for all im comin back if i have more questions.
Thanks for the Vid you´re awesome
Mario, I love you. This tutorial is the best I've seen in a while. Please keep working on it.
so there it is :D kind of big but ill fix that
Could you reupload that Alyx model?
[img]http://i41.tinypic.com/28s8n0j.jpg[/img]
where to get the program 3dmax?
and which version is better?
[QUOTE=Drake Savage;14917099]where to get the program 3dmax?
and which version is better?[/QUOTE]
woot~ soo direct to the point!
buy it~ or..... some illegal way
3dmax8 is currently the best option, as the latest version of max(2009) doesn't work with the plugins you need to mod hl2.
unfortunately autodesk doesn't offer trials to their older software. but here someone's uploaded the 3dmax8 30day trial. (legal)
[QUOTE=thespectator;10083701]Just thought I'd supply this.
Link to 3dsmax 8 installer
[I]*this is just the installer that came from the autodesk site before they released 3ds9, I had a copy and I uploaded it. no warez here*[/I]
[url]http://www.megaup*load.com/?d=SRO22PV1[/url]
[B]Delete the asterisk in the link.[/B]
I don't know if the censor is still there.
Excellent thread mariokart.[/QUOTE]
PS; I received this PM today:
[QUOTE=Tantrix187]Hey,
watched now Tut01. Great job dude, it's better than I hoped for.
But now I got a problem with Tut02:
I don't really get the transition from Tut1 to TuT2.
After I got the Alex model what should I exactly do?
Maybe like you hinted to remove the skin-texture and only leave the bones out?
Then use a new texture for this bone? If that's so,how should I do that in Max 8?
Thanks for the answer[/QUOTE]
Just wanted to show this, cause I felt this might be important to people. I was trying minimize or avoid over explaining things, cause I wanted as few video parts as possible. but I am aware that the flow of the tutorials are a bit rough :(
and so this guy brings up a good point. why is decompiling essential? why does it matter? why do I show that in tut1, then just totally move onto something completely different in tut2?
well, the reason for that is, some guy on the forums here made a tut on decompiling and getting files from your game. and after seeing that I thought.. hmm that would be something cool to have in my video series..
so in tut01 I'm more or less showing you something that will help you down the road.. but won't initially effect your work flow in 3dmax.
also this guy here
[QUOTE=Jehzus_Scream;14914435]so there it is :D kind of big but ill fix that
Could you reupload that Alyx model?[/QUOTE]
see, it's a good thing I showed how to do that ;) otherwise I'd be posting copyrighted files from the game...
but here is alyx's skeleton for those too lazy to watch tut01 and decompile there own alyx from there own game.
[url]http://files.filefront.com/13685824[/url]
hey mario!
what is the line code for double-sided texture in vmt?
i think your talking about "$nocull" 1
[QUOTE=medrop;14930905]i think your talking about "$nocull" 1[/QUOTE]
thanks! thats really helpful~
Is there another program other than 3D Ripper cause I tried ripping from dead space and it kept crashing.
3dripperdx is the most stable of all the known rippers.. so that's strange.
trust me GA, or 3DVIA use different formats.. so you'd have to jump through extra loops just to import into a program like max. and yes 3dmax again, maya or blender have no support
Alright, so I have my crappily rigged Ricky Gervais model here. The problem is, some parts of his body are attached to other parts as you can see in the picture. The arm envelope is sort of overlapping onto part of his side, and if I move the bone it brings that part of his side with him. I don't understand how to make it unselect the side of his stomach. The tutorial didn't exactly help much.
[img]http://filesmelt.com/Imagehosting/pics/acd16f89b870f475bef1f0e6892090cf.PNG[/img]
activate animation mode, move the limbs so you can better see the pulling errors.
then you use the weight tool to attach the wrong verts to the right bone. I say in the tut to use 1, which is a 100% pull to any bone. so highlight those chest verts, select the chest bone and make them 1 or 100% pull to that chest bone.
I thikn the tut was very clear about it, but I cna re do another video if your still having troubles.
also have a look at magnets video, its a 3 part set but it shows and explains the process of 3dmax weighting.
[url]http://hosted.filefront.com/mariokart64n/2295848[/url]
Hmm, I tried a couple of other games, and it crashed on them too, so far though Titan Quest seems to work, but when I do a screenshot thing, it saves loads and loads of models and stuff, oh well...
