• The Facepunch Mass Effect models W.I.P megathread
    4,020 replies, posted
[QUOTE=cire992;28447203]I'm almost done with a prop pack. I've just sort of been learning how do things as I go. Here's some pictures. [MEDIA]http://img851.imageshack.us/img851/2473/2011030500001o.jpg [url]http://img703.imageshack.us/img703/8307/2011030500002.jpg[/url] [url]http://img64.imageshack.us/img64/415/2011030500003a.jpg[/url] [url]http://img13.imageshack.us/img13/8730/2011030500004.jpg[/url][/MEDIA] Lots of skingroups, a couple have bodygroups (turning screens on and off). I still want to port a couple destructible/explosive props so I can figure out how that works and finish tweaking the hologram screens (the scanlines still look a bit weird and need to scroll a little faster).[/QUOTE] I hope the textures are animated when applicable (cause that is possible with some, play with the RGB layers and such)
[QUOTE=Korro Bravin;28459160]I hope the textures are animated when applicable (cause that is possible with some, play with the RGB layers and such)[/QUOTE] All you have to use is a relatively simple proxy. Example that uses an animated detail texture [code] "VertexlitGeneric" { "$basetexture" "models/kit/weapons/SMG/kit_smg_diff" "$bumpmap" "models/haxxer/weapons/SMG_B/WPN_CR2b_Norm" "$phongexponenttexture" "models/haxxer/weapons/SMG_B/WPN_CR2b_Spec" "$phong" 1 "$phongboost" 0.1 "$phongexponent" 1 "$phongtint" "[1 .85 .85]" "$phongfresnelranges" "[.5 .85 30]" "$phongalbedotint" "1" "$detail" "models/kit/weapons/SMG/kit_smg_blend" //"$detailframe" "3" "$detailscale" "1" "$detailblendfactor" "1.25" "$detailblendmode" "5" "Proxies" { "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 12 } } "$model" 1 } [/code]
[QUOTE=cire992;28447203]I'm almost done with a prop pack. I've just sort of been learning how do things as I go.[/QUOTE] Dude, it's awesome!
Nice.
@Korro, yeah the holograms and screens are animated. I tried to get it as close as I could to the original game. I animated the basetextures to have that sort of flickering/pulsing effect you see in Mass Effect. I basically layered each hologram mesh over itself with a copy to get that sort of blurry depth effect (a lot of holomod meshes were already set up in layers). I also have a scrolling scanlines effect, but it doesn't look right, I must be using the wrong texture or something. All the graphs and text screens also scroll like they should. @Wraithcat, thanks for that, there's some useful stuff in there. I was using unlittwotexture and animating $texture2 for the holograms. Animating a detail texture is a lot more practical though, never even occurred to me. Here's some more stuff: [media]http://img402.imageshack.us/img402/511/2011030600002f.jpg [url]http://img52.imageshack.us/img52/7315/2011030600003g.jpg[/url][/media] The laptop thingy is bodygrouped with different screen setups. The rest are just sort of free-floating holograms, all animated with orange and blue skins.
Those are awesome. If you need anything with tintmaps tinting then i'll be happy to help.
More stuff. Currently there are 64 models, I'll pack them up and post them tomorrow. Here's some pics, the screens on the lab stuff are bodygrouped, most of the stuff in general has multiple skins, the silverware models have about 6-7 skins and that weird lawnmower thing (as well as the big yellow truck I posted yesterday) has a wheel-less variant (I added the tires to the wheel stool list). [media]http://img703.imageshack.us/img703/6898/2011030700001.jpg [url]http://img202.imageshack.us/img202/3037/2011030700003.jpg[/url] [url]http://img718.imageshack.us/img718/7546/2011030700004.jpg[/url] [url]http://img585.imageshack.us/img585/3122/2011030700005.jpg[/url][/media]
Can't wait!
Thanks to the genourous Tydeus, I now own ME1, and shall commence porting as soon as possible of the SR1 =D
dumb question, do you mean the exterior or the interior? I'm pretty sure I've seen you mention both at different times.
Exterior is already ported, so I assume the interior
Pretty soon you'll be able to build colonies in flatgrass. Just a couple more models left. [img_thumb]http://img402.imageshack.us/img402/1365/2011030900001i.jpg[/img_thumb]
[QUOTE=Korro Bravin;28498790]Thanks to the genourous Tydeous, I now own ME1, and shall commence porting as soon as possible of the SR1 =D[/QUOTE] :O you spelled Tydeus wrong!
[QUOTE=Tydeus;28511412]:O you spelled Tydeus wrong![/QUOTE] :suicide: SO i did... FFFFFFF... and yes, the interior, hopefully can make it a prop... hopefully...
