[QUOTE=Biscuit-Boy;38330201]It's because they aren't finished yet, there are about 150 to 300 pieces per model and each need textures applied to them, and there are about six different materials which still need to be perfected. It'll get there, I only worked on them for a few hours last night hahaha.[/QUOTE]
Upwards of around 300? Dayum. That's a ton. For comparison, my Chrysler totals at 113 components, and I pretty much modeled everything from the seatbelts to a driver's manual in the glovebox.
Hey guys, I really hate collision models :V
Everything seems alright in here.
[img]http://i.imgur.com/BDCEU.png[/img]
But upon compile
[img]http://i.imgur.com/ceaid.png[/img]
I know the reason for this is because source doesn't like concave areas, but surely there's a workaround and I just haven't found it. Any advice?
[QUOTE=TheGoodDoctorF;38333117]Hey guys, I really hate collision models :V
Everything seems alright in here.
[img]http://i.imgur.com/BDCEU.png[/img]
But upon compile
[img]http://i.imgur.com/ceaid.png[/img]
I know the reason for this is because source doesn't like concave areas, but surely there's a workaround and I just haven't found it. Any advice?[/QUOTE]
Most people will make them from scratch for less stupidity (I mean it's cool it does it automatically but it's generally pretty poor) and I believe you'd be able to combine multiple convex objects together to create something much more plausible.
TheGoodDoctor, firstly, make sure you are compiling with $concave in your physics model's properties.
Secondly, you need to select every individual mesh piece in your physics object mesh, and assign them all to smoothing group one.
Off the top of my head, that should be all you need to do to make a concave physics model.
I did create this from scratch. Wallworms tool straight up doesn't work for me (or at least incredibly poorly). I just created a box, detached the elements and moved the verts. Each box is it's own convex element, yet on compile my collision model looks like this.
[editline]5th November 2012[/editline]
I forgot the smoothing group. I'll give that a try. I have $concave turned on, but that didn't seem to do it. I'll get back to see if the smoothing group changes anything.
[editline]5th November 2012[/editline]
The smoothing group didn't fix anything. Still won't give me a concave collision ingame.
I'm sorry, I got it reversed.
Put each box in its [b]own[/b] smoothing group.
Here's a thread I made about this exact issue, with a solution posted at the bottom.
[url]http://facepunch.com/showthread.php?t=1202732[/url]
Each box needs its own smoothing group and at least a texture applied (doesn't need to be anything you need to include or make a vmt for). Also, they don't have to be attached, as long as you export them together, and the .qc needs $concave in the $collisionmodel properties (same area where you define mass and such).
Yeah, sorry, I saw the coll and I assumed it was one of the terrible autogenerated ones from Wallworm's kit.
Edit:
Almosssstt theeeeereee
[img]http://puu.sh/1mUNY[/img]
I accidentally merged a few small bits like some buttons and wires that were supposed to have a little color but why the fuck was each individual button on the console a separate object jesus
I'm still not getting a concave collision model and I have no idea why at this point. I'll keep trying and come back when I find something that works.
[img]http://puu.sh/1mW5M[/img]
It's done but it looks like some of the UV is pooped in places, not sure if it's just marmoset or not, but uh...I'm afraid it could be too high poly for source. Which means I have to start all over on a lower detail version :(
[img]http://puu.sh/1mW7V[/img]
-everything did seem a a little off-
[QUOTE=More Ragtime;38335056][thumb]http://i.imgur.com/j9w0B.png[/thumb]
now for the texturing[/QUOTE]
Haha, I think you have the wrong thread. You want [url]http://facepunch.com/showthread.php?t=1160592[/url]
[QUOTE=Biscuit-Boy;38334989][img]http://puu.sh/1mW5M[/img]
It's done but it looks like some of the UV is pooped in places, not sure if it's just marmoset or not, but uh...I'm afraid it could be too high poly for source. Which means I have to start all over on a lower detail version :(
[img]http://puu.sh/1mW7V[/img][/QUOTE]
It's not too high poly, you're just going to have to use more than one reference mesh for it to compile. If you want help compiling it I can talk to you on skype or something if you PM me
yeah, rigging is certainly not for me, sweet jebus.
I was trying to port a model from Overgrowth and put it onto the Valve skeleton (so it could be used as a player model, mainly). I just spent the last hour fucking with the weights and..oh god HOW DO YOU PEOPLE DO IT?
I could use the skeleton from the game as I got it out of Blender but it defeats the purpose for me as I really just want to use it as a player model for myself :x
Got about as far as this before saying fuck it
[t]https://dl.dropbox.com/u/8664592/ShareX/2012-11/2012-11-06_00-17-50.png[/t]
I fixed some weighting on the head and then started on the middle body before ragequitting.
dear lord, doing this whole thing per-vertex? I don't have the patience.
