[img]http://i.cubeupload.com/2KdGO5.png[/img]
Any thoughts on what I should do with this?
[QUOTE=Srgt. Shotup;39291458][img]http://i.cubeupload.com/2KdGO5.png[/img]
Any thoughts on what I should do with this?[/QUOTE]
Build a fort.
Alright a question: I've been doing some work with bodygroups and I seem to get compile errors after around 31 options, is that some sort of limit and if it is is there any way to increase it?
The limit is something like 32, and there's no way to increase it without editing the source engine (as far as i know).
If you need to add more stuff you can sometimes split your model into multiple seperate ones, but it depends on what the model is.
[QUOTE=FloaterTWO;39292340]The limit is something like 32, and there's no way to increase it without editing the source engine (as far as i know).
If you need to add more stuff you can sometimes split your model into multiple seperate ones, but it depends on what the model is.[/QUOTE]
Yeah that's what I figured, the model is an AR-15, I was trying to make a prop with as many different configurations as there actually are available as bodygroups, I guess I can just split the receiver, barrel, stock, and sights into separate models and make 'em bonemergeable, that should keep them within the limit.
Splitting it like you suggested doesn't sound like the best idea. When i was doing my Black Ops M16 pack i had to split the carbine length version and the full length versions into seperate models since i hit the bodygroup limit, so you could do something similar.
[QUOTE=FloaterTWO;39293097]Splitting it like you suggested doesn't sound like the best idea. When i was doing my Black Ops M16 pack i had to split the carbine length version and the full length versions into seperate models since i hit the bodygroup limit, so you could do something similar.[/QUOTE]
Maybe, but I hit the bodygroup limit about when I finished receiver configurations so that leaves a lot of options still undone. Unless, I could skingroup the barrel shrouds, what's the limit on those?
There actually isn't such a low limit on bodygroups; every model for my female security suits was in excess of 38. The Chaos ones all had 52, even.
Like Floater said, however, I wouldn't suggest splitting each component into separate models like that; separating it into different lengths like he did would be a better idea.
To my knowledge, there is no actual limit on bodygroups. Once you exceed a certain amount of polies, though (500k, I think it was?) things start acting wonky, but that's pretty far out there.
Our known limits so far are 128 total bones, 32 collision joints, and 32 materials (31 on a model with collisions, as the engine must apply one to the collision mesh).
I decided to see if Ninjaripper worked on The Sims 2.
Thanks to Nub for helping to sort through the rip files:
[img]http://gyazo.com/98e58546fc1c211b20070a5cfa2a0832.png[/img]
I've been playing a lot of Fallout lately and felt inspired to do something related to it.
[img]https://dl.dropbox.com/u/9274354/Fo_RivetCitySecurity.jpg[/img]
[img]https://dl.dropbox.com/u/9274354/FoNV_CombatArmor.jpg[/img]
[img]https://dl.dropbox.com/u/9274354/Fo_CombatArmor.jpg[/img]
[QUOTE=bloocobalt;39293676]I've been playing a lot of Fallout lately and felt inspired to do something related to it.
[img]https://dl.dropbox.com/u/9274354/Fo_RivetCitySecurity.jpg[/img]
[img]https://dl.dropbox.com/u/9274354/FoNV_CombatArmor.jpg[/img]
[img]https://dl.dropbox.com/u/9274354/Fo_CombatArmor.jpg[/img][/QUOTE]
in the year 2077 we will all be wearing armored turtlenecks
[QUOTE=bloocobalt;39293676]I've been playing a lot of Fallout lately and felt inspired to do something related to it.
[img]https://dl.dropbox.com/u/9274354/Fo_CombatArmor.jpg[/img][/QUOTE]
reminds me of Gears of war if they weren't big slabs of meat.
Would most certainly use those to death, I loved the combat armor in Fallout 3.
[QUOTE=Blooper Reel;39293571]I decided to see if Ninjaripper worked on The Sims 2.
Thanks to Nub for helping to sort through the rip files:
[img]http://gyazo.com/98e58546fc1c211b20070a5cfa2a0832.png[/img][/QUOTE]
that looks good. i have the sims 1 but i don't think you can rip from the sims 1 :I
[QUOTE=Srgt. Shotup;39291458][img]http://i.cubeupload.com/2KdGO5.png[/img]
Any thoughts on what I should do with this?[/QUOTE]
Stick a gun out of that front hole.
[QUOTE=bloocobalt;39293676]I've been playing a lot of Fallout lately and felt inspired to do something related to it.
