• Models / Skins Question Mega Thread
    283 replies, posted
I would like to learn how to skin models. What programs would you suggest? Also, how do I extract a skin from already finished model?
[QUOTE=one free man;30635352]I don't suppoose anyone knows anything about this do they? Sorry to bump my own question, but it was 3 weeks ago and I'd hate that model to go to waste :buddy:[/QUOTE] It's a z-order issue. Try compiling with either $opaque or $mostlyopaque and if that doesn't help make two materials. 1) The main body, everything that you don't need translucent. 2) The translucent parts can use the same texture but has the translucency as well
Hey, I have a problem, I'm trying to make a collision model in blender for a sign I made. Model: [url=http://www.imgjoe.com/?v=711signrvjv.png][img]http://www.imgjoe.com/thumbs/711signrvjv.png[/img][/url] Collision Model (has sign inside as reference) : [url=http://www.imgjoe.com/?v=sdfsdfsgrg.png][img]http://www.imgjoe.com/thumbs/sdfsdfsgrg.png[/img][/url] But after compiling the collision looks like this: [url=http://www.imgjoe.com/?v=asdasddasss.png][img]http://www.imgjoe.com/thumbs/asdasddasss.png[/img][/url] This my qc: [code] $modelname "711signv2/711signv2.mdl" $cdmaterials "models/711signv2" $scale 21 $surfaceprop "metal" $body "Body" "711signv2.smd" $sequence "idle" "711signv2" fps 30 $collisionmodel "711signv2-phy.smd" { $automass $concave } [/code] What am I doing wrong? Thanks in advance!
[QUOTE=discopairs;30674045]Bleh- Model Issue![/QUOTE] I love you Lucas! Anyway, helping bump this since this involves the progress of an important mapping process, and it's a shame that the sign doesn't have a proper collision.
Don't bump for at least a day. Anyways you need to rig the model and phymodel to the same bones.
As you say Wraithcat, although they both need the same bone,I don't even think disco added a bone to the collision, that problem's easily fixed, we're more worried about getting a more accurate collision, I was trying to help for awhile, but it just gives the same result each compile.
[QUOTE=sk83rjosh;30677391]As you say Wraithcat, although they both need the same bone,I don't even think disco added a bone to the collision, that problem's easily fixed, we're more worried about getting a more accurate collision, I was trying to help for awhile, but it just gives the same result each compile.[/QUOTE] As to more accurate collisions. You need to do some dicking around with smoothing groups, not sure exactly how they have to be set up right now. If you were on max I'd recommend wallworm modelling tools as those are able to create collision in the newest iteration. I think each of the boxes needs to have it's own smoothing group.
[QUOTE=wraithcat;30677782]As to more accurate collisions. You need to do some dicking around with smoothing groups, not sure exactly how they have to be set up right now. If you were on max I'd recommend wallworm modelling tools as those are able to create collision in the newest iteration. I think each of the boxes needs to have it's own smoothing group.[/QUOTE] I'll tell disco to look into it, thank you for the help, i'm sure Disco will get back to you on it though :)
[QUOTE=wraithcat;30677257]Don't bump for at least a day. Anyways you need to rig the model and phymodel to the same bones.[/QUOTE] Thanks! Fixed the problem completely. :D now to get back to work ;)
make tank treads "ragdollable" anyone? Is this possible?
How do you spawn a model in HL2, because HLMV won't display any models. I really want to see my model. I already have the .mdl in hl2/hl2/models/mymodels, and it comes up in HLMV but cannot display it. Soneone please help
[QUOTE=Meatpuppet;30703005]How do you spawn a model in HL2, because HLMV won't display any models. I really want to see my model. I already have the .mdl in hl2/hl2/models/mymodels, and it comes up in HLMV but cannot display it. Soneone please help[/QUOTE] Did you try out both 2006 and 2009 engine hlmv? Because I had the same issue, switche dto 2009 and my models would show up. Not meaning to be of any professional help or anything, but hey, could be you didn't try that out yet.
Nope. When I click on my model, it says Error Loading Model.
A model knows where to look for their material in the subfolder you set in the .qc. And you choose the bitmap material for it in the model program. So how does it find the material? Does it just look in the subfolder within the .qc and if it finds a match to 'shit.tga' within that folder, it uses it? So, when assigning a bitmap in 3ds max, do I have to assign to .tga within the materials folder, or can I just select it within any folder, and then copy that tga to the materials folder?
does anyone know of a good program to rerig models, softimage decided to not load my SMDS
well i got 3DS max 2012, but i have no idea how to import SMD's using cannonfodder's plugin
Can someone tell me why is this physmodel so funky and how to fix it? [url=http://xs.to/photo/30215][img]http://xs.to/media/30215[/img][/url] (Yeah, it's ddok1994's tacticool SCAR-L, I'm just going to compile it for personal use).
[QUOTE=Llewen Ebag;30771509]Can someone tell me why is this physmodel so funky and how to fix it? [url=http://xs.to/photo/30215][img]http://xs.to/media/30215[/img][/url] (Yeah, it's ddok1994's tacticool SCAR-L, I'm just going to compile it for personal use).[/QUOTE] [IMG]http://img339.imageshack.us/img339/521/tutsz.png[/IMG] And it should work. [editline]30th June 2011[/editline] [QUOTE=Killerjc;30766171]well i got 3DS max 2012, but i have no idea how to import SMD's using cannonfodder's plugin[/QUOTE] Cannonfodder made a plugin? o_0 Go to file->import-> smd should be on there ->???->profit This is, of course, assuming you installed the importer correctly, and that it supports 2012. BTW, I've got a question for this thread: How on God's green Earth do you recompile an OB model without all the animations getting fucked over completely?
