[QUOTE=SaDoW4100;24334629]*stuff*[/QUOTE]
I'm pretty sure you can import Sims 2 models directly into Milkshape with the bones intact (seeing as you can do the same with Sims 3 stuff with the same importer).
[QUOTE=Silver Spirit;24349701]I'm pretty sure you can import Sims 2 models directly into Milkshape with the bones intact (seeing as you can do the same with Sims 3 stuff with the same importer).[/QUOTE]
Yea, but everything have to be scaled x40 to have the same size as source models, that can be done in the .qc
[QUOTE=SaDoW4100;24374612]Yea, but everything have to be scaled x40 to have the same size as source models, that can be done in the .qc[/QUOTE]
Theres a Scale All tool in Milkshape that you can do the same thing with, it also does the bones and means if you make any flexes they wont be broken (which they would be if you used $scale).
[QUOTE=omomo0725;24348614]I love zootycoon SO MUCH. Its the best. Also the bottom picture is the tazmania tiger or Thylacine (I think thats how its spelled) right? I MUST HAVE.I was going to try to reskin the crow using some ZT2 texture bit never got on to that. But on to more importing news.
I am all done with the animals
and put it in a nice neet .zip file for you. :golfclap:
[editline]value[/editline]
Oops forgot link.
[url]http://www.mediafire.com/file/p90ugt3bq7va3a5/messiah%20animals.zip[/url][/QUOTE]
Why did you pack Turok Dinos in?
[editline]02:28PM[/editline]
And what did you call it I cannot find it
If theres no Moose good luck getting people to download it.
i have some wolf animations for maya
[QUOTE=Slithersoul;24389116]Why did you pack Turok Dinos in?
[editline]02:28PM[/editline]
And what did you call it I cannot find it[/QUOTE]
Turok dinos? oops. For some reason my computer cant make its own zips so I have to rename a zip file a delete everything in it to add things. Guess I forgot to delete what was in it lol.
There is no spawnlist. I will delete the turok dinosuars and look for this so called moose.
[QUOTE=Gezo24;24390564]If theres no Moose good luck getting people to download it.[/QUOTE]
Moose? What moose?
Just found it by accident, it's hidden in the NPC folder.
Very good, although there isn't much rigging.
Pics:
[IMG]http://i825.photobucket.com/albums/zz174/Slithers/cs_suburb_beta15a0001-1.jpg[/IMG]
[IMG]http://i825.photobucket.com/albums/zz174/Slithers/cs_parkhouse0002.jpg[/IMG]
[IMG]http://i825.photobucket.com/albums/zz174/Slithers/cs_parkhouse0003.jpg[/IMG]
/lazyposing
I would like a little more flexibility on the legs of the animals, otherwise very good.
Pigs are awesome.
Well it seems this thread died
I might be releasing a V1 soon, stay tuned
[QUOTE=Slithersoul;24762335]Well it seems this thread died
I might be releasing a V1 soon, stay tuned[/QUOTE]
:swoon:
[QUOTE=Grey;24762374]:swoon:[/QUOTE]
I wouldn't get too excited, all I'm doing is taking a bunch of animals already ported to GMod and bringing them together.
So no new content yet.
Ok guys I need some help
I have this in settings/spawnlist:
[lua]"1"
{
"Information"
{
"name" "Animal Pack"
}
"Entries"
{
"1"
{
"model" "models/Animal_Pack/wolflink.mdl"
}
"2"
{
"model" "models/Animal_Pack/elephant.mdl" }
"3"
{
"model" "models/Animal_Pack/elephantbig.mdl" }
"4"
{
"model" "models/Animal_Pack/pig.mdl" }
"5"
{
"model" "models/Animal_Pack/horse.mdl" }
"6"
{
"model" "models/Animal_Pack/npc_dog.mdl" }
"7"
{
"model" "models/Animal_Pack/npc_crow.mdl" }
"8"
{
"model" "models/Animal_Pack/npc_seagull.mdl" }
"9"
{
"model" "models/Animal_Pack/turtle.mdl" }
"10"
{
"model" "models/Animal_Pack/dog_mjg.mdl" }
"11"
{
"model" "models/Animal_Pack/duck.mdl" }
"12"
{
"model" "models/Animal_Pack/duck_large.mdl" }
"13"
{
"model" "models/Animal_Pack/dadeermdl" }
"14"
{
"model" "models/Animal_Pack/flamingo.mdl" }
}
}[/lua]
And this in settings/menu_props (it came with the wolf link model and I didn't touch it before I tested):
[lua]"wolflink"
{
"~wolflink" ""
"#wolflink" "models/wolflink.mdl"
}
[/lua]
Now in game some of the models are invisible. The error message tells me it couldn't find the directory and something about dismemberment mod. I DID fuck around with the model locations but I left the material locations alone.
