Mario, I got the exact coordinates off 3Ds Max, and...
[url]http://i529.photobucket.com/albums/dd338/AnemoneS2/Almost.png[/url]
The eyes do not move, but the iris behind her eyeballs do move, in the correct way. I just need to flip everything carefully, so what values should I move to achieve this?
EDIT:
What?!? I took the coordinates in 3Ds max from the BACK of her eyeball and BIG SUCCESS? I'm taking a break from this :v:
What do you mean by the iris behind the eyeballs?
That pic looks right to me O.o The eyes themselves don't move only the iris' across the eyeball to simulate the eys moving.
[QUOTE=Silver Spirit;17671970]Do you have this program Mario as I did find the page for this tool but the link was dead ¬.¬ (and it would be quite useful)
Also do you have to have two different eye textures? As i've only been using one eye texture and one pupil texture and referring to it for both eyes, is that where i've been going wrong?[/QUOTE]
from my experience, if i applied the same texture to both the eye's the eye's would go cross-eyed. but if that's working for you, then nevermind. it's been along time since I've tinkered with the eye stuff.
[QUOTE=mariokart64n;17679332]from my experience, if i applied the same texture to both the eye's the eye's would go cross-eyed. but if that's working for you, then nevermind. it's been along time since I've tinkered with the eye stuff.[/QUOTE]
Thats the problem the iris didn't show up after I clamped it (so there wasn't 100s of them across the eye), so i don't know what I can do about it. Also surely its refering to a VMT for the eyeball texture so it shouldn't matter what its called (at least i would have thought it such @.@)
And is there another link to the VTA converter? (sorry to ask again but thats the only thing that would let me be able to make flexes :( )
Thanks for the link ^^ But it wont load my SMD files :/
that was a old beta i think.. i can't remember why it would hang on some files ?
best to PM link about getting the current build
[QUOTE=Silver Spirit;17677024]What do you mean by the iris behind the eyeballs?
That pic looks right to me O.o The eyes themselves don't move only the iris' across the eyeball to simulate the eys moving.[/QUOTE]
A single eyeball has 2 iris for reasons beyond my understanding :v: The coordinates of the iris in the front of the eye were wrong, and that iris is static. I took the coordinates from the second iris behind her eyeball in 3Ds Max, and done. :o
[QUOTE=AnemoneS2;17684318]A single eyeball has 2 iris for reasons beyond my understanding :v: The coordinates of the iris in the front of the eye were wrong, and that iris is static. I took the coordinates from the second iris behind her eyeball in 3Ds Max, and done. :o[/QUOTE]
I really don't understand what your saying, I thought you took the coordinates from the centre of the eyeball (at least the only tutorial I could find on eyeposing said to do so).
that position is the pivot point for the eye texture. the far back the pivot, the more range the eye has, the less range, the less the eye is able to move in HLMV. getting the center of the eyeball is just a rule of thumb, and should work great on normal humanoid models...
also the 2 iris thing should be cleared up.
the eyeball only uses 1 texture. it is NOT an iris.. just a base eye texture (usually completely white)
the in the eyeball VMT you point to a second texture, which kinda works like a reflection texture. this 2nd texture floats on the eyeball.
so the base texture MUST be completely white, there should be no iris included with the base texture. the eyeball texture and the iris texture are 2 completely different things... there should never be 2 irises on the same eyeball.
Right that is what I understood to it to be so thankyou for the confermation ^^
Curse whoever banned you Mario.
I'm trying to create player models in Gmod but every time I finish rigging and view it in SDK, the arms/shoulders are stretched.
I already know it is a problem with the rigging, but I don't know how to fix this problem. I tried using the Alyx skeleton, but no luck. I've been trying to find the answer for about a month and I can't figure it out.
The tutorial helps with objects and ragdolls, and they come out fine. But when it comes to getting a rig to work with a player model, it doesn't help. Does mariokart64n or anybody else know the secret to rigging a player model? If so, please help out. :)
I've been having the same problem but in a much more extreme way (at least i think its the same). What program are you using?
I used 3Ds Max 8. Other problems I've had with player models is the head being stretched forward when in game, however I fixed that.... kinda. But the shoulders are still stretched and the arms are long, I really hope to fix this eventually.
[QUOTE=Codename36;17754789]I used 3Ds Max 8. Other problems I've had with player models is the head being stretched forward when in game, however I fixed that.... kinda. But the shoulders are still stretched and the arms are long, I really hope to fix this eventually.[/QUOTE]
Have you altered the positions of the bones at all when you were rigging it? If you ahven't i have no idea why it would be stretching :S
Thanks Mario... your tutorial really helped me
[img]http://shorty.zaridi.to/nds/shiba1.jpg[/img]
[img]http://shorty.zaridi.to/nds/shiba2.jpg[/img]
Ragdoll and rigging is shitty because i was a bit lazy, but thanks to you, i got it working! :)
thanks
Just wanna show my support. I don't know anyone and nobody knows me, but I know good work when I see it. As a wise man once said: Around here, however, we don’t look backwards for very long. We keep moving forward, opening up new doors and doing new things… and curiosity keeps leading us down new paths.
