• Models / Skins Question Mega Thread
    283 replies, posted
Hi all, I'm new at the FLEX system that source uses for the faceposeable characters, so im trying to learn a bit of it since I want to implement it to a model that its already deformed, So my question would be, Its paussible to get the vertex anim from another mesh thats already deformed? I do got the regular and the deformed mesh. thanks.
Does anyone know where i can find the GTA's content, i want to port some materials over. EDIT: Downloaded OpenIV, trying it out now.
I want to get some models from Black Ops Zombies in solo, will it get me VAC banned?
[QUOTE=BlueYoshi;30833307]I want to get some models from Black Ops Zombies in solo, will it get me VAC banned?[/QUOTE] No, of course it wont. VAC bans for hacks.
I'm having a problem in XSI Mod Tool, how do I fix this? I don't even know how it happened. It does this whenever I try modifying the subdivisions. [img]http://img691.imageshack.us/img691/2763/howtofix.png[/img]
[QUOTE=Science;30833439]No, of course it wont. VAC bans for hacks.[/QUOTE] Well 3D Ripper XD has wireframe and no textures, sure this wont fuck me over?
Hello. I always have this issue with ragdolls I try to compile. If spawned, they will be usually under the map. Sometimes you need a dozen of blue containers to actually get the model without it spazzing somewhere. I used different compilers and this issue always seems to be present. I even decompiled a random model from garrysmod.org and compiled it again. Same issue WHAT am I doing wrong?
[QUOTE=BlueYoshi;30835387]Well 3D Ripper XD has wireframe and no textures, sure this wont fuck me over?[/QUOTE] 100% Sure. Texture hacks are not a problem. But dll's and exes are.
anybody know how to make animations, ex. like in terrortown when you pull a knife you hunch over?
[QUOTE=dr.dray_7;30864438]anybody know how to make animations, ex. like in terrortown when you pull a knife you hunch over?[/QUOTE] There are a zillion tuts everywhere. Look on YouTube. ImBrokeRU's is the best, though.
Does anyone have a proper tutorial for rigging to the half life 2 skeleton?
[QUOTE=LtKyle2;30834871]I'm having a problem in XSI Mod Tool, how do I fix this? I don't even know how it happened. It does this whenever I try modifying the subdivisions. [/QUOTE] Anybody know how to fix this? I can't find a tutorial on youtube, etc, on how to fix this.
It's a shame no one really helps here
Could i get some help? Could someone help me port 1 or 2 models from mafia 2 and how to rig them into working cars, i will be able to pay a small fee. Add me on steam: modegg
What's the best version of Max to use for Source Engine hacks and whatnot?
Is there a pack of Face-posable Zombies that I can download somewhere? It would be really helpful if someone could send me a link or something. :v:
I'm not sure if I'm saying this right but, I'll do it. Every time I tried modelling with the blueprint, it always get in the way. Any ideas?
i have a request can you make a portal 2 glados model of garrysmod plz?
What is the meaning of such fumbling? [url=http://xs.to/photo/46768][img]http://xs.to/media/46768[/img][/url] Also, some textures are kind of fucked up. Any ideas? [url=http://xs.to/photo/46769][img]http://xs.to/media/46769[/img][/url] (I used XSI 6.0 to import it into HL2, BTW)
[QUOTE=Alien512;31013459]i have a request can you make a portal 2 glados model of garrysmod plz?[/QUOTE] [url]http://www.facepunch.com/forums/44[/url]
[QUOTE=Sie-Sveinhund;30968286]What's the best version of Max to use for Source Engine hacks and whatnot?[/QUOTE] 9, 2010, 2011, or even 2012. Though with 9 you may not have all the stuff because most modders (me included) use 2010. So if you want my advice (and you probably don't), get 2011 or 2012, because then you'll be ahead of the curve for a couple of years. [editline]10th July 2011[/editline] [QUOTE=Llewen Ebag;31016999]What is the meaning of such fumbling? [url=http://xs.to/photo/46768][img]http://xs.to/media/46768[/img][/url] Also, some textures are kind of fucked up. Any ideas? [url=http://xs.to/photo/46769][img]http://xs.to/media/46769[/img][/url] (I used XSI 6.0 to import it into HL2, BTW)[/QUOTE] You fucked up the bone structure, if that's what you meant. [url]http://www.facepunch.com/threads/851426-How-to-fix-CSS-world-models-for-HL2-Gmod-and-Smod[/url]. Also, it's missing textures. You might want to look through the .qc or the vmt for any referenced files that aren't actually there. As for the fucked up textures, that could be a fucked up UV or a fucked up texture file (does not match to UV). [editline]10th July 2011[/editline] [QUOTE=Alien512;31013459]i have a request can you make a portal 2 glados model of garrysmod plz?[/QUOTE] [QUOTE=Science;30945137]Could i get some help? Could someone help me port 1 or 2 models from mafia 2 and how to rig them into working cars, i will be able to pay a small fee. Add me on steam: modegg[/QUOTE] [url]http://www.facepunch.com/forums/44[/url] No. [editline]10th July 2011[/editline] [QUOTE=Twinkletoes;30935626]It's a shame no one really helps here[/QUOTE] I'm trying. [editline]10th July 2011[/editline] [QUOTE=Spectre1406;30985176]I'm not sure if I'm saying this right but, I'll do it. Every time I tried modelling with the blueprint, it always get in the way. Any ideas?[/QUOTE] Move the blueprint away...? I dunno, rate me boxes.