[QUOTE=Recker;14972022]Hmm, I tried a couple of other games, and it crashed on them too, so far though Titan Quest seems to work, but when I do a screenshot thing, it saves loads and loads of models and stuff, oh well...[/QUOTE]
Unless Titan Quest miraculously has a model viewer, you're going to have to sort through the scene and find what you want.
Also thanks a bunch, mariokart64n. Ricky Gervais lives. :3
[img]http://i148.photobucket.com/albums/s5/ImageHostingAccount/gm_construct0002-8.jpg[/img]
Trying to import the gta4 zombie to gmod, I've run in to a problem. Following the texture steps precisely with what's written in section 4, when I F5 model viewer, the model turns invisible like so:
[img]http://img148.imageshack.us/img148/134/youfuckedupson.jpg[/img]
(Shadows turned on so you get the idea)
I'm not really sure what to do.
[QUOTE=Bazerand;15131030]Trying to import the gta4 zombie to gmod, I've run in to a problem. Following the texture steps precisely with what's written in section 4, when I F5 model viewer, the model turns invisible like so:
[img]http://img148.imageshack.us/img148/134/youfuckedupson.jpg[/img]
(Shadows turned on so you get the idea)
I'm not really sure what to do.[/QUOTE]
sorry, I should have amended the written guide. I normally use cannonfodder's tool set. but it will only run with EP1 libaries.
so when I wrote the tut I looked for an alternative program that others could use, but not be limited if they did not own EP1.
so I showcase a tool, but in actuality.. I never used it in the tut.
I do how ever use it in the video guide I made.. and I was like shocked when that exact same thing happened to me.
only thing I can suggest is to try the VMT fix I uploaded.
[url]http://www.youtube.com/watch?v=9qRxXQnlhj8&fmt=22[/url]
all it does is correct the shader thats listed in the VMTs. you can do so manually or use ths little script to auto rename the text in the VMTs for you
[url]http://files.filefront.com/vmtfixzip/;13631497;/fileinfo.html[/url]
heres the video too that I show the oops I did
[url]http://www.youtube.com/watch?v=9qRxXQnlhj8&fmt=22[/url]
an example of what your VMT should look like;
[code]"VertexLitGeneric"
{
"$baseTexture" "models\candycane/asi"
"$halflambert" 1
}
[/code]
"VertexLitGeneric" is the shader you want. k
>if anyone else has questions, you can find my email by clicking on my profile
now its time for animation tutorial!! lol :P
[QUOTE=mariokart64n;15131097]sorry, I should have amended the written guide. I normally use cannonfodder's tool set. but it will only run with EP1 libaries.
so when I wrote the tut I looked for an alternative program that others could use, but not be limited if they did not own EP1.
so I showcase a tool, but in actuality.. I never used it in the tut.
I do how ever use it in the video guide I made.. and I was like shocked when that exact same thing happened to me.
only thing I can suggest is to try the VMT fix I uploaded.
[url]http://www.youtube.com/watch?v=9qRxXQnlhj8&fmt=22[/url]
all it does is correct the shader thats listed in the VMTs. you can do so manually or use ths little script to auto rename the text in the VMTs for you
[url]http://files.filefront.com/vmtfixzip/;13631497;/fileinfo.html[/url]
heres the video too that I show the oops I did
[url]http://www.youtube.com/watch?v=9qRxXQnlhj8&fmt=22[/url]
an example of what your VMT should look like;
[code]"VertexLitGeneric"
{
"$baseTexture" "models\candycane/asi"
"$halflambert" 1
}
[/code]
"VertexLitGeneric" is the shader you want. k
>if anyone else has questions, you can find my email by clicking on my profile[/QUOTE]
Filefront chose a hell of a time to have no servers available. :/ Edited them all by hand in notepad. If you happen to know the $variable for specular maps (already found the one for normals) that'd be great, otherwise it looks like its mission complete.
[img]http://img521.imageshack.us/img521/5118/91930771.jpg[/img]
Thanks for the super fast reply, mario.
Edit: did more searching, $envmapmask is the answer to my question. :)
[QUOTE=umpa;14450161]Sorry for bad English
I'm new on Hl2 modding
I have a question:
Is possible to add Motion Capture animation (bip file) and convert in to smd for use in Npc?
And
Is possible to convert smd animation in bip files or bvh 3dsmax compatible
I would like make some dance animation with Alyx or other Npc[/QUOTE]
Hi umpalumpa, yes its easy put a NPC in animation file, but i not have time to make a guide about all the steps, when you want learn how to put other npc in something dance animation i can teach you with TeamView (remote acces program), i can teach you, contac with me in [email]rimbros@hotmail.com[/email].