That would be a gigantic collision mesh. Good luck though, If you need anything I have MEPC too.
[QUOTE=cire992;28513225]That would be a gigantic collision mesh. Good luck though, If you need anything I have MEPC too.[/QUOTE] Gonna try and ask Apawn in the Dark for some assistance, he is good at massive props and likes likes... though I will probally cut it down to 3-5 parts because of Source limmits... Can't help but wonder, why the heck arn't the Hubs in ME2 as wpic as ME1? man, the inside of the normandy SR1 is maddeningly excessive, so much wasted space... will be more realistically sized in my porter version...
Great thing about the Normandy model set is how flexible it is. You could make any kind of ship or space station with them, any size. When I ported the SR2 models to FO3 a couple guys started trying to make the Normandy, all of them ended up looking completely unique.
Hey guys, it's awesome to see so many talented people working on ports and models for Mass Effect/Gmod. I'm looking at learning how to create animation skeletons for all of the Mass Effect Ragdolls I have downloaded in an attempt to be able to have walking shots etc in my movies, is there any guides or folks with experience willing to help/share? 3ds max is the best way to go about this? I'm not very experienced with it so far, but no one (from what I've seen so far...aside from the occasional fix->http://www.garrysmod.org/downloads/?a=view&id=101843-> but even then...you still can't use npc animations like from NPC Scenes....some work...with no mouth opening etc) Basically I want to try to learn (or someone could assist me?) how to rig any of the many ported mass effect models to enable speech animations on them etc...whew thanks for your time -cheers
For enabling speech animations you'd have to use the choreography tool in the sdk and set up scenes essentially which you can then load in the map. Unsure if other ways are possible - but I doubt it. As animation go - well it really depends on what you plan to use - if completely custom your best bet would be working from a max biped to which you'd tie the mass effect skeleton and set those up. Alternatively if you wanted to use the hl2 anims, most of the models would have to be rerigged to the valve skeleton essentially.
Well, I've started porting the SR1, will NOT be adding the various small details because of model limitations, but it SHOULD work, at worst, it will have to be split into various parts and assembled in Gmod...
thanks for the info wraithcat, do you know of any good tutorials or ppl with advice on how to rig models to the valve skeleton? thanks!
[QUOTE=Korro Bravin;28564312]Well, I've started porting the SR1, will NOT be adding the various small details because of model limitations, but it SHOULD work, at worst, it will have to be split into various parts and assembled in Gmod...[/QUOTE] Shouldn't be a problem, you could have the ship sections as random scenery like in a TV show/movie :P just as long as theres no invisible wall preventing you from posing your dudes though :)
[QUOTE=Tydeus;28565727]Shouldn't be a problem, you could have the ship sections as random scenery like in a TV show/movie :P just as long as theres no invisible wall preventing you from posing your dudes though :)[/QUOTE] Yeh, i was thinking that too
Most of my models lack dynamic shadows, but this contains all the models recompiled and working: [url]http://dl.dropbox.com/u/7856270/models.7z[/url] I ported the majority of them back when I was new to porting and compiling, my ignorance and lack of knowledge lead to a poor quality.
Gorram TARDIS effect! fitting the SR1 to it's hull is going to be a nightmare...
You are a much braver man than I am.
I am probably going to have to re-proportion the Hull so that it suits the needs while still looking sleek and amazing... [editline]16th March 2011[/editline] [img]http://dl.dropbox.com/u/11742779/SSVNormandySR1_WIP/Exterior01.bmp[/img] Behold, the Bloated Normandy! and the cockpit starts where the N does... And it isn't taking into account the Drive Core... or hangar... ma have to cut those... Those fools at Bioware, they could have made it so much better if they reversed the stairs and made them go straight back and not under...
I might take a crack at the SR2, but I'll take a different approach. I'll get the props ported and make an actual map. I know what you mean by lego blocks with no instructions though, its a bit daunting at first. I had no trouble in Fallout though once I spent some time fiddling around with the different models.
[QUOTE=cire992;28640567]I might take a crack at the SR2, but I'll take a different approach. I'll get the props ported and make an actual map. I know what you mean by lego blocks with no instructions though, its a bit daunting at first. I had no trouble in Fallout though once I spent some time fiddling around with the different models.[/QUOTE] Well, I was going to do that, but I guess you can Since I am doing the SR1, then more people are happy at once, lol
Well, let me port the models first. There's about 234 pieces here, plus, iirc, a few duplicate/missing models and a few that need to be mirrored. Once I get done with that, I'll hand the stuff over to you.
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