• The Facepunch Mass Effect models W.I.P megathread
    4,020 replies, posted
Well, with gmod we can revive her :smile:
[QUOTE=Evil-Ash;35317059]Awesome! For the next, can you also port this one? [img]http://i713.photobucket.com/albums/ww135/yana_tsitova/Mass%20Effect/Kelly%20Chambers/MassEffect22010-04-2215-00-27-30.jpg[/img] You or someone other.[/QUOTE] Kinda hard due to her not having a modelled unique face.
[QUOTE=bloocobalt;35317085]If you do it a certain way it can look better than alphatest, like what I did with Rosa and Jill.[..] (the fade isn't perfect, but it's a hell of a lot better than using just alphatest!)[/QUOTE] Wow. Judging by the looks of Jill and Rosa, this is the perfect solution. Thanks for the tip.:smile:
[QUOTE=Irockz;35317615]Kelly died in my ME2 suicide run, so that picture was a little depressing.[/QUOTE] Not if you decided to go through the relay immediately after the collectors captured everyone.
[QUOTE=bloocobalt;35317085]If you do it a certain way it can look better than alphatest, like what I did with Rosa and Jill. Keep translucency, but you should try tweaking it a bit. Method I used to fix source's bug with translucency: Copy hair mesh in model program, flip normals, apply a different hair texture that will have alphatest applied, use nocull on it. On the original hair mesh, keep translucent texture applied and make sure that does not use nocull in it's vmt. Export both hair meshes together, in-game it should be solid, not disappear with lamps and retain it's smooth edges. (the fade isn't perfect, but it's a hell of a lot better than using just alphatest!)[/QUOTE] I do the exact same thing, except that I shrink the alphatest textured mesh the tiniest bit, so that you actually get some extra visible hairstrands and whatnot. All in all, transparency blows pretty hard in Source, we shouldn't have to result to such crude means.
Id like to ask a question: Are the hologram effects of the illusive man, hackett and Anderson a texture? I like the effect in game and wondered if itd be possible to port them like that.
The holograms are done by ingame shaders, so it'd be hard to port them since you'd have to try to recreate that. That'd be difficult without it looking like shit in source, though. Especially if you wanted to have faceposing/eyeposing and such, since the transparency would make them look like any other model you set to be slightly invisible with the color tool.
is there any reapers, turrets or drones
[QUOTE=MSV Majesty;35325401]is there any reapers, turrets or drones[/QUOTE] Patience, they will come when they are released by the generous ladies and gentlemen of these forums.
[QUOTE=FloaterTWO;35325210]The holograms are done by ingame shaders, so it'd be hard to port them since you'd have to try to recreate that. That'd be difficult without it looking like shit in source, though. Especially if you wanted to have faceposing/eyeposing and such, since the transparency would make them look like any other model you set to be slightly invisible with the color tool.[/QUOTE] I see, its a shame. But what can ya do? Thanks for the response and thanks to everyone working.
The weapon fold animations are pretty broken so i can't port folded up versions of the guns. [img]http://dl.dropbox.com/u/9988278/fuckd.jpg[/img] [img]http://dl.dropbox.com/u/9988278/broke.jpg[/img] I'm gonna try using the ME2 animations instead. The new guns that aren't in me2 suck dicks so i'll try porting those without bodygroups.
Try using these settings for the .psa's when your trying to import them. If you don't set the Transition Mode to Force Aminset translation it comes out fucked up. [img]http://filesmelt.com/dl/orly4.png[/img]
Finally finished. [url]http://facepunch.com/threads/1173938?p=35360677#post35360677[/url]
[img]http://dl.dropbox.com/u/9988278/cs_assault0010.jpg[/img] [img]http://dl.dropbox.com/u/9988278/cs_assault0009.jpg[/img] These are pretty done so far. [QUOTE=Senscith;35360069]Try using these settings for the .psa's when your trying to import them. If you don't set the Transition Mode to Force Aminset translation it comes out fucked up. [img]http://filesmelt.com/dl/orly4.png[/img][/QUOTE] I hoped there was a way to port the folded ones, thank you.
[QUOTE=Norpo;35360688]Finally finished. [url]http://facepunch.com/threads/1173938?p=35360677#post35360677[/url][/QUOTE] Looks cool and all, but did you fix the finger bone orientation? Watch this tutorial I made a while back (ignore my annoying accent): [url]http://www.youtube.com/watch?v=3CLyYMNypqA[/url]
Yo Haxxer, are you gonna take my customizable Quarian request?
