• The Facepunch Model Ports and Hacks WIP Thread V2
    5,398 replies, posted
[QUOTE=minson97;39157846][img]https://dl.dropbox.com/s/oeyt33elnq5clvk/har01.jpg[/img] [img]https://dl.dropbox.com/s/uuegj0gdsaka9b5/har02.jpg[/img] finished other bodys[/QUOTE] can't wait to make many sex poses with Merle Dixon his voice is like rubbing gravel on my genitalia
so, anyways is there any plug-ins i should be looking for in V.2012?
[B]If JC Did not exist for GoldSRC, It would be necessary to create him..[/B] [img]http://i.imgur.com/Z89NK.png[/img] (possibly coming to gmod if i ever learn to correctly make source models and yes i am aware parts of him don't line up to the skeleton, he's not fully rigged yet) [editline]10th January 2013[/editline] i am having a ginormous problem with him though, although i have no clue how to describe it. basically when i move the parts of any other model about it causes this hard-to-explain "stringy-cheese" effect where the vertices of the model distort to connect with the moved part, whereas with JC this doesn't happen, meaning there are massive gaps in his model when he moves about.
[QUOTE=Roger Waters;39167459][img]http://i.imgur.com/Z89NK.png[/img][/QUOTE] The Bomb !
[QUOTE=mat500;39167946]a bomb![/QUOTE] what a shame
So whenever I try to compile it using this Wall Worm thing for my 2013 version of Max (It says it works for 13) I get this error [img]http://i.imgur.com/BBFcO.png[/img] Any ideas on how to fix that?
give Wall Worm the boot and do it with .SMDs and a .QC
[img]http://gyazo.com/c5791ad1a94f6f3c73bd8b147915e9de.png?1357847256[/img] [img]http://gyazo.com/ec613ee83f3dc97d4c78e61672c6c88b.png?1357847400[/img] [img]http://gyazo.com/08b1f1283d9c3c70566f7ae3749826a9.png?1357847487[/img] [img]http://gyazo.com/0ec8de5cf1e3c7a1e275907e8d8eb34c.png?1357847693[/img]
[img]https://dl.dropbox.com/s/ausrrebqfvsj8ep/gm_construct0017.jpg[/img] [img]https://dl.dropbox.com/s/hy6so5inq71dq2o/poster2.png[/img]
Mr shades.
[QUOTE=Joazzz;39169927]give Wall Worm the boot and do it with .SMDs and a .QC[/QUOTE] What do you mean? Also, I read that it has to do with a certain amount of triangles something can have. . . or polygons or something that the source engine can use. How do I scale it down? It's the NS2 Marine Assault Rifle that I showed earlier.
the .QC/.SMD thing is the usual way to compile Source models. simply put, it's about running the .QC code file through a compiler program, which assembles the reference.smd, the physicsmodel.smd and the ragdoll.smd (optional) into one Source model. model parameters are defined by and written in the .QC file. look it up or ask someone because i can't explain things too well about the poly count, well, the rifle doesn't look that high-poly. can we see a wireframe?
[img]http://i.imgur.com/StTro.png[/img]
Why rip it. Why not get the NS2 SDK and just extract it.
I don't know what that means. . . I literally JUST started doing this stuff.
[QUOTE=minson97;39171500] [img]https://dl.dropbox.com/s/hy6so5inq71dq2o/poster2.png[/img][/QUOTE] Is that...John McCain?
[QUOTE=Prototype556;39173359]I don't know what that means. . . I literally JUST started doing this stuff.[/QUOTE] Natural Selection 2 Development Kit. I'm pretty sure it has to tools to import/export models into the game (Since people are able to do reskins and stuff in the workshop so). you can find it on their website if I remember rightly.
