Apologies if badness comes from this bump, but it's a question about models and I didn't want to make a thread just for a simple question:
I have this make table for some pizzeria interior for SFM and other stuff.
A) What would be the best way to get it ingame?
B) As far as texturing it goes, should it all be just one texture and UV mapped, or can it be like stuff is textured in GTA [I](something I'm familiar with texturing for mods)[/I] and there's a texture for the metal, texture for the toppings in the buckets, etc.?
[IMG]http://i.snag.gy/do2Sl.jpg[/IMG]
You should probably post your questions in the pimpage thread, but the way you would get it into source would simple export it as .smd, write a .qc and compile the .smd to .mdl for Source. As for the texture, it should be one single UV map and a single texture. The reason GTA4 does it as a bunch of seperate textures for some models is because it would be too costly performance wise to have a unique texture, so what they do is have an atlas map or a texture that is used by many models to reduce performance issues.
So multiple textures don't seem to work? That's a shame, especially since I was told multiple ones do work and I used seven textures for it, so either I'll have to figure out how to do one texture and UV map it or see how much I could luck out with wallworm and getting it ingame and stuff.
[t]http://i.imgur.com/XQA1oPr.png[/t]
[QUOTE=gnampf;48073107]So multiple textures don't seem to work? That's a shame, especially since I was told multiple ones do work and I used seven textures for it, so either I'll have to figure out how to do one texture and UV map it or see how much I could luck out with wallworm and getting it ingame and stuff.
[t]http://i.imgur.com/XQA1oPr.png[/t][/QUOTE]
You can use several different textures for it, but generally it shouldnt be done unless those textures are going to be used on several other models as well.
[QUOTE=Shirky;48073927]You can use several different textures for it, but generally it shouldnt be done unless those textures are going to be used on several other models as well.[/QUOTE]
Ahh, I got it now. I might reuse the stainless steel textures but I'll probably keep the topping textures separate. But then again, it's probably gonna be a real small map, just an interior like an SFM set. Dunno if that changes anything, though.
Okay I got a question here, I used to be able to do this but for some reason now I can't.
Using Max 2016 here, I want to be able to delete the crowbar from the v_crowbar_reference from v_crowbar.mdl from HL2, put my model in the place of the deleted crowbar and have the use the animations from the crowbar
Trouble is it doesn't want to fucking work no matter what I do, the model either fucks up when compiled or just doesn't work, how do I even do this?
Cool a place for me! :v: Here's something that's been bugging me: Can whole limbs be bodygroped to a model, and how would I go about that? He'd have normal arms, but in one or both of them, they can be swapped out for a weapon with a different set of bones. Here's what it would look like:
[t]http://www.seibertron.com/images/toys/uploads/1340067121_556284_349248585145342_2003331896_n.jpg[/t]
[IMG]http://i1315.photobucket.com/albums/t587/James_Cheamitru/Jazz%20Tex%20fix%20and%20gun_zpsastwlczs.png[/IMG]
Hey, I'm having a bit of trouble in Blender v 2.77 (STEAM version).
I've made a model, mapped the UV's, painted them over in Photoshop, and saved it as a PNG file.
I then went back into Blender, then created a new material under the "Materials" tab. From there I went into the "Textures" tab and made a new texture, and loaded up the textured UV from Photoshop under the "Image" category. The texture is showing up on the sphere back in the "Materials" tab, but when I go into the 3D Viewport and change the shading option from "Solid" to "Material", the model I made is completely black! Does anyone know why this is happening?
Jesus Christ that bump. There's a 3D Digital Art thread under General that you should to to.
[editline]8th April 2016[/editline]
Also you've got to make sure you've created the shader correctly in the node editor. In my experience, simply applying a texture doesn't do shit.
[QUOTE=Doomblade3890;50094462]Hey, I'm having a bit of trouble in Blender v 2.77 (STEAM version).
I've made a model, mapped the UV's, painted them over in Photoshop, and saved it as a PNG file.
I then went back into Blender, then created a new material under the "Materials" tab. From there I went into the "Textures" tab and made a new texture, and loaded up the textured UV from Photoshop under the "Image" category. The texture is showing up on the sphere back in the "Materials" tab, but when I go into the 3D Viewport and change the shading option from "Solid" to "Material", the model I made is completely black! Does anyone know why this is happening?[/QUOTE]
You might need to add in a light source.
[QUOTE=Midkey;50094625]You might need to add in a light source.[/QUOTE]
Default scene usually has a sufficient starting sun set up, unless it was deleted.
If an applied texture in Blender is rendering pitch black then try entering Local View ( Hotkey \), when you have the image applied in the UV/image editor.
Just throwing this out in the universe.
[img]http://i.imgur.com/MZTWGvD.gif[/img]
Does anybody know how Source's head movement system works? [gif related]
I'd love to have my custom skeleton characters be able to turn their head and look at the player via Faceposer.
I tried looking up documentation on it, but I only found unrelated VR stuff.
[QUOTE=ThatoneJeff;50114252]Just throwing this out in the universe.
Does anybody know how Source's head movement system works? [gif related]
I'd love to have my custom skeleton characters be able to turn their head and look at the player via Faceposer.
I tried looking up documentation on it, but I only found unrelated VR stuff.[/QUOTE]
All I know for sure is that it's hard coded. I'd venture a guess and say that it's undocumented and would probably need an engine recompile to expand on. As long as your character is on the valve biped with proper bone names, it's automatically going to have the capability. If it isn't/doesn't, it won't.
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