[IMG]http://i734.photobucket.com/albums/ww345/aanbh/gm_construct0021.jpg[/IMG]
strange,when this model is lying on the ground,the vest textures are checkered,but when its standing,all those checkers gone,anybody know what kind of problem is this?
[QUOTE=Trek;36916722]Could you guys tell me how to change the skeleton of the model with keeping the original weights? I mean, models from Unreal Engine or CryEngine are using different bone rotations and shit. And I would like, for example, use one of these models for modelhacks or playermodels.
So is that possible?[/QUOTE]
First rotate all the bones of the original thing so that the T-pose matches the other skeleton, save the weights of the model in the skin modifier, collapse the modifier, delete the old skeleton, import the new one, load weights and then in the load menu match all the bones of the original rig to the new one.
[IMG]http://fc02.deviantart.net/fs71/f/2012/206/1/8/the_godfather_by_giganzegreat-d58mkdh.png[/IMG]
My first GTA rip
If it's a GTA game, you don't need to rip it. There are plenty of tools to port stuff from the games files.
[QUOTE=CrzyMLC;36911132]I'm having problems having the model show up ingame and in the model viewer. The model is invisible in the 'render' tab, while it shows up in the 'physics' tab:
[t]http://uppix.net/b/3/0/24aba8abc245c84188d3c3a3ea56a.gif[/t]
help please[/QUOTE]
Export the model as a sequence, replace old idle/ragdoll sequence.
It compiled nicely, until this happened:
[t]http://uppix.net/1/9/5/db92ad1ad1b39b532cf1586becba1.jpg[/t]
magic
[QUOTE=F T;36923465]If it's a GTA game, you don't need to rip it. There are plenty of tools to port stuff from the games files.[/QUOTE]
I used ZModeler, TXD Workshop and Blender
I think you were referring to GTA mod and extract tools. I simply got this from DiegoForFun from his GTA mods. I think port was a more appreciated word than rip but that was a mistake
[QUOTE=CrzyMLC;36923723]It compiled nicely, until this happened:
[t]http://uppix.net/1/9/5/db92ad1ad1b39b532cf1586becba1.jpg[/t]
magic[/QUOTE]
Out of body experience. :v:
[QUOTE=CrzyMLC;36923723]It compiled nicely, until this happened:
[t]http://uppix.net/1/9/5/db92ad1ad1b39b532cf1586becba1.jpg[/t]
magic[/QUOTE]
I was going to say it looks like the origin of the skeleton for the phymodel and the character model don't seem to be in the same place, but upon closer inspection it looks like one or the other of them's skeletons don't agree at all.
If you changed up some of the bones in the character model for the head hack did you do the same for the phymodel and make sure they had the right names in your jointcontraints in your .qc?
Import Phymodel, import reference skeleton over it, export
Didn't work for me.
I know this might not be the place to ask, but could someone give me a good rigging tutorial?
A gold member could probably dig up MarioKart64's old tutorial.
It was pretty good if I remember right.
I bookmarked it lol. [url]http://www.facepunch.com/showthread.php?t=542906[/url]
[QUOTE=Joazzz;36963874]anyone here who can port from XNALara?[/QUOTE]
I've got a max script if you want.
I was hoping that I could maybe have better luck here. This is referring to left 4 Dead 2, but I have a seriously bad feeling that this is in the wrong place. This is really bugging me as silly as it is.
[QUOTE=KingKombat;36953331]So, question. I want to make [URL="http://www.l4dmaps.com/details.php?file=17287"]this model[/URL] (which currently replaces the AK47) to instead replace the M16.
To go about this, could i just change around the names in the qc files? I imagine i wouldn't have to decompile or recompile the actual model?
[editline]26th July 2012[/editline]
Left 4 Dead 2, by the way[/QUOTE]
[QUOTE=TheKritter71;36962586][IMG]http://uppix.net/1/0/4/1c3403546556fbae81c0c59c781ba.png[/IMG][/QUOTE]
Now get someone to port something this time.
Because nothing else you've shown has been ported.
[QUOTE=AaronM202;36971642]Now get someone to port something this time.
Because nothing else you've shown has been ported.[/QUOTE]
Mr. Gency is helping me on some models. Now lay off my back
[QUOTE=TheKritter71;36920624][IMG]http://fc02.deviantart.net/fs71/f/2012/206/1/8/the_godfather_by_giganzegreat-d58mkdh.png[/IMG]
My first GTA rip[/QUOTE]
Looks good except his arms appear to be weirdly below his shoulders.
[img]https://dl.dropbox.com/u/9274354/40k_SM_Valkyrie_ODST.jpg[/img]
[editline]27th July 2012[/editline]
Model from W40k: Space Marine, textures and multi-laser nose weapon from Dawn of War II, custom made the twin-linked lascannons under the wings using hacked bits from the Valkyrie itself.
Not big fan of WH40K, but this looks fucking awesome.
[media]http://www.youtube.com/watch?v=GsvyH2qRnqs[/media]
[QUOTE=simkas;36918526]First rotate all the bones of the original thing so that the T-pose matches the other skeleton, save the weights of the model in the skin modifier, collapse the modifier, delete the old skeleton, import the new one, load weights and then in the load menu match all the bones of the original rig to the new one.[/QUOTE]
I tried it...
IT WORKS! THANKS BRAH
Holy shit, I made a doublepost just for you! Dammit
Incoming new soldier models. SOON.
Them bloody russians!
[img]http://i.imgur.com/V3EHy.jpg[/img]
That's what I call East Front veterans !
That's what I call presidents of countries, when they are going to Russia by plane...
Reference to Lech Kaczyński ? :v:
Yup...
That was a sarcasm, tho.
:v:
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