I keep thinking of it but i'm too lazy to actually finish anything.
Oooo~ The hotel at omega when you recruit Garrus ooo that would be sweet (:
[QUOTE=yeIIow jumpsuit;29482573]Oooo~ The hotel at omega when you recruit Garrus ooo that would be sweet (:[/QUOTE]
I agree, but right now we need to focus on what we are all busy with... so it will have to wait...
[QUOTE=Korro Bravin;29491008]I agree, but right now we need to focus on what we are all busy with... so it will have to wait...[/QUOTE]
Well hopefully someone else will step up and make some maps cause frankly them in the maps that exist kind of look out of place
how do you think we should port over the maps, perhaps?
Remaking them entirely in hammer using some ported props is the only really good way to do them. Making them soley out of ported props would look awful, since the lighting would be hard to recreate like that.
Now i actually know where the world geometry textures are located in the ME2 files, i might have a serious attempt at making a mass effect map, once i've got some free time.
Its almost time for a new prop pack, look.
[media]http://img585.imageshack.us/img585/8286/2011033100005.jpg
[url]http://img560.imageshack.us/img560/2975/props31.jpg[/url]
[url]http://img541.imageshack.us/img541/7734/props32.jpg[/url][/media]
Miranda is kinda wtffingerposing right now, but she's almost done.
[img_thumb]http://img222.imageshack.us/img222/672/mirandaingame.jpg[/img_thumb]
Kaiden is ready whenever Ash is, though honestly, those Salarians are ten times more important imo.
Damn fine work on those props, can't wait.
Some swell work on Miranda too, looks very nice.
I'm assuming Kaiden is turning out great, too.
And holy hell...SALARIANS!!
Lol by any chance will the new prop pack have prothean stuff ? or do the kasumi dlc with libertys head (:
Kaidan is my love. Can't wait for him. :v:
Looks great. The thing I like about ME props is that they are nice to use in Space Build.
I fixed the fingers on the salarians, but issues seemingly out of my control arose, where the finger posing tool would select the right hand regardless which hand I chose.
Also, Korro, you ought to learn how to create proper eyeposing.
[QUOTE=Haxxer;29545516]I fixed the fingers on the salarians, but issues seemingly out of my control arose, where the finger posing tool would select the right hand regardless which hand I chose.
Also, Korro, you ought to learn how to create proper eyeposing.[/QUOTE]
Awesome, thanks! And I know... every time I try, it eats itself, or is able to see time...
^ Get the y axis position for qc eyes from the side of the eyeball, not the front. Always happens to me.
oi korro, tip from higher ups (wraithcat)
remove $hboxset "default" on line 103
Just a couple more tweaks for Miranda. She'll have 3 skins plus the dlc armor.
[img_thumb]http://img810.imageshack.us/img810/6729/2011050200002.jpg[/img_thumb]
[QUOTE=Haxxer;29581173]oi korro, tip from higher ups (wraithcat)
remove $hboxset "default" on line 103[/QUOTE]
That'l fix the fingers?
Cire, damn nice work on Miranda. Looking really swell.
[QUOTE=Korro Bravin;29582421]That'l fix the fingers?[/QUOTE]
Will fix the fact that only the right hand is fingerposeable
[QUOTE=wraithcat;29592108]Will fix the fact that only the right hand is fingerposeable[/QUOTE]
Indeed it did! thanks! Will release when i get the joint constraints fixed.
okay, so since I wanted to see if I can figure things out too, I started working on Jack. I'm a total noob here and totally in the beginning stage so I hope it's okay if I still ask some questions here. I exported my Jack-model into an SMD file and now I am using the GUIMDL.exe to compile it. But I get the error message "ERROR: short conversion out of range 36702" which I looked up and it said, that my LOD is too high. So i went back into 3DS Max and used the Optimize Modifier to reduce some vertices. But it's still too big. But if I change more here, the details get so screwed up, that it looks horrible. Any idea what I can do here?
