custom zero suit samus (a rather strange experiment)
39 replies, posted
3am... figured out guistudiomdl, compiled but... sourceSDK's model viewer can't load the model... i think it has something to do with... steampipe and tf2....
can someone else do it???
[IMG]http://fc04.deviantart.net/fs71/i/2013/200/8/b/wthamidoingwrong_by_nitrongmod-d6e6lt9.jpg[/IMG]
well, that's all i can do for now...
either this little project is completely dead, or someone is willing to make a better qc file out of scratch, its all up to, who ever picks this up.
update... ish: so i said, "screw making a qc file from scratch, I'm just gonna fuse the two qc files together and carefully make edits so it will work" and so i did...
all was good, until a wild error approaches:
*couldn't find bone "valvebiped 01 R clavicle" for bbox* <-k it's not the exsact thing that it said, basically it cannot find the bone from the physmodel, even though the physmodel has that bone named the same way... buuuuuut it doesn't have a box assigned into it, maybe THATS the problem or idk.
thing is, i can't really tamper with the physmodel too much, because when i switched to editable mesh for the actual model, all the bones assigned to the areas become unassigned, and the bones won't move the model parts...
so long story short, i still suck at making qc files from scratch...
[editline]21st July 2013[/editline]
oh and the actual models somehow got their smoothing removed, idk how but it did
[QUOTE=nitronGMOD;41548060]update... ish: so i said, "screw making a qc file from scratch, I'm just gonna fuse the two qc files together and carefully make edits so it will work" and so i did...
all was good, until a wild error approaches:
*couldn't find bone "valvebiped 01 R clavicle" for bbox* <-k it's not the exsact thing that it said, basically it cannot find the bone from the physmodel, even though the physmodel has that bone named the same way... buuuuuut it doesn't have a box assigned into it, maybe THATS the problem or idk.
thing is, i can't really tamper with the physmodel too much, because when i switched to editable mesh for the actual model, all the bones assigned to the areas become unassigned, and the bones won't move the model parts...
so long story short, i still suck at making qc files from scratch...
[editline]21st July 2013[/editline]
oh and the actual models somehow got their smoothing removed, idk how but it did[/QUOTE]Looks like texture assignment was also screwed up at some point in the smd files you posted above.
[QUOTE=Seyiji;41559509]Looks like texture assignment was also screwed up at some point in the smd files you posted above.[/QUOTE]
oh crap i completely forgot about that! i got that fixed when the smoothing was off the first time, all i had to do is export the .ugh file into an smd file, replacing the samus.smd file and have that export as an smd to replace the reference and ragdoll files. but now i figured out hoe to complie it all and even though i couldn't get it to load in the HLMV, im gonna try it out on gmod blinded...
[editline]22nd July 2013[/editline]
as for the textures, idk why but i think editing the model in fragmotion, and by editing i was attaching the head onto the bone, all the texture assignments and material assignments got erased mysteriously... and have to... assign them all by hand again...
AIN'T NOBODY GOT TIME FO DAT, i only got the zero suit and ponytail assigned properly
[editline]22nd July 2013[/editline]
oh crap! XD
i compiled it, and tested it out on gmod and the thing crashed XD
oh man, i suck at this lololol
okay heres the qc file code:
[CODE] $cd "C:\Program Files (x86)\Steam\steamapps\xxnitronxx\garrysmod\garrysmod\addons\otherbrawl_samus source\models\Otherbrawl"
$modelname "Otherbrawl\samus.mdl"
$model "studio" "reference.SMD"
$cdmaterials "models\smashbros\Samlyx\"
$cdmaterials "models\OtherM\Characters\Samus\ZeroSuit\"
$hboxset "default"
// Model uses material "ZeroSuit_Emis.vmt"
// Model uses material "ZeroSuit_Diff.vmt"
// Model uses material "Fit_Nsam_pony.vmt"
// Model uses material "Fit_Nsam_atama.vmt"
// Model uses material "Fit_Nsam_kao.vmt"
// Model uses material "Fit_Nsam_koutoubu.vmt"
// Model uses material "Fit_Nsam_matsuge.vmt"
// Model uses material "Fit_Nsam_maegami.vmt"
// Model uses material "Eyeball_right.vmt"
// Model uses material "Eyeball_left.vmt"
$attachment "eyes" "ValveBiped.Bip01_Head1" 2.72 -3.33 -0.01 rotate 0.00 -80.10 -90.00
$attachment "lefteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 -1.30 rotate 0.00 -80.10 -90.00
$attachment "righteye" "ValveBiped.Bip01_Head1" 2.72 -3.33 1.31 rotate 0.00 -80.10 -90.00
$attachment "nose" "ValveBiped.Bip01_Head1" 1.70 -5.30 -0.00 rotate 0.00 -80.00 -90.00
$attachment "mouth" "ValveBiped.Bip01_Head1" 0.20 -4.90 -0.00 rotate 0.00 -80.00 -90.00
$attachment "forward" "ValveBiped.Bip01_Head1" 0.00 0.00 0.00 rotate 0.00 -0.00 -0.00
$attachment "anim_attachment_head" "ValveBiped.Bip01_Head1" 0.00 0.00 0.00 rotate -90.00 -90.00 0.00
$surfaceprop "flesh"
$illumposition -0.144 0.712 34.730
$sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
$sequence idle "idle" ACT_idle 1 fps 30.00
