[QUOTE=FloaterTWO;24788427]Release them for great justice.
And LOOK WHAT HAXXER DID FOR ME
[media]http://www.youtube.com/watch?v=B1KxZlsUJaQ[/media]
He also did some omega doors, too. Anyone know how to rip sounds?[/QUOTE]
So, could I get the model/textures of this nice door? Uncompiled please, heh... in 3ds or some format Milkshape can read.
[QUOTE=Korro Bravin;25224488]So, could I get the model/textures of this nice door? Uncompiled please, heh... in 3ds or some format Milkshape can read.[/QUOTE]
I would like this also :P
They're not hard to find. They're in BioA_Nor-something. Look around, you can't miss them.
weapons pack overhaul anyone?
Why would they need an overhaul?
All the weapons are ported in folded and unfolded versions in good quality. They don't need redoing or fixing.
God dammit, now that I've visited this thread I suddenly have the urge to start a new file.
[QUOTE=Haxxer;25242101]They're not hard to find. They're in BioA_Nor-something. Look around, you can't miss them.[/QUOTE]
That wont be readily set up to be used as a door in source though :P
[QUOTE=Silver Spirit;25249882]That wont be readily set up to be used as a door in source though :P[/QUOTE]
Yeah well that's up to floater if he wants to release them.
I tried to put the helmets on the headhacked HL2 civilians (which I put onto the N7 armor), but it didn't fit. I was originally planning to have them bodygrouped, but that doesn't work. I have three options:
- Scale the body, but fuck up the proportions
- Make them two models, non-helmeted and helmeted, and deleting some of the polygons on the heads on the helmeted to make it "fit"
- Scrap helmets totally
[QUOTE=Silver Spirit;25249882]That wont be readily set up to be used as a door in source though :P[/QUOTE]
Umodel + 3DS Max + Actor X Importer + GUIStudioMDL = Successful Port.
It's not that difficult if you know the very basics of 3DS Max and writing a QC. You can even use other modeling programs like Milkshape if you need to. Milkshape supports PSK and PSA if I recall correctly, and Umodel exports textures to TGA format, so that's not an issue.
[QUOTE=Haxxer;25252215]Yeah well that's up to floater if he wants to release them.
I tried to put the helmets on the headhacked HL2 civilians (which I put onto the N7 armor), but it didn't fit. I was originally planning to have them bodygrouped, but that doesn't work. I have three options:
- Scale the body, but fuck up the proportions
- Make them two models, non-helmeted and helmeted, and deleting some of the polygons on the heads on the helmeted to make it "fit"
- Scrap helmets totally[/QUOTE]
option 4 make a flex to scale the head in the needed areas using soft select
Hmh, clever. Thanks.
[editline]09:10AM[/editline]
But I use the civilian heads from Hl2, I didn't make the flexes
Just have a helmeted and a non helmeted then
[QUOTE=FloaterTWO;25249176]Why would they need an overhaul?
All the weapons are ported in folded and unfolded versions in good quality. They don't need redoing or fixing.[/QUOTE]
yes well you see, the pack with all the main weapons is broken. all the materials wont show and i get black and white checkers.
this is dt mechs pack im talking about
Mine work fine, i think dtmech's pack is screwing up because of parts of it dissapearing/links breaking.
I'll upload the ones i have later.
[QUOTE=nubblecakes;25260577]Umodel + 3DS Max + Actor X Importer + GUIStudioMDL = Successful Port.
It's not that difficult if you know the very basics of 3DS Max and writing a QC. You can even use other modeling programs like Milkshape if you need to. Milkshape supports PSK and PSA if I recall correctly, and Umodel exports textures to TGA format, so that's not an issue.[/QUOTE]
That's kinda insulting, as you know i'm quite capable of porting models ¬.¬ (and was one of the earlier people to port UT models with UModel).
