• Models / Skins Question Mega Thread
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Importing a .dae model into Blender, however when I switch to texture mode the model appears pink without a texture. When I switch to scripting, UV mapping, the model just disappears from the viewport. Is there anyone who knows how to setup the texture? The texture is a .dds file. [editline]postingpicture[/editline] [img]http://f.braxupload.se/3pl1es.jpg[/img] What.
Is that viewport the camera/textured viewport? [editline]9th November 2010[/editline] Assuming Blender has that kinda thing.
Yes it is. [editline]yay[/editline] Yes! I finally got it working. Damn overcomplicated software. [editline]wtf[/editline] Atleast I thought I did. It loads up the texture and I can view it in blender. [img]http://f.braxupload.se/9jtnr2.jpg[/img][img]http://f.braxupload.se/7yn23x.jpg[/img] However, when I export it as SMD, the texture isn't specified in the SMD. [img]http://f.braxupload.se/ao64dm.jpg[/img] Which gives this result when compiling it as mdl for use in source. [img]http://f.braxupload.se/66vuty.jpg[/img] Why is this happening? It's like blender doesn't export the modeltextures. Oh and yes, the vtf textures are in the right folders. [editline]again[/editline] Ok, I think I got it working this time. I simply edited the smd texture names to the right ones. Not sure if it will have any impact on the actual model, but I hope not. Here's the model, shows up just fine in the model viewer. [img]http://f.braxupload.se/i44zba.jpg[/img] Still, there's gotta be a proper way to have blender put in the right texture names by itself. If someone knows, please let me know.
I know its a stupid question but what tools i need for model porting from other games or rigging?
Did a headhack and I'm not able to select the face with the faceposer in game...all of the face flexes are working properly in the SDK's HLMV and Face Poser though. Any ideas?
Try deleting all hitbox entries from the QC.
Does anyone have a link to a tutorial on how to make a proper viewmodel and/or world model (that works with NPCs/players)?
[QUOTE=wraithcat;25977288]Try deleting all hitbox entries from the QC.[/QUOTE] I removed all of those entries before I compiled, so it doesn't seem like that would be it.
i imported a custom player model from left4dead 2 and the smd reference file doesn't have a mesh.(ran mdledcompler on the mld file, and then imported the resulting smd file) is there any reason why this is happening? i'm using wunderboy's 3dsmax 2010 smd import/export plugins with 3dsmax 2010.
Okay I know this is a huge newbie question, but what is the other main modeling technique besides box modeling and is there a tutorial for that technique? Edit: if it matters I'm using blender 2.45
[QUOTE=seattlegluepiss;26039859]i imported a custom player model from left4dead 2 and the smd reference file doesn't have a mesh.(ran mdledcompler on the mld file, and then imported the resulting smd file) is there any reason why this is happening? i'm using wunderboy's 3dsmax 2010 smd import/export plugins with 3dsmax 2010.[/QUOTE] You either A. Decompiled an animation, or B. used the wrong decompiler. Those are my best guesses. What were your means for getting the model, GCF Scape? It really sounds like you loaded the incorrect model. [editline]15th November 2010[/editline] [QUOTE=killer8bit;26078042]Okay I know this is a huge newbie question, but what is the other main modeling technique besides box modeling and is there a tutorial for that technique? Edit: if it matters I'm using blender 2.45[/QUOTE] If you want to know another modeling technique, there is a style that uses a sort of clay molding style that you would use as if you were modeling clay in real life. I'm only familiar with one program for this and it is Mudbox. [editline]15th November 2010[/editline] [QUOTE=Speedspaz;25976092]I know its a stupid question but what tools i need for model porting from other games or rigging?[/QUOTE] 3D Ripper DX and 3DS Max.
Never used Mudbox, but it sounds like it's pretty similar to ZBrush in regards to the clay molding style.
[QUOTE=Squiddy;26081045]Never used Mudbox, but it sounds like it's pretty similar to ZBrush in regards to the clay molding style.[/QUOTE] From the pictures on google, it looks pretty awesome. Here is one. [img]http://www.cgnews.com/images/articles02/mudbox_article.jpg[/img]
Plane modelling. Basically start with a plane and shift drag the edges to make more planes. at least to my understanding. EDIT - yeah seem to be a page late.
[QUOTE=Nevarakka;26080314]You either A. Decompiled an animation, or B. used the wrong decompiler. Those are my best guesses. What were your means for getting the model, GCF Scape? It really sounds like you loaded the incorrect model. [/QUOTE] i used gfcscape 182 to open the vpk file of a working custom survivor model(living ceda), and then used the latest mdldecompiler from cannonfodder inserted in the episode 1/bin directory to load the model. it created 4 files, one of them was ceda.smd, the other are gc script, physmodel.smd, and ragdoll.smd. i opened these up using 3dsmax 2010 with the 2010 import/export plugin by wunderboy. and out of the 4 only the physmodel.smd has a mesh. is it possible that you can decompile meshes from the original valve vpk files, but once you make a custom model, some parameters get erased or something?