$collisionjoints "phymodel.smd" {
$mass 90.0
$inertia 10.00
$damping 0.01
$rotdamping 1.50
$rootbone "valvebiped.bip01_pelvis"
$jointmerge "ValveBiped.Bip01_Pelvis" "ValveBiped.Bip01_Spine1"
$jointconstrain "valvebiped.bip01_r_thigh" x limit -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" y limit -8.00 75.00 0.00
$jointconstrain "valvebiped.bip01_r_thigh" z limit -97.00 32.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_calf" z limit -160.00 15.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" x limit -12.00 12.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" y limit -73.00 6.00 0.00
$jointconstrain "valvebiped.bip01_l_thigh" z limit -93.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_calf" z limit -15.00 160.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" y limit -19.00 19.00 0.00
$jointconstrain "valvebiped.bip01_l_foot" z limit -15.00 35.00 0.00
$jointconstrain "valvebiped.bip01_spine2" x limit -48.00 48.00 0.00
$jointconstrain "valvebiped.bip01_spine2" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_spine2" z limit -25.00 50.00 0.00
$jointconstrain "valvebiped.bip01_head1" x limit -20.00 20.00 0.00
$jointconstrain "valvebiped.bip01_head1" y limit -25.00 25.00 0.00
$jointconstrain "valvebiped.bip01_head1" z limit -13.00 30.00 0.00
$jointconstrain "motzerohair_b01" x limit -180.00 180.00 0.00
$jointconstrain "motzerohair_b01" y limit -180.00 180.00 0.00
$jointconstrain "motzerohair_b01" z limit -180.00 180.00 0.00
$jointconstrain "motzerohair_b02" x limit -180.00 180.00 0.00
$jointconstrain "motzerohair_b02" y limit -180.00 180.00 0.00
$jointconstrain "motzerohair_b02" z limit -180.00 180.00 0.00
$jointconstrain "motzerohair_b03" x limit -180.00 180.00 0.00
$jointconstrain "motzerohair_b03" y limit -180.00 180.00 0.00
$jointconstrain "motzerohair_b03" z limit -180.00 180.00 0.00
$jointconstrain "mot_breast" x limit 0.00 0.00 0.00
$jointconstrain "mot_breast" y limit 0.00 0.00 0.00
$jointconstrain "mot_breast" z limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" y limit -15.00 15.00 0.00
$jointconstrain "valvebiped.bip01_l_clavicle" z limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" x limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" y limit -95.00 84.00 0.00
$jointconstrain "valvebiped.bip01_l_upperarm" z limit -86.00 26.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_forearm" z limit -149.00 4.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" x limit -37.00 37.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_l_hand" z limit -57.00 59.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" y limit -15.00 15.00 0.00
$jointconstrain "valvebiped.bip01_r_clavicle" z limit -30.00 30.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" x limit -39.00 39.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" y limit -79.00 95.00 0.00
$jointconstrain "valvebiped.bip01_r_upperarm" z limit -93.00 23.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_forearm" z limit -149.00 4.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" x limit -60.00 60.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" y limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_hand" z limit -57.00 70.00 0.00
$jointconstrain "motzerohair_b04" x limit -180.00 180.00 0.00
$jointconstrain "motzerohair_b04" y limit -180.00 180.00 0.00
$jointconstrain "motzerohair_b04" z limit -180.00 180.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" x limit 0.00 0.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" y limit -25.00 6.00 0.00
$jointconstrain "valvebiped.bip01_r_foot" z limit -15.00 35.00 0.00
$animatedfriction 1.000 400.000 0.500 0.000 0.300
}
[/CODE]
Do you have an updated file archive then? If so upload it and i'll see what I can help you fail at :D
[QUOTE=Seyiji;41574256]Do you have an updated file archive then? If so upload it and i'll see what I can help you fail at :D[/QUOTE]
here it is: [url]http://www.mediafire.com/?8a6risfal64z06y[/url]
[QUOTE=nitronGMOD;41584765]here it is: [url]http://www.mediafire.com/?8a6risfal64z06y[/url][/QUOTE]
Hey bro, sorry I've been gone and I haven't had time to work on the model. Just thought id tell you that the texture assignments were never erased, juts not opened. I can help you rig the head with weights if you want. Or if you're still interested.
[QUOTE=guymon;41632705]Hey bro, sorry I've been gone and I haven't had time to work on the model. Just thought id tell you that the texture assignments were never erased, juts not opened. I can help you rig the head with weights if you want. Or if you're still interested.[/QUOTE]
I'm still interested in completing the project. i got the head rigged as much as i can, though the ponytail has some sort of problem. I think i got the textures assigned through fragmotion, but it seems to become unassigned when i convert it into an smd file for 3ds max, and i don't know how to work on adding materials in 3ds max as of now.
plus the qc file i made probably doesnt work, since its not working in HLMV. But, i did all i could :L
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