I'm working on rigging that hunk model, if anybody has some helpful tips I'll be glad to accept them :v:
[img]http://uppix.net/8/b/a/1e30f48613469af12fd4aea5fcbdf.jpg[/img]
[editline]5th May 2012[/editline]
Rigging is needed, theeen release time. :dance:
[editline]5th May 2012[/editline]
oh Ninja_Nub:
[img]http://dl.dropbox.com/u/44650710/what%20has%20science%20done%20to%20him.png[/img]
[QUOTE=tlsaudrl2548;35832035]Props from CoF.[/QUOTE]
[URL="http://facepunch.com/threads/1170133?p=35269465&viewfull=1#post35269465"]You know I ported all of those already right?[/URL] Or are you just ignoring my posts?
[QUOTE=Rusty100;35833689]Hey guys, I'm not sure if this is the right thread but I just have a quick question
I want to port the MGS3 camo textures out of the ps2 game. Any idea how i'd do that? (if you know and dont wanna shit up the thread with this feel free to pm me. i have the game btw)[/QUOTE]
I can give a suggestion and that involves using an emulator and 3d Ripper DX.
Sergal is doing them right now, for the germans. I will try to find someone for the US too. THere is only 1 face for italians.
I think I'm in love.
[img]http://dl.dropbox.com/u/12654117/b6c1eb009a8913465727ffd091601841.png[/img]
With the work I mean.
[QUOTE=beat the zombie;35847912]THere is only 1 face for italians.[/QUOTE]
I would understand that for chinese, but italians?
Yeah in the game files there is only IT_Jason_Head, but to compensate I added 3 german heads.
[QUOTE=TehAgentGuy;35847933]I think I'm in love.
[img]http://dl.dropbox.com/u/12654117/b6c1eb009a8913465727ffd091601841.png[/img]
With the work I mean.[/QUOTE]
Oh yes, L-Juggernauts! Are you dong both variations?
Medal of Honor 2010 hands and...
[URL=http://iv.pl/viewer.php?file=70412306298018712937.png][IMG]http://iv.pl/images/70412306298018712937_thumb.jpg[/IMG][/URL]
MH47 :)
[URL=http://iv.pl/viewer.php?file=95705505165917708019.png][IMG]http://iv.pl/images/95705505165917708019_thumb.jpg[/IMG][/URL]
[URL=http://iv.pl/viewer.php?file=45704588664033983461.png][IMG]http://iv.pl/images/45704588664033983461_thumb.jpg[/IMG][/URL]
[img]http://www.leet.cc/YouLookTasty.jpg[/img]
he will eat you
Fuck, i meant to rate winner.
My fucking goodness
it's too bad not much can be done about the leg pistons. oh and if you look carefully you'll see that the legs aren't actually connected to the pelvis, but you won't really notice that in poses anyway so who gives a fuck
[QUOTE=Joazzz;35851818][img]http://www.leet.cc/YouLookTasty.jpg[/img]
he will eat you[/QUOTE]
Sweet mother of christ.
[QUOTE=ShoTGuNGuY49;35842522][URL="http://facepunch.com/threads/1170133?p=35269465&viewfull=1#post35269465"]You know I ported all of those already right?[/URL] Or are you just ignoring my posts?[/QUOTE]
He went and posted them anyways.
[QUOTE=Griffster26;35855948]He went and posted them anyways.[/QUOTE]
I don't see why though, His don't look like they have any of the stuff I added like bumpmaps, phong, envmaps, selfillum, skingroups, bodygroups, and fixed world model textures.
[QUOTE=Joazzz;35853287]it's too bad not much can be done about the leg pistons. oh and if you look carefully you'll see that the legs aren't actually connected to the pelvis, but you won't really notice that in poses anyway so who gives a fuck[/QUOTE]
You could quite possibly use [url=https://developer.valvesoftware.com/wiki/$proceduralbones]$proceduralbones[/url] to animate the pistons as the legs move. But I think it would cause more trouble then its worth
[QUOTE=beat the zombie;35856381][img]http://filesmelt.com/dl/dod_argentan00004.jpg[/img][/QUOTE]
Something from Beat the Zombie that isn't german?! What tomfoolery are you trying to pull here?
