• Portal 2 content megapack extravaganza
    229 replies, posted
Really nice details.
[QUOTE=Jsm;29412895]Just out of interest, what steps did you have to take to get the models to work in gmod? The hex editing method worked ok(ish) for me but a lot of textures looked messed up as hell.[/QUOTE] If you change the .vtf version from 7.5 to 7.0 you have to do the thing Frankerest said, but if you change it to 0.4 they work without you having to resave them. I discovered this after spending hours doing the method Frankerest is talking about.
"SPAWN MENUS" "I haven't created any because the browse menu isn't hard to use. It's not rocket science." --------------------------------------------------------------------------------------------------- Yeah right! Of course it's rocket science.
[QUOTE=Ellis :P;29420200]"SPAWN MENUS" "I haven't created any because the browse menu isn't hard to use. It's not rocket science." --------------------------------------------------------------------------------------------------- Yeah right! Of course it's rocket science.[/QUOTE] You wish. It's easier than making a sandwich, and things aren't generally easier than making a sandwich.
[QUOTE=dvaderv2;29420483]You wish. It's easier than making a sandwich, and things aren't generally easier than making a sandwich.[/QUOTE] >:-| I don't know how to make a sandwich mah boi.
okay jeez [url]http://www.megaupload.com/?d=FP5MJ8TY[/url] there's the spawnlists
[QUOTE=FloaterTWO;29418280]If you change the .vtf version from 7.5 to 7.0 you have to do the thing Frankerest said, but if you change it to 0.4 they work without you having to resave them. I discovered this after spending hours doing the method Frankerest is talking about.[/QUOTE] My program changed them all to 7.4 and I still got texture problems in places. I must have done something wrong, good to see someone managed to get a lot of the content working in gmod. I'll point people in this direction, this seems to be a better solution. [editline]25th April 2011[/editline] There's some interesting stuff in props_underground that were either cut or I did not see them. Spoiler tagged due to possibility of model names spoiling the game eg [sp]models/props_underground/stasis_chamber_outro.mdl[/sp] [sp]models/props_underground/stasis_chamber_female_01.mdl[/sp] etc
[sp]They're from the coop levels.[/sp] And what kind of problems were you having?
Anyone know how to play animations on effects? I'm sad I can't get the awesome panels to move :saddowns:
...[i]I came...[/i] Good work! Thanks for working so hard.
Awesome! :O Thanks
[QUOTE=FloaterTWO;29422282][sp]They're from the coop levels.[/sp] And what kind of problems were you having?[/QUOTE] Gah I wish I hadn't read that, I haven't completed the coop. Now I am really wondering what the hell happens. As for my problems, the textures were just ridiculously bright and in some cases not applied to the model correctly.
[QUOTE=Frankerest;29421165]okay jeez [url]http://www.megaupload.com/?d=FP5MJ8TY[/url] there's the spawnlists[/QUOTE] Thanks!
Looking at the turret in box prop, i notice something odd. [media]http://i52.tinypic.com/s3ncb8.png[/media] Apparently someone on Valve's texture team is a MJ fan. Was in a bit of a hurry to get this posted, i didn't have time to turn up AA or anything. EDIT 2: Another picture (materials\models\props_factory\turret_box.vtf) [media]http://gyazo.com/63c45399b4550f9892e88eb9877e1907.png[/media]
Chell? D=
[quote][release][B]THIS PACK (sadly) DOESN'T CONTAIN:[/B] Atlas, P-body, Chell, or Wheatley, because the ragdolls need recompiling or something so that they don't crash the game. I don't know how to do this.[/release][/quote]
[QUOTE=FloaterTWO;29424240][/QUOTE] Can i Cry? D=
You got some glass pipe issues, those things that suck things around. The faces needs to be fixed up because they are inverted.
Do all Models still have animations? wheatley in his boss form still has them
They've all still got animations. [QUOTE=Civil;29426109]You got some glass pipe issues, those things that suck things around. The faces needs to be fixed up because they are inverted.[/QUOTE] What? I know some glass pipes only had glass on the outside, but that's how the model is.
Thank you! also the robots can be ported in, its just that the materials don't work and show up blank
[QUOTE=FloaterTWO;29426506]They've all still got animations. What? I know some glass pipes only had glass on the outside, but that's how the model is.[/QUOTE] They are pipes that got frames but some of them are having flipped normals.
Which ones, specifically? I remember seeing one or two pipes that looked kind of messed up, but not hugely. Everything is just a straight port from Portal 2 minus a few .vmt lines on a couple of textures, so everything is as it was there.
like GLaDOS would say how have you been? because I'M A PATATO!
Looks like Garry's a little too late. Very nice models.
Pretty cool pack.
[QUOTE=Frankerest;29413750]The only working ragdoll, that isn't an elevator or some minorly rigged prop to have bones, that works is the crash dummy in props_lab. All of the main characters don't work from a crashing problem, so until someone decompiles them and makes them spawn correctly in gmod, no dice.[/QUOTE] I got p-body to work..
[QUOTE=Bitl;29430498]I got p-body to work..[/QUOTE] how? :o also animations working with the decompiler? because on that i failled (also my decompiler crashes :/)
I wish my gmod wasn't fucked up in a large scale. This looks so nice.
[QUOTE=se7en2;29430589]how? :o also animations working with the decompiler? because on that i failled (also my decompiler crashes :/)[/QUOTE] Just put into blender and recompiled, just like I did with the Alien Swarm Parasite ragdoll. also, P-Body is HARD TO POSE, as well, like the TF2 guys and Glados, his right arm and leg are made up of different models, so his arm and leg are missing. Can anyone fix that? Also planning on porting Wheatley/Space Core/Rick/History Core with the same method.
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