I can upload it if anyone wants
[editline]09:20PM[/editline]
On another note I might get Zoo Tycoon 2 Ultimate, which includes all expansion packs and Zoo Tycoon 2. Then I can rip some models.
We'd still need somebody to rig though.
[editline]10:02PM[/editline]
Oooh goodies my friend has it and every expansion pack
I'm borrowing it and will have some new rips out soon.
Ben boar and Preston pig from STALKER would be awesome :3:
Pics?
Any help would be appreciated.
Also Zoo Tycoon 2 keeps telling me I have no RAM :saddowns:. So someone will have to rip it for me, I can try rigging.
[QUOTE=Slithersoul;24767272]and this in settings/menu_props (it came with the wolf link model and I didn't touch it before I tested):
[code]"wolflink"
{
"~wolflink" ""
"#wolflink" "models/wolflink.mdl"
}
[/code][/quote]
That's a GMod 9 spawnlist.
[QUOTE=Slithersoul;24767272]Now in game some of the models are invisible. The error message tells me it couldn't find the directory and something about dismemberment mod. I DID fuck around with the model locations but I left the material locations alone.
[/QUOTE]
Moving the models from their intended directories will mean the .vvd files (the UV coordinates) cannot be loaded (due to them being linked by the MDLs compiled code), which is why they are invisible.
[QUOTE=Silver Spirit;24790913]That's a GMod 9 spawnlist.
Moving the models from their intended directories will mean the .vvd files (the UV coordinates) cannot be loaded (due to them being linked by the MDLs compiled code), which is why they are invisible.[/QUOTE]
Ah
Ok, re-doing.
But is my GMod10 spawnlist right?
[editline]09:33PM[/editline]
Also V1 being uploaded K
[editline]09:44PM[/editline]
[url=http://www.garrysmod.org/downloads/?a=view&id=110134][img]http://www.garrysmod.org/img/?t=dll&id=110134[/img][/url]
No feedback even after V1? :(
[QUOTE=Slithersoul;24791899]But is my GMod10 spawnlist right?[/QUOTE]
Yup looks ok (though being in lua tags I can only see it by looking in the reply code), but it a bit oddly formatted.
[QUOTE=Silver Spirit;24800608]Yup looks ok (though being in lua tags I can only see it by looking in the reply code), but it a bit oddly formatted.[/QUOTE]
In my post or the file itself?
[QUOTE=Slithersoul;24806411]In my post or the file itself?[/QUOTE]
The code that is in the lua tags.
[QUOTE=Silver Spirit;24806596]The code that is in the lua tags.[/QUOTE]
Ah. It's formatted weird because I copypasted tabs.
Ach! Thread is not moving!
Would you be interested in a Breegall?
[IMG]http://img.photobucket.com/albums/v215/Glaber/gm_mobenix_v20030.jpg[/IMG]
Here are a few from Titan Quest:
[URL="https://content.wuala.com/contents/Tamschi/Public/animals.zip?key=zlmhz0wrlonu&dl=1"]animals.zip[/URL]
Contents:
- butterfly
- camel
- goat
- saberlion
I ported them to .dae with .dds textures, so they are rigged and have proper weights and UVs, but no physics mesh.
I probably could dump the animations too if you tell me a not overly complicated format (only transformations).
The bumpmaps seem to be reversed too...
[QUOTE=Tamschi;24841392]I probably could dump the animations too if you tell me a not overly complicated format (only transformations).[/QUOTE]
SMDs are a pretty simple format:
[url]http://developer.valvesoftware.com/wiki/Studiomdl_Data[/url]
Are the angles and positions in an animation smd absolute or can I use relative ones?
[QUOTE=Tamschi;24841919]Are the angles and positions in an animation smd absolute or can I use relative ones?[/QUOTE]
positions I think are absolute, i'm not sure on the rotations, i'm still trying to work that out myself, so let me know if you figure it out ^^
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