What I mean is that he's already done all the stuff to get it working as the function its for, i've not done much with stuff thats to be used with lua as entities, so I was hoping to see how they'd done it so I can learn.
There's no Lua in that door. Just the animation and some work in Hammer.
[QUOTE=Haxxer;25272440]There's no Lua in that door. Just the animation and some work in Hammer.[/QUOTE]
I didn't say it used lua i said it's set up in such a way it could be (or at least i'd assume it could, as the other doors are set up primarily as hammer props),
A better question would be, Why re-port it if someone has already done so and put it successfully into source? Seems like time that can be spent else-where porting other items...
[QUOTE=Silver Spirit;25272184]That's kinda insulting, as you know i'm quite capable of porting models ¬.¬ (and was one of the earlier people to port UT models with UModel).[/QUOTE]
Wasn't trying to be negative about it. If you know how to do UE3 porting, then you know how [I]easy[/I] it is to port props from the engine. If you can find the right archive then that's all you need bro.
I might actually go for it. ME2 has awesome doors.
[QUOTE=Korro Bravin;25272701]A better question would be, Why re-port it if someone has already done so and put it successfully into source? Seems like time that can be spent else-where porting other items...[/QUOTE]
If they are not willing to release it then you might as well re-port it if you want it for yourself.
[editline]04:04PM[/editline]
Haxxer, does that door model have collisions at all, or is it just a simple prop_dynamic without a collision model? If I recall, making collision models animate with the mesh is a pain in the ass.
[QUOTE=Korro Bravin;25272701]A better question would be, Why re-port it if someone has already done so and put it successfully into source? Seems like time that can be spent else-where porting other items...[/QUOTE]
cause maybe your version could be different then the one currently ported? :3
[QUOTE=Silver Spirit;25272184]That's kinda insulting, as you know i'm quite capable of porting models ¬.¬ (and was one of the earlier people to port UT models with UModel).
What I mean is that he's already done all the stuff to get it working as the function its for, i've not done much with stuff thats to be used with lua as entities, so I was hoping to see how they'd done it so I can learn.[/QUOTE]
Don't need to take it offensive.
[QUOTE=nubblecakes;25273405]Haxxer, does that door model have collisions at all, or is it just a simple prop_dynamic without a collision model? If I recall, making collision models animate with the mesh is a pain in the ass.[/QUOTE]
You're perfectly right, I just included the model with its animations and (I think) Floater just used a toggle-able player clip brush in hammer.
I didn't even get as far as that, i hadn't quite sussed out how i was going to do that yet.
I think two horizontal clip blocks tied to func_door that separate from each other vertically at relatively the same speed as the door's animation would be sufficient enough. It's wonky but effective at keeping shit from going through the door when it's not open. You could just make 4 separate blocks that open the same way as the door model, but that's a bit more work.
Alternatively, just have the doorway covered in a big clip brush that disables when the door's open animation finishes, and enables when the close animation starts. The problem with that is players could easily get stuck.
[QUOTE=nubblecakes;25277943]I think two horizontal clip blocks tied to func_door that separate from each other vertically at relatively the same speed as the door's animation would be sufficient enough. It's wonky but effective at keeping shit from going through the door when it's not open. You could just make 4 separate blocks that open the same way as the door model, but that's a bit more work.
Alternatively, just have the doorway covered in a big clip brush that disables when the door's open animation finishes, and enables when the close animation starts. The problem with that is players could easily get stuck.[/QUOTE]
Not if it is activated by proximity... as long as the player is still a distance away, it would remain open... Or set it to a switch, then they HAVE to be outside the door's closing area before it closes.
Oh right, I forgot about the proximity thing. Yeah that definitely fixes that little issue.
Haxxer, the bump just lit up like a Christmas tree! All silliness aside don't let this die, we need more ME stuff.
its not dead just cause there isnt any posts, just means we are working but not posting...well at least I think anyway
Yeah.
when is the mass effect weapons fix ready
floater two said to me he would send me some working files
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