[QUOTE=Haxxer;35361021]Looks cool and all, but did you fix the finger bone orientation? Watch this tutorial I made a while back (ignore my annoying accent): [url]http://www.youtube.com/watch?v=3CLyYMNypqA[/url][/QUOTE] Genius. I <3 you.
[QUOTE=elite rider;35361147]Yo Haxxer, are you gonna take my customizable Quarian request?[/QUOTE] Nope, not really interested.
Oh... Well then i hope someone else will...
So, just suddenly felt like porting some models, and I thought I might as well post something in this thread. [t]http://cloud.steampowered.com/ugc/577826127582106713/94B1255970A134AA708917810C0276832EBD2940/[/t] The result of 2 days of porting "Experience", still can't get some QC stuff working, and I won't even dare touching rigged ragdolls yet, but its a start. Guess I'll release it once it's actually proper, unless someone else beats me to it (Or has already) Problem is mostly that I have to use 3DSMax and WallWorms model tools, while I have been slightly educated in Maya, and I don't know anything about 3DS. [editline]Stuff[/editline] And I can't for the life of me find the Dreadnought or a Turian ship, the dreadnought in the first part of the game or hackett speech does seem like models, but I can't find them in any archive, same with the Turian ship in Hackett's speech.
The problem with a lot of the ships is that they're only seen in the cinematics and nowhere else. We're not gonna be able to port the asari ships or the alliance fighter pilots along with a ton of other stuff that would've been cool to have.
Me and Floater are slowly working through the weapons in mass effect. Hopefully we'll have a pack ready for you guys soon enough.
[img_thumb]http://dl.dropbox.com/u/9988278/A%20FUCKLOAD%20OF%20GUNS/nt_isolation_ctg0004.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/9988278/A%20FUCKLOAD%20OF%20GUNS/nt_isolation_ctg0002.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/9988278/A%20FUCKLOAD%20OF%20GUNS/nt_isolation_ctg0000.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/9988278/A%20FUCKLOAD%20OF%20GUNS/nt_isolation_ctg0006.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/9988278/A%20FUCKLOAD%20OF%20GUNS/nt_isolation_ctg0008.jpg[/img_thumb] Lots and lots of guns. Some by me, most of them by Haxxer. All of them with lovely bodygroups. More on the way.
Just to put into perspective how brave hax and floater are, there are roughly a shitload of guns in ME3: [IMG]http://img542.imageshack.us/img542/4811/gunso.jpg[/IMG] Even importing them all into max takes awhile, these guys are porting them to garrysmod. Really good work.
[QUOTE=cire992;35365214]Just to put into perspective how brave hax and floater are, there are roughly a [B]shitload[/B] of guns in ME3.[/QUOTE] Is that metric or imperial?
We're not doing attachments FYI, that would take way too much time. They have different scales, no rigging (so we have to manually position all of the attachments) and there is a lot of them. Floater said he might port them separately later, but we won't be doing it for this pack. [editline]31st March 2012[/editline] [QUOTE=lonefirewarrior;35365269]Is that metric or imperial?[/QUOTE] Both.
We have a big ol' list of weapons that we're slowly working through, i doubt we've even scratched it yet. If bloocobalt doesn't beat me to it, i'll port the weapon mods too. As seperate props, though. Bodygrouping that shit would take forever.
^ Yeah, easier just to weld shit together. Badass work though, nonetheless.
Floater, Haxxer, great job to the both of you. I mean, you and everyone else don't have to release anything you port to Gmod, yet you do a lot of hard work to release them to people. Fantastic job, gentlemen.
[QUOTE=cire992;35365352]^ Yeah, easier just to weld shit together. Badass work though, nonetheless.[/QUOTE] Prop resizer tool makes them easy to use on anything, plus they're cool props on their own. And i borrowed your image to show what progress we've made. [img_thumb]http://dl.dropbox.com/u/9988278/A%20FUCKLOAD%20OF%20GUNS/gunzchart.jpg[/img_thumb] Green line through = ported. I crossed out the white mattock since i assume it's just a custom skin you did. I erased everything i saw duplicates of so it's easier to keep track of what we've done. The reaper blackstar is being dumb at the moment since it keeps rotating, and a few things i ported to learn how to do bodygroups and as a result are kind of broken compared to the stuff we have at the moment, but they'll get re-done tomorrow or something.
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