I'm getting this bug when moving the upperarm of my model. [img]http://filesmelt.com/dl/anim_bug.png[/img] Not really many ideas how to fix it. I tried reducing the weight of the vertexes under the arm but no luck. (Keep in mind I just learned the basics of weight mapping around five minutes ago). [img]http://filesmelt.com/dl/bug_weightmap.png[/img] (This is Blender, in case you haven't guessed).
I have compiling problem. Boygroups are loading fine, but when it reaches 7th bodygroup, I'm getting error: [code] ERROR: unknown command "sight.smd"" ERROR: Aborted Processing on 'Trek/bodygroup/m16a4.mdl' [/code] QC: [code] $cd "C:\Users\Win7\Desktop\bodygrouped weps\insurgency\m16a4" $modelname "Trek/bodygroup/m16a4.mdl" $model "studio" "body.smd" $bodygroup magazine { studio "mag.smd" blank } $bodygroup bolt { studio "bolt1.smd" studio "bolt2.smd" } $bodygroup sth { studio "sth1.smd" studio "sth2.smd" } $bodygroup bottomrail { blank studio "bottompanel_handguards.smd" studio "grip.smd" studio "m203_1.smd" studio "m203_2.smd" studio "m203_3.smd" studio "masterkey1.smd" studio "masterkey2.smd" } $bodygroup siderail1 { blank studio "sidepanel1_handguards.smd" } $bodygroup siderail2 { blank studio "sidepanel2_handguards } $bodygroup sight { studio "sight.smd" studio "acog.smd" studio "aimpoint.smd" studio "trijicon.smd" studio "elcan.smd" studio "eotech.smd" blank } $bodygroup fsight { studio "frontsight.smd" blank } $cdmaterials "models\Trek\bodygroup\m16a4" $cdmaterials "models\Trek\bodygroup\attachments" $hboxset "default" $surfaceprop "weapon" $illumposition 11.405 -0.773 0.365 $sequence idle "idle" fps 30.00 $collisionmodel "body.smd" { $concave $mass 0.2 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] Is there any bodygroup limit?
Feels more like you have some extra hidden charracter or something in it. Since it shows "" at the end as opposed to just " What happens when you delete that line?
Then it says [code] unknown command "acog.smd"" [/code] etc...
I think I found thge mistake $bodygroup siderail2{blankstudio "sidepanel2_handguards} Is missing the second " after the bodygroup
Okay, thanks. Now it works. I'm a dumbass.
[QUOTE=Dr. Evilcop;31032340]I'm getting this bug when moving the upperarm of my model. [IMG]http://filesmelt.com/dl/anim_bug.png[/IMG] Not really many ideas how to fix it. I tried reducing the weight of the vertexes under the arm but no luck. (Keep in mind I just learned the basics of weight mapping around five minutes ago). [IMG]http://filesmelt.com/dl/bug_weightmap.png[/IMG] (This is Blender, in case you haven't guessed).[/QUOTE] Is that area being influenced by other bones that aren't moving (namingly the clavicle and spine)?
Hey guys hoping this is the right place to ask for help. I'm trying to get into model ripping and got my hands on 3d Ripper dx but I've been trying for a good week or so now to rip a few models from Assassin's Creed and I'm getting nowhere. The annoying thing is that despite a few slight FOV issues which are fixed easily enough, everything seems to rip fine (objects, buildings etc) the only thing that dosen't is the damn characters >_< everytime they will come out 80% ruined or 90% fine but the head is utterly beyond repair. Example; [IMG]http://i.imgur.com/jkXCl.png[/IMG] Just wondering if anyone here has a solution/fix/advice for how to get it working right. Im using windows 7 64-bit, max 201064bit. Thanks.
Okay well I want to make models for the source engine (well duh!) and I was wondering what program would be good for modeling/skining. If you could answer that would be wonderful.
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