[QUOTE=Rip_the_Jacker;20660824]Just wanna show my support. I don't know anyone and nobody knows me, but I know good work when I see it. As a wise man once said: Around here, however, we don’t look backwards for very long. We keep moving forward, opening up new doors and doing new things… and curiosity keeps leading us down new paths.[/QUOTE]
How about you forget what some man says and remember what I say?
I say: "Don't bump Old Threads"
Sorry my video tutorials and other mini guides are left incomplete and unpolished. although I still feel it was a worthy cause to show others the door to ragdolling and model ripping.
Now I want add one more chapter to my guides, which is showing new comers about "Hex".
This varys from what most have known in the past. When I came here in 2006 people thought Hexing meant to make multiple colours for a gmod ragdoll or prop. Which is far from it, hexing is just a means to change the code stored in memory or in a file.
You can also use Hex to peek in on files and learn how they function. with proper guidance and understanding you can use this to "Rip" models from any file. XBOX360 or PS3, they are all the same, and can be attacked in this very same manner. There is no such thing as impossible, as some may know, the PS3 was just recently defeated, access to ps3 files is easier then ever.
but enough with that, here I would like to present another Video guide. about learning about hex, and learning about how you can use this to get models. The method implies that you use 3dsmax explicitly, as all my previous tutorials have in the past. please watch/skim the videos and give me feedback. sorry for bumping my old topic
>>Hex&Maxscript Videos
[URL]http://www.youtube.com/watch?v=1ORnfYnlXOw[/URL]
[URL]http://www.youtube.com/watch?v=dbPLKe-yMmY[/URL]
[URL]http://www.youtube.com/watch?v=CEwSgXxkZMc[/URL]
[URL]http://www.youtube.com/watch?v=NeQYfxi8KW4[/URL]
[URL]http://www.youtube.com/watch?v=rcPfA4ix6WM[/URL]
[URL]http://www.youtube.com/watch?v=LPxlqN6OoI4[/URL]
[URL]http://www.youtube.com/watch?v=1dAIMdb-xYQ[/URL]
..part 8 still pending, talks about skipping data and other problem solving techniques
the PMD samples I got from the MikUMikuDance, some PMD were packed with the program.
some other good formats to practice on are 3ds and ms3d, which can be created using milkshape3d
[URL]http://www.geocities.jp/higuchuu4/index_e.htm[/URL]
and here is the sample script I did in the video
[code]
f = fopen "E:\\Hacking Projects\\PMD\\MEIKO.pmd" "rb"
clearlistener()
fn ReadFixedString bstream fixedLen =
(
local str = ""
for i = 1 to fixedLen do
(
str0 = ReadByte bstream #unsigned
if str0!=0xFD AND str0!=0xFC do str+= bit.intAsChar str0
)
str
)
Face_array=#()
Vert_array=#()
UV_array=#()
fileName =ReadFixedString f 3
fileVersion=readfloat f
modelName=ReadFixedString f 20
comments=ReadFixedString f 256
count=readlong f #unsigned
for x = 1 to count do(
vx=readfloat f
vy=readfloat f
vz=readfloat f
p4=readfloat f
p5=readfloat f
p6=readfloat f
tu=readfloat f
tv=readfloat f
p9=readshort f
p10=readshort f
p11=readshort f
append Vert_array[vx,vz,vy]
append UV_array[tu,tv,0]
)
count=readlong f #unsigned
print count
for x = 1 to count/3 do(
fa=readshort f #unsigned+1
fb=readshort f #unsigned+1
fc=readshort f #unsigned+1
append Face_array[fc,fb,fa]
)
msh = mesh vertices:Vert_array faces:Face_array
msh.numTVerts = UV_array.count
buildTVFaces msh
msh.name=modelName
-- convertTo msh PolyMeshObject
for j = 1 to UV_array.count do setTVert msh j UV_array[j]
for j = 1 to Face_array.count do setTVFace msh j Face_array[j]
Print ("Last Read @ 0x"+((bit.intAsHex(ftell f))as string))
gc()
fclose f
[/code]
[B]Functions[/B]
functions are script operations that you can call at any time later in your script.
so say for example I want to spell hello world a few times, I would make a function that I could call later
example:
fn hw(
print "hello"
print "world"
)
I've now created a function, that can now be called by using the designator "hw".
so the advantage to this, is that instead of printing hellowworld over and over again when I need it. I can just type hw, and that earlier operation gets carried out
so in short a functions allow you to save space by being able to repeat an earlier defined operation.
below are some common functions I copied off of chrrox, which were handy to me. which also can be used to help you read different endians, such as reading from xbox360 game files
readBEshort, lets you read 2bytes in reversed order.. which is actually right to left.