RIMBROS 3D MAKER
[QUOTE=RIMBROS;15578043]Hi umpalumpa, yes its easy put a NPC in animation file, but i not have time to make a guide about all the steps, when you want learn how to put other npc in something dance animation i can teach you with TeamView (remote acces program), i can teach you, contac with me in [email]rimbros@hotmail.com[/email].
RIMBROS 3D MAKER[/QUOTE]
Teaching with TeamViewer is an amazingly bad idea.
hey i got an error here!!
whats the problem? i need to set the collision joints
Compiler Whines:
[code]Created command line: "C:\Program Files\Steam\steamapps\francis115\sourcesdk\bin\ep1\bin\studiomdl.exe" -game "c:\program files\steam\steamapps\francis115\half-life 2 episode one\episodic" -notxbox C:\Users\Danil\Desktop\cesar\cesar.qc
qdir: "c:\users\danil\desktop\cesar\"
gamedir: "c:\program files\steam\steamapps\francis115\half-life 2 episode one\episodic\"
g_path: "cesar"
Working on "cesar.qc"
SMD MODEL C:\Users\Danil\Desktop\cesar/reference.smd
ERROR: c:\users\danil\desktop\cesar\cesar.qc(11): - unknown model option "$sequence"
ERROR: Aborted Processing on 'cesar.mdl'
[/code]
My QC file:
[code]$cd "C:\Users\Danil\Desktop\cesar"
$surfaceprop "flesh"
$modelname "cesar.mdl"
$cdmaterials "models\cesar"
$model model "reference.smd"{
$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
$rootbone "pelvis"
}
[/code]
I'm not sure why it's rejecting that line. please replace it with this, and tell me if that fixed the error
[code]$sequence ragdoll "ragdoll.smd" ACT_DIERAGDOLL 1 fps 30.00[/code]
Hey, I followed this tutorial (very detailed, by the way) using 3ds Max 2009, however when I come up to Tut07(Youtube) my bones look like this:
Left leg:
[img]http://img523.imageshack.us/img523/2817/ragdoll.jpg[/img]
All of my bones are fucked up like that (randomly covering other parts of the body), even the body (my rootbone).
I'm really not sure what I've done wrong, could you help me out?
^ I'm also having the same problem. I've followed the tutorial closely and everything else has been fine. When I enter model viewer, it looks like this...
[URL=http://img196.imageshack.us/i/wtfhaxt.jpg/][IMG]http://img196.imageshack.us/img196/8335/wtfhaxt.jpg[/IMG][/URL]
I re-did my phymodel.smd to make sure I got it right, but I still get the same problem. My drop down menu doesn't have a list of bones, it only says drawcall_0071.
Also the magnets tutorials are not available, I'm sure there's something in those videos that would have prevented this problem.
BurnBlack contacted me over MSN, and his problem was that he did not weight the collision model at all.
the compiler tries to make a collision model based on the skin weights.. and if the weights are all wrong, the compiler does that. where the collision model is like everywhere.
though you look like you've done something different wrong O_o?
I'll ask you to please post your QC, and SMD. zip them and send them to me in this topic or across a PM or email. I'll look at them, and fix it, or make a video, showing you how to fix it.
also addressing the filefront, basically if a member of FF does not login after so many days, there stuff is deleted.
after April when Ziff Davis(owner of gaming monthly magazine) sold FF, I decided to relocate all my files. and since then I haven't used or logged into FF at all. and so it comes to no surprise that FF has mass deleted all my crap because of account inactivity. :\
! but like I said, I backed up everything.
here are Magnets ragdolling tutorials; showing the rigging of a Banana man.
> Vid Part 01
[url]http://cid-c59ea3c98a300f31.skydrive.live.com/self.aspx/.Public/Game%20Mods/ragdollv2%7C_1.wmv[/url]
> Vid Part 02
[url]http://cid-c59ea3c98a300f31.skydrive.live.com/self.aspx/.Public/Game%20Mods/ragdollv2%7C_2.wmv[/url]
> Vid Part 03
[url]http://cid-c59ea3c98a300f31.skydrive.live.com/self.aspx/.Public/Game%20Mods/ragdollv2%7C_3.wmv[/url]
I'll try to make some more updates in the Opening post when I get back from work. hopfully this thread isn't closed by then. I understand FP is trying to Prune old large topics.
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