[QUOTE=highvoltage;35857119]You could quite possibly use [url=https://developer.valvesoftware.com/wiki/$proceduralbones]$proceduralbones[/url] to animate the pistons as the legs move. But I think it would cause more trouble then its worth[/QUOTE]
so it can be done through commands and a specific conf file?
worth a try
[QUOTE=highvoltage;35857119]You could quite possibly use [url=https://developer.valvesoftware.com/wiki/$proceduralbones]$proceduralbones[/url] to animate the pistons as the legs move. But I think it would cause more trouble then its worth[/QUOTE]
Sound interesting, but wouldn't this just repeatedly the animation constantly? Would be annoying seeing them move on it's own, when all you want, is just the piston to move with the leg, without looking odd.
[QUOTE=Nexus_Elite;35859671]Sound interesting, but wouldn't this just repeatedly the animation constantly? Would be annoying seeing them move on it's own, when all you want, is just the piston to move with the leg, without looking odd.[/QUOTE]
What I'm pretty sure it does is when a bone is rotated one direction it tells the other bone to move to the specified position. An example would be the wrist bone, when you rotate the hand it caused the wrist to rotate slightly, preventing it from looking like you broke the wrist.
I see the above issue all the time and here is the easy way to fix it:
Add this line to your models .qc, but with the correct path to your steam folder:
[code]$proceduralbones "C:\Program Files\Steam\steamapps\*Steam username*\sourcesdk_content\hl2mp\modelsrc\humans_sdk\male.vrd"[/code]
Remember this will only work if you have the valve biped wrist bone on your models skeleton and rigged to it properly (just look at a HL2 characters rigging)
So this should be able to be adapted to work with pistons, once you figure out how it works because this:
[code]<helper> Bip01_R_Wrist Bip01_R_Forearm Bip01_R_Forearm Bip01_R_Hand
<display> 1.5 3 3 100
<basepos> 0 0 0
<trigger> 90 -90 0 0 0 0 0 0 0 0
<trigger> 90 -90 90 0 0 0 0 0 0 0
<trigger> 90 -90 -90 0 0 0 0 0 0 0
<trigger> 90 0 0 -90 90 0 0 0 0 0
<trigger> 90 0 0 90 90 0 0 0 0 0
<trigger> 90 0 0 0 90 0 0 0 0 0
<trigger> 90 180 0 0 -90 0 0 0 0 0[/code]
doesn't make much sense (thats the configuration code fore the right wrist)
uuuuh okay, maybe i'll try that some other time
[QUOTE=Minimole;35858175]Something from Beat the Zombie that isn't german?! What tomfoolery are you trying to pull here?[/QUOTE]
Oh well I guess I went over all the german that possibly exist :P (still some more in the corner I need to get)
[QUOTE=highvoltage;35861008]What I'm pretty sure it does is when a bone is rotated one direction it tells the other bone to move to the specified position. An example would be the wrist bone, when you rotate the hand it caused the wrist to rotate slightly, preventing it from looking like you broke the wrist.
I see the above issue all the time and here is the easy way to fix it:
Add this line to your models .qc, but with the correct path to your steam folder:
[code]$proceduralbones "C:\Program Files\Steam\steamapps\*Steam username*\sourcesdk_content\hl2mp\modelsrc\humans_sdk\male.vrd"[/code]
Remember this will only work if you have the valve biped wrist bone on your models skeleton and rigged to it properly (just look at a HL2 characters rigging)
So this should be able to be adapted to work with pistons, once you figure out how it works because this:
[code]<helper> Bip01_R_Wrist Bip01_R_Forearm Bip01_R_Forearm Bip01_R_Hand
<display> 1.5 3 3 100
<basepos> 0 0 0
<trigger> 90 -90 0 0 0 0 0 0 0 0
<trigger> 90 -90 90 0 0 0 0 0 0 0
<trigger> 90 -90 -90 0 0 0 0 0 0 0
<trigger> 90 0 0 -90 90 0 0 0 0 0
<trigger> 90 0 0 90 90 0 0 0 0 0
<trigger> 90 0 0 0 90 0 0 0 0 0
<trigger> 90 180 0 0 -90 0 0 0 0 0[/code]
doesn't make much sense (thats the configuration code fore the right wrist)[/QUOTE]
Hmm, interesting, might work out. Though, would need to test it, and if this would work on ragdolls.
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