[code]fn readBEshort fstream = (
short = readshort fstream #unsigned
short = bit.swapBytes short 1 2
return short
) [/code]readBElong, lets you read 4bytes in big endian, aka reversed order (which is actually right to left)
[code]fn readBElong fstream = (
long = readlong fstream
long = bit.swapBytes long 1 4
long = bit.swapBytes long 2 3
return long
)[/code]readHalfFloat, aka 16bit floats. max doesnt have a default read function on its own. this is for little endian.
if you want to reverse the byte order for bing endian (xbox360) then change the hf= line. instead of readshort, replace with. readBEshot
but make sure the readBEshort function gets paste before this. otherwise how can you call something that doesnt exist yet.
[code]fn readHalfFloat fstream = (
hf=readshort fstream #unsigned
sign = bit.get hf 16
exponent = (bit.shift (bit.and hf (bit.hexasint "7C00")) -10) as integer - 16
fraction = bit.and hf (bit.hexasint "03FF")
if sign==true then sign = 1 else sign = 0
exponentF = exponent + 127
outputAsFloat = bit.or (bit.or (bit.shift fraction 13) \
(bit.shift exponentF 23)) (bit.shift sign 31)
return bit.intasfloat outputasfloat*2
)[/code]for reading a 32bit float, only in reversed order.. same speel as before. you'll need for xbox360
[code]fn ReadBEfloat fstream = (
fpt=readfloat fstream
itger = bit.floatAsInt fpt
hih = bit.intashex itger
while hih.count < 8 do hih = "0" + hih
shn = (substring hih 7 2) + \
(substring hih 5 2) + \
(substring hih 3 2) + \
(substring hih 1 2)
bit.intAsFloat (bit.hexasint shn)
)[/code]for reading text ONLY. its handy cause the default maxscript readstring doesnt normally let you set a character reading limit.
[code]fn ReadFixedString bstream fixedLen = (
local str = ""
for i = 1 to fixedLen do
(
str += bit.intAsChar (ReadByte bstream #unsigned)
)
str
)[/code][B]Other useful stuff[/B]
lets you move your cursor ahead byt 1 byte. usefull if you want to skip over data you have not solved yet
[code]fseek f 1 #seek_cur[/code]example of how to loop any operation 5 times (replace 5 with any number or variable)
[code]for x = 1 to 5 do (
print "x"
)[/code]
Thanks man, nice work with this stuff! It's really helpful for the new guys!
Following the Hex tutorial had been get the model, but the textures aren't applied on the model (i don't remember if the UVmaps are correct). Maybe is one of the fixes that you will coment in the part 8 of your videos.
applying maps isn't a big deal, cause you can usually drag and drop them manually onto your model. most current gen models only use a max of 3 textures.
but I'll make a point of covering it in a later video. its actually easy to do, I just dont have an easy file format to demonstrate with.
This is a very nice tutorial, thank you.
I do have a few questions, however. Using 3ds Max 2010 as I was unfortunately unable to obtain 8.
Whenever I import a model I am asked to locate missing textures. I notice there is an option for the importer I have but I wonder if there is any way to have this done a bit more automatically? It is a pain to locate them all manually. And when I do the default texture format is 'tga' so I have to change it to 'all' to find it. Not a major issue, but a bit of an annoyance. It would make sense to me that I would be able to designate a path like garrysmod/materials/Models and 3ds Max would be able to find the correct textures by itself, but that doesn't seem to work.
Second, do you have any more tips/advice for the rigging process? I understand the tools and such, I'm just having a hard time getting good results whereas you make it look very easy.
Downloads for the QC files and Alyx's bones are gone. : (
The way the tutorial has you rig the models; does this let them be used as NPC's as well?
Why did Mariokart64n get banned? :(
[QUOTE=Kennyman1;31953340]Why did Mariokart64n get banned? :([/QUOTE]
If you're really curious, do you see the two icons that everyone has underneath their avatars when they post? They're clear at the bottom, left-hand corner of each post. The one farthest to the right is a notepad, which is used to flag\report a post; the one directly left of it is a calendar.
If you click on that, you can see any events that happened regarding a particular user, including when they joined, if any of their topics have been closed, and when\why\for how long they have been banned.
Long story short, mario was an enormous drama queen that screamed and cried like an infant whenever anyone criticized him.
It's interesting, he made quite a few good models some time ago back in 06,7 and 08 but he always tried to act like he is the best.
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