[QUOTE=wraithcat;26083071]Plane modelling. Basically start with a plane and shift drag the edges to make more planes. at least to my understanding. EDIT - yeah seem to be a page late.[/QUOTE] This one is the one I was looking for, do you know of any decent tutorials for it?
[QUOTE=seattlegluepiss;26083606]i used gfcscape 182 to open the vpk file of a working custom survivor model(living ceda), and then used the latest mdldecompiler from cannonfodder inserted in the episode 1/bin directory to load the model. it created 4 files, one of them was ceda.smd, the other are gc script, physmodel.smd, and ragdoll.smd. i opened these up using 3dsmax 2010 with the 2010 import/export plugin by wunderboy. and out of the 4 only the physmodel.smd has a mesh. is it possible that you can decompile meshes from the original valve vpk files, but once you make a custom model, some parameters get erased or something?[/QUOTE] The ceda.smd should definately be the one with a mesh. Let me ask you something, say you do figure out how to get them working, how do you plan to texture them correctly? If you plan to rip them using GCF scape, the model's material patterns will be screwed up. As for your last part, I'm not really sure what happens when you edit the models, I'm not sure weather htings get erased or not. I'm someone who rips models from games without the intention to ever put them back into another game. Just noticed you said it was custom, in that case, link the model and I will try to download and decompile it myself.
thanks. [url]http://oprecords.com/l4d/coach_ceda.rar[/url]
[IMG]http://img837.imageshack.us/img837/8008/ceda.png[/IMG] By [URL=http://profile.imageshack.us/user/nevarakka]nevarakka[/URL] at 2010-11-15 Alright, it decompiled perfectly fine for me. I'm not sure what you're doing wrong but if you get Team Viewer and on me on Steam I can actually help you.
what modeling software are you using? and are you decompiling using cannonfodder tools inside ep1/bin?
[QUOTE=seattlegluepiss;26091883]what modeling software are you using? and are you decompiling using cannonfodder tools inside ep1/bin?[/QUOTE] I use 3DS Max and yes, I am.
is that 3dsmax 2010 with wunderboy's 2010 smd importer/exporter tools? also, is it possible you can head hax this gas mask onto the ceda model's head and then recompile it as a working orangebox compatible(need the projected shadow feature) left4dead 2 player model? [url]http://www.garrysmod.org/downloads/?a=view&id=106366[/url] i can't get these tools to work and i think it would be easier if you could just it for me.
[QUOTE=killer8bit;26084002]This one is the one I was looking for, do you know of any decent tutorials for it?[/QUOTE] Here is a tutorial for modeling a Beretta using plane modeling: [url]http://www.moddb.com/tutorials/beretta-9000-video-tutorial[/url] It covers the basics. You should be able to start making other models and stuff from it if you practice.
[QUOTE=seattlegluepiss;26091943]is that 3dsmax 2010 with wunderboy's 2010 smd importer/exporter tools? also, is it possible you can head hax this gas mask onto the ceda model's head and then recompile it as a working orangebox compatible(need the projected shadow feature) left4dead 2 player model? [url]http://www.garrysmod.org/downloads/?a=view&id=106366[/url] i can't get these tools to work and i think it would be easier if you could just it for me.[/QUOTE] That gas mask is super low quality. Why not use a Call of Duty Gas Mask or one from Turbosquid.com? Also, I have no knowledge in recompiling, I only rip models from games for CGI Filming purposes. I film movies, not play games. If you get me the models, I will assemble the necessary parts but I can't re-set it up for Gmod. It's not because I don't want to, it's because I don't know how. Mind me asking, what do you need it for? Film, screenshots, or a player replacement model?
player replacement model. and the reason i chose that mask is because it's american, the ones from call of duty and other games are british or russian. oh and could you give me the decompiled files for that ceda model? i still can't get the mesh.
[QUOTE=seattlegluepiss;26094478]player replacement model. and the reason i chose that mask is because it's american, the ones from call of duty and other games are british or russian. oh and could you give me the decompiled files for that ceda model? i still can't get the mesh.[/QUOTE] Yeah, sure, give me your Email.
[email]randytextera@gmail.com[/email] thanks
Out of curiosity, does anyone know if it is possible to attach a weak custom defined dynamic light to an attachment on a ragdoll via QC definititions?
I just need some basic modeling help. I've got some software needed (Milkshape, VTF Edit), but I'm not getting anywhere. How do I tell the actual size of a model, and where can I find Half Life 2(Garrysmod/source) textures?
So this is a question kind of out of the blue. I'm kind of a noob when it comes to modeling and texturing but I've made a few (obviously, not very good) models. Anyway, I've found a few ragdolls that I would like to use as player models. Where do I begin with something as... insane as this.
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