-ninjas rule the jungle-
[QUOTE=itak365;39173412]Is that...John McCain?[/QUOTE] Nah it's Ed Harris
I spent entirely too much time with the jigglebones. Bethany here currently has 16 jigglebones: one for each breast, one for the belt loop, one for the pouch, and twelve for her hair. Unfortunately, her hair jigglebones need some serious recalibration. They behave very erratically. Everything else behaves more or less okay. [media]http://www.youtube.com/watch?v=W4JBzyPtw08[/media] Copied directly from the video description: [i]Video showing off my work-in-progress Bethany Hawke (from Dragon Age 2, picked entirely at random; just so happens to be Varric's embellished version of her) puppeting Half-Life 2's Alyx doing a handful of animations. First half of the video is a simple walk cycle, showing off all of her jigglebones (hair, pouch, belt loop, and yes, breasts) and how she behaves under the various deformations. Second half is various animations. As mentioned, she is very work in progress. I am aware of, and currently working on, the following things: - Hair jigglebones behaving erratically - Chain skirt deforming horrifyingly - Missing eyes Her fingers are not moving in this video because I did not feel like puppeting an additional 30 bones. She does have fingerposing, however.[/i] I am currently taking a break from working on the jigglebones and her rigging, and am finishing up her flexes.
[QUOTE=Gmod4ever;39173994]I spent entirely too much time with the jigglebones. Bethany here currently has 16 jigglebones: one for each breast, one for the belt loop, one for the pouch, and twelve for her hair. Unfortunately, her hair jigglebones need some serious recalibration. They behave very erratically. Everything else behaves more or less okay. [media]http://www.youtube.com/watch?v=W4JBzyPtw08[/media] Copied directly from the video description: [i]Video showing off my work-in-progress Bethany Hawke (from Dragon Age 2, picked entirely at random; just so happens to be Varric's embellished version of her) puppeting Half-Life 2's Alyx doing a handful of animations. First half of the video is a simple walk cycle, showing off all of her jigglebones (hair, pouch, belt loop, and yes, breasts) and how she behaves under the various deformations. Second half is various animations. As mentioned, she is very work in progress. I am aware of, and currently working on, the following things: - Hair jigglebones behaving erratically - Chain skirt deforming horrifyingly - Missing eyes Her fingers are not moving in this video because I did not feel like puppeting an additional 30 bones. She does have fingerposing, however.[/i] I am currently taking a break from working on the jigglebones and her rigging, and am finishing up her flexes.[/QUOTE] Will you also be porting the normal model? As opposed to the insane boobmonster one.
My question is, how does one judge if the jiggle bones for the breasts are realistic?
[QUOTE=cheesecurls;39167146]so, anyways is there any plug-ins i should be looking for in V.2012?[/QUOTE] Just get 2012 tools off of cannonfodder's or wunderboy's site.
The best way to judge if jigglebones are realistic or not is whether you get an erection.
[QUOTE=A big fat ass;39175832]The best way to judge if jigglebones are realistic or not is whether you get an erection.[/QUOTE] [img]http://the303.org/imaeg/pizzafloppy.gif[/img]
Shit, that's one realistic pizza.
That cheese pizza gave me an erection.
[img]http://the303.org/imaeg/pizza.gif[/img]
I don't like mushrooms.
[QUOTE=Gmod4ever;39173994]I spent entirely too much time with the jigglebones. Bethany here currently has 16 jigglebones: one for each breast, one for the belt loop, one for the pouch, and twelve for her hair. Unfortunately, her hair jigglebones need some serious recalibration. They behave very erratically. Everything else behaves more or less okay. [media]http://www.youtube.com/watch?v=W4JBzyPtw08[/media] Copied directly from the video description: [i]Video showing off my work-in-progress Bethany Hawke (from Dragon Age 2, picked entirely at random; just so happens to be Varric's embellished version of her) puppeting Half-Life 2's Alyx doing a handful of animations. First half of the video is a simple walk cycle, showing off all of her jigglebones (hair, pouch, belt loop, and yes, breasts) and how she behaves under the various deformations. Second half is various animations. As mentioned, she is very work in progress. I am aware of, and currently working on, the following things: - Hair jigglebones behaving erratically - Chain skirt deforming horrifyingly - Missing eyes Her fingers are not moving in this video because I did not feel like puppeting an additional 30 bones. She does have fingerposing, however.[/i] I am currently taking a break from working on the jigglebones and her rigging, and am finishing up her flexes.[/QUOTE] LOL DOA style :P jiggles
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