I apologize for the meme shit but I just had to post this...
It is the BF3 G36C... just look
[img]http://i46.tinypic.com/2r57msx.jpg[/img]
I thought they had military advisors :l
It's probably a little joke the texture artist slapped on for laughs.
I hope so... cause this.... I don't know...
I hear they outsource model and texture art nowadays, might have been done in some sweatshop where they were just told to replicate the images they were given.
Anyone who needs military advisors to tell them that the military don't use airsoft guns that shoot real bullets has gone somewhere horribly wrong in their life.
It's just a joke from the texture artist.
Ugh, an hour later and I've forgotten how to write a frickin' QC since I upgraded computers at the end of summer and no matter what I try there's no escape from 'EXCEPTION_ACCESS_VIOLATION" land. I'm going to be having nightmares.
Also turns out there are 17 separate materials lol.
Finally decided to finish this.
[media]http://www.youtube.com/watch?v=k55ErcWHov4[/media]
Literally all I had to do was re-rig the trigger and hammer. Somehow they managed to get rigged to the chamber when I added the flip joint.
Not featured in the video is the fact that all the bullets are bodygrouped. You can toggle each bullet, allowing for any combination of bullets in the chamber.
Going to be working on a Gmod tool that will allow for the manipulation of these cinematic joints. The tool will be generalized and will allow anyone to make models that take advantage of the functionality. Making models adhere to the standard for the tool will be simple: Simply name any joint you want to be usable by the tool with the prefix "joint.*"
For example, if you have a joint that you want to show up as "Revolver Chamber Rotate" in the tool's UI, you would name the joint "joint.revolver_chamber_rotate". That's all that developing models to work with the tool will require.
Once the tool is made and working, I will release it with this gun. In the meantime, I will begin work on the Bastard Gun.
[QUOTE=Lt_C;38333610]Each box needs its own smoothing group and at least a texture applied (doesn't need to be anything you need to include or make a vmt for). Also, they don't have to be attached, as long as you export them together, and the .qc needs $concave in the $collisionmodel properties (same area where you define mass and such).[/QUOTE]
so THAT's what i've been doing wrong all this time
thank you Lt_C now my prop collision models won't suck no more
[QUOTE=Rinfect;38337551]Got bored and did some Payday the heist masks
[t]http://puu.sh/1n0QS[/t]
[t]http://puu.sh/1n0Rz[/t]
[t]http://puu.sh/1n0Sj[/t][/QUOTE]
nice but where is the hoxton beef mask ?
[QUOTE=Rinfect;38337551]Got bored and did some Payday the heist masks
[t]http://puu.sh/1n0QS[/t]
[t]http://puu.sh/1n0Rz[/t]
[t]http://puu.sh/1n0Sj[/t][/QUOTE]
Where are You downloaded Max Payne model?
[QUOTE=MrGameboy2012;38339958]Where are You downloaded Max Payne model?[/QUOTE]
What?
[QUOTE=Rinfect;38340697]are you ever gonna release this, is it even in source?[/QUOTE]
Nope.. just a render... as usual.
[QUOTE=EBITUSA16;38340660]Diffuse/Spec/Gloss/Normal
[img]http://i47.tinypic.com/2aaboe0.jpg[/img][/QUOTE]
How did you get normal maps on the models? What I get, is only diffuse, specular and AO.
[QUOTE=pvt.jenkins;38340797]Nope.. just a render... as usual.[/QUOTE]
It's called a WIP thread, not a release thread, quit whining.
@Trek
Most weapons use the same normal with minor damage detail, since the weapons have a lot of polys, not really necessary to have a "baked" normal map. In some cases the weapons will use a gloss map, which is in the "blue" channel of the pink/red/blue maps (where the spec and AO is stored). From what I've figured out anyway, can be said for this .44;
[IMG]http://i49.tinypic.com/258pi0g.jpg[/IMG]
Black seems to cover the metal and white covers plastic/fabric
Basic normal;
[IMG]http://i48.tinypic.com/fcmqt5.jpg[/IMG]
Gloss / Spec;
[IMG]http://i48.tinypic.com/dc4hgg.jpg[/IMG] [IMG]http://i45.tinypic.com/net3fd.jpg[/IMG]
Most of the time though the blue channel is a separate AO map for optics and other attachments ;)
Also why you guys are reading this & if you haven't figured it out already, [B][U]I HIGHLY suggest[/U][/B] you import the .dds files through vtf edit and export as a TGA, direct import of the .dds into max will screw up the colors...
If I can get someone to help me compilen QC I'll gladly start porting these to make up for all my flaunting. And importing DDS also crashes Marmoset haha, apparently not a friendly format.
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