[QUOTE=Calubri;30702394]make tank treads "ragdollable" anyone? Is this possible?[/QUOTE] Yes, but it will quickly eat up the 32 physics bones limit that Gmod has. Does anyone have a link to the tool that gets proper .vtas for L4D models?
[QUOTE=Calubri;30702394]make tank treads "ragdollable" anyone? Is this possible?[/QUOTE] Sorry for not being able to contribute anything, just bumping my question
[QUOTE=Meatpuppet;30744656]A model knows where to look for their material in the subfolder you set in the .qc. And you choose the bitmap material for it in the model program. So how does it find the material? Does it just look in the subfolder within the .qc and if it finds a match to 'shit.tga' within that folder, it uses it? So, when assigning a bitmap in 3ds max, do I have to assign to .tga within the materials folder, or can I just select it within any folder, and then copy that tga to the materials folder?[/QUOTE] The model (The reference SMD) has multiple lines that have a file name which is the texture. The model will look for a VMT with that name in the directory specified in the QC. In 3DS Max you'll have to rename the material since it doesn't use the filename like some editors I've seen so you can assign any image you want and it'll still work
OK, so I need some help, on some of the models that I downloaded like Miranda from Mass effect, their eyes are missing. They are just the checked purple black texture, and I have had enough of it. I have reinstalled, ripped the materials from HL2 but nothing.
[QUOTE=Calubri;30791736]Sorry for not being able to contribute anything, just bumping my question[/QUOTE] He just answered it in the post above yours. [editline]30th June 2011[/editline] [QUOTE=Red Skull;30803499]OK, so I need some help, on some of the models that I downloaded like Miranda from Mass effect, their eyes are missing. They are just the checked purple black texture, and I have had enough of it. I have reinstalled, ripped the materials from HL2 but nothing.[/QUOTE] That purple black texture means missing textures. You knew that already, though. Check through the materials folder to see if there are any eyeball textures.
[QUOTE=Heydshaut;30805800] That purple black texture means missing textures. You knew that already, though. Check through the materials folder to see if there are any eyeball textures.[/QUOTE] I just checked through all of my folders, they are all there.
[QUOTE=Red Skull;30810084]I just checked through all of my folders, they are all there.[/QUOTE] That is weird... perhaps it's a conflicting texture?
[QUOTE=Heydshaut;30805800]He just answered it in the post above yours. [editline]30th June 2011[/editline][/quote] thanks didn't notice [QUOTE=Kuro.;30791636]Yes, but it will quickly eat up the 32 physics bones limit that Gmod has. [/QUOTE] So, you mean it's not possible because the number of tracks might as well be 112 and I can't assign a bone to each of them? Just how are you supposed to make/assign/change/whatever the bones anyhow to make the tank move as though it was a real one, I can hardly imagine that. However if this is indeed possible, in a sense of the tank driving realistic and not fucked up, and I am supposed to use one bone per 6 tracks instead then I'd likely do it as that would be fucking awesome.
Uh... I have a problem with 3ds max. I DL'ed Crysis importer (CryImporter 1.2) cuz I want to port from Crysis (quite obvious). But it's saved as a MAXScript. When I am trying to run the script, nothing happens. Script should run as 3ds max utility, but it doesn't.
[QUOTE=Trek;30822934]Uh... I have a problem with 3ds max. I DL'ed Crysis importer (CryImporter 1.2) cuz I want to port from Crysis (quite obvious). But it's saved as a MAXScript. When I am trying to run the script, nothing happens. Script should run as 3ds max utility, but it doesn't.[/QUOTE] Not sure if that's a problem this thread can solve. That's a Max Problem, not a Source model/compile problem. [editline]1st July 2011[/editline] [QUOTE=Calubri;30815287]thanks didn't notice So, you mean it's not possible because the number of tracks might as well be 112 and I can't assign a bone to each of them? Just how are you supposed to make/assign/change/whatever the bones anyhow to make the tank move as though it was a real one, I can hardly imagine that. However if this is indeed possible, in a sense of the tank driving realistic and not fucked up, and I am supposed to use one bone per 6 tracks instead then I'd likely do it as that would be fucking awesome.[/QUOTE] Yes, but even if the tracks were ragdolled, how would you move all of them at the same time?
Cryimporter 1.2 is pretty old I think. And only for farcry as far as I know. Might not work on your maxversion either.
[QUOTE=Heydshaut;30814732]That is weird... perhaps it's a conflicting texture?[/QUOTE] Perhaps, I downloaded a different Miranda model and that works fine, but then I downloaded a set of "realistic eye textures" from garrysmod and the prick who done it made it so that all of their eyes turned into a close up of a cock. Pisses me off, so I deleted them and now none of my citizen/refugees/rebels have eyes. [editline]1st July 2011[/editline] OK, so i deleted the humans folder which contains the eyes in materials, My citizens eyes are working again, but the enhanced citizens and the Rebecca chambers model are not.
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