(combat armor pics)[/QUOTE]
are you planning to do the other variants too? (winter, tan, us army)
dunno if this is the right place of not but im posting it anyway
[t]http://cloud.steampowered.com/ugc/577852710697920886/6C497F3C57D687678B2303ED8D13D1F04D1E6CF4/[/t]
[t]http://cloud-2.steampowered.com/ugc/577852710697921477/67AA0B7A192077763B4EA44393783AFBB00FD795/[/t]
[t]http://cloud.steampowered.com/ugc/577852710697921880/3264DC8CA3280FD217ED4B3AD928298D01948F29/[/t]
[t]http://cloud-2.steampowered.com/ugc/577852710697926630/08601EB2736FA7C0AF9E1DDB0CA06510BB288615/[/t]
[t]http://cloud.steampowered.com/ugc/577852710697923996/D5CEC3D5ABFB86F36BD9A61AA25B7190834E053C/[/t]
[t]http://cloud-2.steampowered.com/ugc/577852710697919231/EA6774B65F6368448A80858E32AF210EC5B8F75E/[/t]
[t]http://cloud.steampowered.com/ugc/577852710697917211/89ED6C0716BBB54BF08938D4ECAA4E535D8F6854/[/t]
[t]http://cloud-2.steampowered.com/ugc/577852710697915092/9AB9E111148EBF6B1997C1B1954D46DE4EEFF99D/[/t]
[t]http://cloud.steampowered.com/ugc/577852710697916065/0AA23CD6FE10D5607C5B041131B2DB812373B48A/[/t]
[QUOTE=SonicHitman;39296876]are you planning to do the other variants too? (winter, tan, us army)[/QUOTE]
Every variant is done already, here's a list of what there is:
[code]
Regular Combat Armor
Talon Company
Talon Company (No emblem)
Rivet City Security (Also has Riot helmet bodygroup) - This skin is also used by the Van Graafs in NV
Tenpenny Security (With re-skinned helmet to match uniform as it didn't have one)
Riley's Rangers Combat Armor
Winterized Combat Armor
Winterized Combat Armor, Clean (re-skinned medic)
Winterized Combat Medic Armor (With re-skinned helmet to have medic emblem, as it didn't have one)
US Military Combat Armor (from lonesome road NV DLC)
[/code]
[editline]21st January 2013[/editline]
I also made PSD files for easier re-skinning because I had to make the textures for the long sleeves to match the skins that didn't have long sleeves.
[QUOTE=bloocobalt;39299730]Every variant is done already, here's a list of what there is:
[code]
Regular Combat Armor
Talon Company
Talon Company (No emblem)
Rivet City Security (Also has Riot helmet bodygroup) - This skin is also used by the Van Graafs in NV
Tenpenny Security (With re-skinned helmet to match uniform as it didn't have one)
Riley's Rangers Combat Armor
Winterized Combat Armor
Winterized Combat Armor, Clean (re-skinned medic)
Winterized Combat Medic Armor (With re-skinned helmet to have medic emblem, as it didn't have one)
US Military Combat Armor (from lonesome road NV DLC)
[/code]
[editline]21st January 2013[/editline]
I also made PSD files for easier re-skinning because I had to make the textures for the long sleeves to match the skins that didn't have long sleeves.[/QUOTE]
awesome. i'm a sucker for fallout 3/NV ports
[QUOTE=Cone;39293693]in the year 2077 we will all be wearing armored turtlenecks[/QUOTE]
And listen to 19/20 century music.
[QUOTE=sentrygunman;39299659]dunno if this is the right place of not but im posting it anyway
[t]http://cloud.steampowered.com/ugc/577852710697920886/6C497F3C57D687678B2303ED8D13D1F04D1E6CF4/[/t]
[t]http://cloud-2.steampowered.com/ugc/577852710697921477/67AA0B7A192077763B4EA44393783AFBB00FD795/[/t]
[t]http://cloud.steampowered.com/ugc/577852710697921880/3264DC8CA3280FD217ED4B3AD928298D01948F29/[/t]
[t]http://cloud-2.steampowered.com/ugc/577852710697926630/08601EB2736FA7C0AF9E1DDB0CA06510BB288615/[/t]
[t]http://cloud.steampowered.com/ugc/577852710697923996/D5CEC3D5ABFB86F36BD9A61AA25B7190834E053C/[/t]
[t]http://cloud-2.steampowered.com/ugc/577852710697919231/EA6774B65F6368448A80858E32AF210EC5B8F75E/[/t]
[t]http://cloud.steampowered.com/ugc/577852710697917211/89ED6C0716BBB54BF08938D4ECAA4E535D8F6854/[/t]
[t]http://cloud-2.steampowered.com/ugc/577852710697915092/9AB9E111148EBF6B1997C1B1954D46DE4EEFF99D/[/t]
[t]http://cloud.steampowered.com/ugc/577852710697916065/0AA23CD6FE10D5607C5B041131B2DB812373B48A/[/t][/QUOTE]
how do you do that kind of specular?
[QUOTE=Rusty100;39311324]how do you do that kind of specular?[/QUOTE]
looks like a custom texture, called instead of env_cubemap in the vmt. I don't know how well it'd translate except in showroom environments though.
[QUOTE=Lt_C;39312464]looks like a custom texture, called instead of env_cubemap in the vmt. I don't know how well it'd translate except in showroom environments though.[/QUOTE]
Yeah :P id like to see that
[QUOTE=Lt_C;39312464]looks like a custom texture, called instead of env_cubemap in the vmt. I don't know how well it'd translate except in showroom environments though.[/QUOTE]
Yep, shading is awfully uniform across different geometry.
its just a normal env_cubemap but TheDanishMaster made a map that has a showroom with custom cubemaps.
Ada and Leon from RE6
[IMG]http://img521.imageshack.us/img521/5583/gmacecombat0000.jpg[/IMG]
nice! can you do agent as well?
[QUOTE=Norpo;39288998]Bunch of props from Ravaged.
[img]https://dl.dropbox.com/u/28638338/facepunch/ravaged01.jpg[/img]
your turn Korro.[/QUOTE]
What would it take to get my hands on these sexy models?
I'll do anything.
[i]Anything.[/i]
[QUOTE=wauterboi;39325292]What would it take to get my hands on these sexy models?
I'll do anything.
[i]Anything.[/i][/QUOTE]
It's very easy. First, go to [url]www.gildor.org[/url] and get umodel. Watch the tutorial on how to install it. Then, purchase Ravaged. Then use umodel to unpack all of those models and textures. Easy breezy.
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