• The Facepunch Model Ports and Hacks WIP Thread V2
    5,398 replies, posted
[QUOTE=TehAgentGuy;37327073][img]http://puu.sh/X8fA.png[/img][/QUOTE] I have no idea what the hell that is but it looks cool. Edit: Oh god, just noticed that tiny human. :ohdear:
Nice, what're these bots from?
Alliance of Valiant arms, same game where I'm porting the weapons.
Squiddy is a hero. [img]https://dl.dropbox.com/u/8697486/BLR_ThxSquiddy.jpg[/img] Females finally fixed and compiling. Now I've just gotta rename the bones for the remainder, get the textures from Lt_C, fix up some textures, and do bugfixing for the males and maybe the females, and then these can finally be released.
they look awsome!
Is it possible to port CS:GO viewmodels and sequences to CSS/GMod? I would suck a thousand dicks to have the new AWP in source. I'm completely willing to do all the work myself, no matter how tedious, but I need a starting point from someone more experienced. The only issue happens to be: [IMG]http://img209.imageshack.us/img209/2663/awptu.png[/IMG] I have no goddamn idea what I'm doing.
[img]https://dl.dropbox.com/u/8697486/gm_construct0016.jpg[/img] Team coloured lights! And they only use one set of textures! Now I've gotta fix the fucking hands because they decided to break. These models man.
[QUOTE=gamefreak171;37334781]Is it possible to port CS:GO viewmodels and sequences to CSS/GMod? I would suck a thousand dicks to have the new AWP in source. I'm completely willing to do all the work myself, no matter how tedious, but I need a starting point from someone more experienced. The only issue happens to be: [thumb]http://img209.imageshack.us/img209/2663/awptu.png[/thumb] I have no goddamn idea what I'm doing.[/QUOTE] There's really no issue, the arms themselves change on a based on the map itself in CS:GO, so it's natural that the arms don't appear in the SDK's model viewer. I remember downloading the CS:GO weapon models from somewhere once before, but I can't seem to find the link that I downloaded them from. If I can find the link, or contact the person that I got the link from, I'll see about putting the AWP from CS:GO into CS:S. I'm not sure if I can get the animations from CS:GO though, but I know a pretty decent set that would work nonetheless.
I finally decided to work on it. It tis finished and will be released sometime day or tomorrow [IMG]http://uppix.net/e/2/5/65162b794fd17ec42b1c2410683a3.png[/IMG] Need a little help adding face posing though
[QUOTE=TheKritter71;37342241]I finally decided to work on it. It tis finished and will be released sometime day or tomorrow [IMG]http://uppix.net/e/2/5/65162b794fd17ec42b1c2410683a3.png[/IMG] Need a little help adding face posing though[/QUOTE] I'd say it's the best Sean Connery model ever made.
[QUOTE=Anotherwall;37342678]Ih'd shay it'sh the besht Shean Cohnnery model ever made.[/QUOTE] Fixed
Onto my next big project! [img]http://gyazo.com/da5f0a66c56d0700bc22f09738bf568b.png[/img] Time to prepare for a week's worth of rage and cringing and addition weeks for procrastination.
[QUOTE=Katra804;37335855]There's really no issue, the arms themselves change on a based on the map itself in CS:GO, so it's natural that the arms don't appear in the SDK's model viewer. I remember downloading the CS:GO weapon models from somewhere once before, but I can't seem to find the link that I downloaded them from. If I can find the link, or contact the person that I got the link from, I'll see about putting the AWP from CS:GO into CS:S. I'm not sure if I can get the animations from CS:GO though, but I know a pretty decent set that would work nonetheless.[/QUOTE] I'm just worried because I noticed that the animations in the CSS awp are prefixed with awm_ instead of awp_. That, and I don't know if I would have to somehow affix a set of arms to the CSGO awp model for it to work. Things are slightly easier here because they both have the same sequences and the sequences are the same length.
