Kingdom Hearts: Birth By Sleep Model; ; Model Rigging for Garry's Mod.
147 replies, posted
Yeah, I ran into that snag too. I'm thinking that my first project (To learn with, I mean.) should be Young Sora from Birth By Sleep. It seems easier than the others XD
[QUOTE=WindsorG;27544515]@FPKawaii
I was just wondering what program do you use to rig? Many have pointed me to Blender, but I couldn't even get it to recognize the models at all, much less learn how to rig them. So I was wondering what program you use, and how long do you think it would take to learn. I'd love to be someone able to help the community out like you can.[/QUOTE]
3dsMax, it's the only program I know of that can use Source models.
Thanks. About rigging, can 3dsMax do that out of the box, so to speak, or are there plugins or anything like that that I'll need to install first?
[QUOTE=FPKawaii;27545667]3dsMax, it's the only program I know of that can use Source models.[/QUOTE]
Is there anyway to get 3DS Max without paying like $300? I understand if there isn't, by the way.
I would imagine not, at least not legally. :(
[QUOTE=WindsorG;27547534]I would imagine not, at least not legally. :([/QUOTE]
Oh well, looks like I'm stuck using Blender, which I still fail to understand.
[QUOTE=CakeMaster7;27546639]Is there anyway to get 3DS Max without paying like $300? I understand if there isn't, by the way.[/QUOTE]
Not through ways we can discuss here.
Hey guys! I'm trying my hand at this whole thing, and I've run into my first major snag following Mariokart64's excellent tutorial. Maybe ya'll know how to fix my problem.
I've already compiled the model and I open it in The Half-Life Model Viewer, but the textures won't show up on the model.
It's not checkerboard, it recognizes the textures and they are in the correct folder. It's more like it can't read them. The model goes from checkerboard to being completely transparent.
I have already changed the VMT files from "$translucent" to "$halflambert", as the tutorial instructed but it made no difference.
If I remove the textures from their folder and hit refresh, it goes back to checkerboard. Can anyone help? :(
on the model before compiling have you set a texture to the section it's applied to??
[editline]22nd January 2011[/editline]
also post your .qc
My QC? Here:
$cd "C:\Users\Nathan\My Documents\3dsMax\export"
$surfaceprop "flesh"
$modelname "myragdoll.mdl"
$cdmaterials "models\textures\"
$model studio "reference.smd"
$sequence ragdoll "ragdoll.smd" FPS 30 activity ACT_DIERAGDOLL 1
$collisionjoints "phymodel.smd" {
$mass 60.0
$inertia 10.00
$damping 0.01
$rotdamping 1.50
$rootbone "Bone01"
}
I've probably made some really newb mistake somewhere.
Do you mean in 3dsMax, or where? The model is fully textured and ready to go before compiling. It looks and moves perfectly in 3dsMax.
okay well you shouldn't need to move it in 3ds max (well i don't) but also your SMD needs to have the same name as the QC and if im right your cdmaterials should be in your Garrys mod folder in the location you have put, also have you put the textures into VTF and VMT format??
I have. The method he described in the tutorial used a program that I couldn't find, and his link is dead. In the end I just used Gimp and a plugin that allows saving of files in the DDS format. Then I used the VTFedit to convert those into VTF/VMT. I'll try what you said. Thanks for the info.
is the .dds format the same as the original files???
[editline]23rd January 2011[/editline]
also what is the exact current location of the materials...
The model I'm working with (Lightning from Dissidia 012), came from The Models Resource, and the textures were originally in PNG format. I'm not sure if that answers the questions. The dimensions of the image are ones that Gmod can use.
Currently, I have my materials in "half life 2 episode one\episodic\materials\models\textures"
I'm not entirely sure why the model is reacting to this location rather than Half Life 2's folders, but if I remove the textures from this folder the model is the checkerboard.
Also, changing the names of the textures causes them to cease functioning. The model has two texture files in all, so two VMT's and VTF's.
if this is being compiled for garrys mod they need to be in : C:\Program Files\Steam\steamapps\steamusername\garrysmod\garrysmod\materials\models then what ever folder is needed to fit the qc, after this try using the images in .png or .tga in vtf/vmf
The textures can be in png format? I've placed the files in the correct folders and fixed the qc. I recompiled using Garry's Mod's gameinfo.txt, and now I don't what to do. I can't tell if it worked since the HLMV won't let me move out of Half Life 2's models folder.
I did make the spawnlist though and it just shows up as the glowing red 'ERROR' in Gmod itself.
well you see thats the bitch about model viewer, after updates it can't open gmod, the error probably means there is a error with the model, open in game and press ` (once the developer console is turned on) and it should have a error code, screen shot an upload if you can't write it down
Apologies, the icon is what shows the error. Spawning the model doesn't actually do anything. There isn't even anything that the Physics Gun can pick up. There is also no error message :\
All it says (that it doesn't always say upon loading the game\level), is "Generated Spawn Icon (0 left in queue."
spawn the model an screen what happens, either there is no model, or a invisible model
Sorry... How do I post images?
Do I upload it elsewhere and then link it?
yeah upload the image to imageshack or somming (mainly as i use imageshack an it's free) then just link it with [img] and [/img] either side of the url
Gotcha.
Here's what happens immediatlely after attempting to spawn the model. I haven't even moved the cursor. I assume that you mean what the model looks like. Should I upload a picture of the console too?
Aaaaaand I forgot the image.
[url]http://img529.imageshack.us/i/spawnlightning.png[/url]
The embed isn't working, but there's the link, anyway.
you need to remove the spaces either side of the link so the [img] and [/img] are right infront/after it
[editline]23rd January 2011[/editline]
okay well can you post the VMF (material file) code
When I do that the link disappears entirely. Oh well. Does the site load for you?
yeah i used the link, but it's usual for the image to break when doing that from image shack but there you go
The VMT code? The stuff that shows up in VTFedit? Well there's two files, but they both show the same thing.
"LightmappedGeneric"
{
"$basetexture" "models/textures/Lightning_00"
"$halflambert" 1
}
hmmm... this could take some thinking
Alright. I'm trying a few things out. I'll post if I manage to fix it.
I just realized that we've kinda hijacked the thread. Sorry about that, guys. Should we move somewhere else?
[QUOTE=Sora5200;27511052]With Zack? It´s great!, by the way, i don´t think that he was ported before to Gmod[/QUOTE]
Zack was in a kingdom heart's game? o_O
[QUOTE=OneWingedAngel8;27597325]Zack was in a kingdom heart's game? o_O[/QUOTE]
He was in Birth by Sleep, a prequel taking place ten years before the rest of the series. He's in his younger look from the first half of Crisis Core, possibly to set up an appearance by his older self in a later game.
[url]http://kingdomhearts.wikia.com/wiki/Zack[/url]
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