That doesn't seem right, there's no way she's too high res to be compiled, no mass effect models are, and besides, plasmid porter her before. How did you do the physmodel? Also, what changes did you make to the skeleton?
[QUOTE=cire992;29599337]That doesn't seem right, there's no way she's too high res to be compiled, no mass effect models are, and besides, plasmid porter her before. How did you do the physmodel? Also, what changes did you make to the skeleton?[/QUOTE]
i didn't find her anywhere and I was looking into the porting so I started with her. I basically just imported the psk-file (for body and head) into 3DS Max, applied the textures then exported it into an SMD file. I didn't make any changes to the skeleton.
Try deleting the god and root bones and connecting the lower back bone to the pelvis. I can't imagine that could be causing that error though, what does your qc file look like?
[url]http://www.garrysmod.org/downloads/?a=view&id=101843[/url] here's plasmid's Jack. If nothing else, it proves that there's nothing wrong with the model.
[QUOTE=cire992;29601347]Try deleting the god and root bones and connecting the lower back bone to the pelvis. I can't imagine that could be causing that error though, what does your qc file look like?
[url]http://www.garrysmod.org/downloads/?a=view&id=101843[/url] here's plasmid's Jack. If nothing else, it proves that there's nothing wrong with the model.[/QUOTE]
thanks for the link. I tried deleting the bones but it didn't solve the problem. I don't know where I have gone wrong here. It's strange. So I tried a different model to see if it works in general. I tried Grunt and he works fine. Compiling without any errors. I must have missed one step in 3DS Max for Jack. Hm....anyway, thanks for the help, I'm sure, I can figure it out some day. I'll keep working on it.
Well, I have reached an impasse with the Normandy, if someone wants to make the physics model for it, I can send you the smd... I really don't have time any more... too much to do...
[img]http://dl.dropbox.com/u/11742779/GmodScreenies/gm_garbage0000.jpg[/img]
[img]http://dl.dropbox.com/u/11742779/GmodScreenies/gm_halo3_foundry_v20000.jpg[/img]
[b]CRITICAL MISSION FAILURE[/b]
[img]http://dl.dropbox.com/u/11742779/GmodScreenies/gm_halo3_foundry_v20001.jpg[/img]
[b][i]Arrival DLC, much more difficult than originally thought...[/i][/b]
i would totally love to volunteer but I am the absolute noob and would have no idea what to do -.- I would love to try though because I am still working my way through the whole process of porting and all that. if you don't mind that is. ....
alright, Salarians are DONE, if someone wants to do poses with them for the Gmod.org release, i'll put it on my dropbox.
[i][url=http://dl.dropbox.com/u/11742779/GarrysModDownloads/%5BMassEffect%5D%20Casual%20Salarians.zip]Unofficial Release[/url][/i]
[QUOTE=cire992;29601347]Try deleting the god and root bones and connecting the lower back bone to the pelvis. I can't imagine that could be causing that error though, what does your qc file look like?
[URL]http://www.garrysmod.org/downloads/?a=view&id=101843[/URL] here's plasmid's Jack. If nothing else, it proves that there's nothing wrong with the model.[/QUOTE]
You mean S-Low's. He's in another realm when it comes to clean porting.
[QUOTE=Korro Bravin;29782583]alright, Salarians are DONE, if someone wants to do poses with them for the Gmod.org release, i'll put it on my dropbox.
[i][url=http://dl.dropbox.com/u/11742779/GarrysModDownloads/%5BMassEffect%5D%20Casual%20Salarians.zip]Unofficial Release[/url][/i][/QUOTE]
yay, thank you. great job. they work fine. only thing that's not working for me is the "look right" option in the face poser.
[QUOTE=J4N3;29792875]yay, thank you. great job. they work fine. only thing that's not working for me is the "look right" option in the face poser.[/QUOTE]
Really? worked fine for me... hmm
Sorry, you need to Log In to post a reply to this thread.