[QUOTE=gamefreak171;37343625]I'm just worried because I noticed that the animations in the CSS awp are prefixed with awm_ instead of awp_. That, and I don't know if I would have to somehow affix a set of arms to the CSGO awp model for it to work. Things are slightly easier here because they both have the same sequences and the sequences are the same length.[/QUOTE] The sequence prefixes aren't much of a concern. To my knowledge, as long as the sequence prefixes match the labeling of the animation files, you could literally have the sequence prefix for the animations say ellafitzgerald_ and it wouldn't be a problem. As for the arm rig, decompiling the AWP from CS:GO should have the .qc say something about it. My guess is that the weapon model itself is separate from the arm rig, most likely due to the fact that the arm rig changes for both teams based on the map that you go to. It's not that big of a concern though, worst case scenario the weapon model itself is placed on another set of animations with an arm rig that's already set to go, and the sounds get worked on a bit in order to work with the CS:GO sounds.
is that borderlands dlc model, [crimson lance athena] done yet? i would love that
Those Crimson Lance models look pretty boss.
[QUOTE=Taggart;37334849][img]https://dl.dropbox.com/u/8697486/gm_construct0016.jpg[/img] Team coloured lights! And they only use one set of textures! Now I've gotta fix the fucking hands because they decided to break. These models man.[/QUOTE] Wait, these are gonna be models? Team models? Taggart, let me kiss you.
just got a hack idea, but i need a beard mesh anyone know ragdolls with proper beards? i can only think of Bill and Francis
[QUOTE=Joazzz;37355025]just got a hack idea, but i need a beard mesh anyone know ragdolls with proper beards? i can only think of Bill and Francis[/QUOTE] A big fat ass ported slightly-overweight Max Payne from MP3, I don't know if he's got an actual beard or if it's just a texture though.
[QUOTE=Cone;37355054]A big fat ass ported slightly-overweight Max Payne from MP3, I don't know if he's got an actual beard or if it's just a texture though.[/QUOTE] It's part of the texture but it's also modeled on so it would work. The beard models from Fallout 3 is pretty good too.
[QUOTE=Joazzz;37355025]just got a hack idea, but i need a beard mesh anyone know ragdolls with proper beards? i can only think of Bill and Francis[/QUOTE] Dusty from MoH? [t]http://gyazo.com/df33bb4a9b63f11713bbc1f865f786c6.png[/t] Also how do I bodygroup this thing? [img]http://gyazo.com/7537d4396de8005e016ee54f57ae115a.png[/img]
Detach it, copy the skin modifier from the main part, and do your thing.
[QUOTE=Katazuro;37357728]Detach it, copy the skin modifier from the main part, and do your thing.[/QUOTE] Why would he need a skin modifier if it's a prop?
sometimes the porter might use bones, i've seen it but i'm not too sure if he's using it.
I use a single bone on any props i do with bodygroups, i don't know if i need it. ATP, If you mean in terms of how to bodygroup action, it goes like this: [img_thumb]http://www.gunlistings.org/uploads/1_shotguns_winchester_1887_61465.jpg[/img_thumb] [img_thumb]http://p2.la-img.com/1044/20374/6956315_3_l.jpg[/img_thumb] Unless it's modelled already inside the gun on that you may have to model some stuff yourself.
[QUOTE=TehAgentGuy;37356047]Dusty from MoH? [t]http://gyazo.com/df33bb4a9b63f11713bbc1f865f786c6.png[/t][/QUOTE] perfect now off to find some robes
This any good? [t]http://gyazo.com/901e52c299c919752c4f4f907ada12c0.png[/t] [t]http://gyazo.com/de9665e9331592d687aac2b8fb574626.png[/t]
I don't think the big flat thing you have attached to the lever is supposed to move with it, it might be part of the grip.
[QUOTE=FloaterTWO;37360005]I don't think the big flat thing you have attached to the lever is supposed to move with it, it might be part of the grip.[/QUOTE] AFAIK that's the thing that ejects the shell, if it weren't attached to the lever nothing would happen. I don't know much about guns though.
He's talking about that thing attached to the lever. It's part of the element so I can't remove it. [t]http://gyazo.com/6d109e4d355f850a9ca02a11bc6f2d98.png?1345663248[/t]
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