@Dmlxo: Nice, i won't put all of those images in the OP though :v:
There's too many of them.
[QUOTE=dmlxo21;40277338]Images[/QUOTE]
The observer and probe would be really nice to have if they are scaled decently to the marines and such.
The sentry as-well if it really is the whole model.
But you forgot a great thing from WoL:
[img]https://dl.dropboxusercontent.com/u/54374248/SC2%202012-08-18%2023-01-15-11.png[/img]
It isnt a portrait but it is very useful in gmod.
The OP looks really fancy now, credits to Dmlxo and LordOvermind for the fancy-ness.
Keep up the good work guys!
[editline]14th April 2013[/editline]
Also, since my great great great great ancestors were Vikings i took the liberty of doing a full Viking rip, this contains the in-game unit as well as the cinematic model and of course, the portrait model:
[url]https://dl.dropboxusercontent.com/u/71236376/Starcraft%202%20Models/Viking.zip[/url]
[QUOTE=Viper123_SWE;40274917]Everything is far from ported, we still need experienced people that can get the characters into Gmod, i'd be glad if someone got Stukov working.[/QUOTE]
It appears either the rip of Stukov on the first page is bad, or the script has some issues.
I get a "cannot convert from type: undefined to type: <node>" error on trying to import him. :v:
The rip should be good, i'll double-check ASAP.
[QUOTE=dmlxo21;40275776]Now I gotta figure out "too many polygons" problem.
Maybe I can tear the elements and make it into multiple files. And do you think it would work if I bodygroup the parts so actually it seems like one prop?[/QUOTE]
Portal 2 model compile tools support more polygons, and the models it outputs work in gmod. I'm not sure how much more, but I managed to get a model with 27k polys in.
I'd make any kind of stuff such as chairs, trash, and a few other things separate models so you can pose them.
[QUOTE=Stiffy360;40282959]Portal 2 model compile tools support more polygons, and the models it outputs work in gmod. I'm not sure how much more, but I managed to get a model with 27k polys in.
I'd make any kind of stuff such as chairs, trash, and a few other things separate models so you can pose them.[/QUOTE]
Here I upload MarsaraBar 1 and 2 .m3 files with all necessary dds. But be careful, darnin'. It goes more than 75,000 polys.
[url]http://www.mediafire.com/?c6bm02y7qxikgow[/url]
[B]What's New:[/B]
[T]http://imageshack.us/a/img4/8962/folsome.jpg[/T]
Welcome to New Folsom.
Medivac from Hyperion + interior from HOTS: [url]https://dl.dropboxusercontent.com/u/71236376/Starcraft%202%20Models/Medivac.zip[/url]
It took me TWO DAYS to finally realize I was using 91 too many bones, but I have gotten Broodmother Zagara ingame, Plus she has Face and finger posing!
[URL=http://s437.photobucket.com/user/Overmind5000/media/2013-04-15_00001_zpscf544c72.jpg.html][IMG]http://i437.photobucket.com/albums/qq97/Overmind5000/2013-04-15_00001_zpscf544c72.jpg[/IMG][/URL]
Plus it's not really a port, but it's worth mentioning.
[URL=http://s437.photobucket.com/user/Overmind5000/media/123-2_zpsa373fbdb.jpg.html][IMG]http://i437.photobucket.com/albums/qq97/Overmind5000/123-2_zpsa373fbdb.jpg[/IMG][/URL]
Shit, man, it's no more matter of just "Too many polygons." The number is too outgoing.
[T]http://imageshack.us/a/img824/308/matterd.jpg[/T]
Only the main walls and floor shapes have over 55,000 polys.
Anyway, here are some expected and useful backdrops from SC2, and hopefully I can port more of them with no matter of polys.
[T]http://imageshack.us/a/img845/8283/armoryp.jpg[/T][T]http://imageshack.us/a/img545/37/cantinat.jpg[/T][T]http://imageshack.us/a/img197/47/labf.jpg[/T][T]http://imageshack.us/a/img62/6035/leekinostudio.jpg[/T][T]http://imageshack.us/a/img826/6677/observatoryh.jpg[/T][T]http://imageshack.us/a/img703/7807/pressroom.jpg[/T][T]http://imageshack.us/a/img694/314/readyroom.jpg[/T][T]http://imageshack.us/a/img443/1912/unnf.jpg[/T]
But it is well-known fact that they all over 50,000 polys average.
Instead, maybe I can just separate walls and floors that can be placed manually. That we would be able to make our own set. Especially that pressroom set is really sweet. Like the flag, background dominior emblem..
Or else is char battleground prop. I ported the whole Char scenary long time ago, but gone with wind. Maybe I can try it out.
And headhack is what I can.
Viper123_SWE, BTW, you should except some of mine's photos. Maybe should except those outdated like previous model of Pistol. Or those have more than two pictures of same prop.
Yeah, i'll update the OP.
[T]http://imageshack.us/a/img547/5122/spectre.jpg[/T]
Well, the thing has been easier; Spectre model from SC2 pack already had head inside the mask, so I'm planning to just exchange the eyeballs to eyepose, and bodygroup the mask---up and down.
Too bad I have no time to compile today. Good night.
If Gmod compatibility isn't an issue, you can always compile the environments using the Source Filmmaker compiler.
If I remember correctly, it can support over 375k poly's in a model or something ridiculous like that.
An alternate approach is to split the environment into multiple models, and then stitch them together in Hammer and create a map for them.
I've done that with a few environments that were a few hundred thousand polygons, such as Riga station from Metro 2033 (something like 500,000 polygons, I ended up splitting it into 23 parts...)
However, such a solution poses two exclusive problems:
1.) You keep the origin the same for each model. This will make rebuilding the environment in Hammer easy, in that you simply make each prop_static be at the same location - the models will stitch together seamlessly. The issue with this is if you stray too far from the point that is the origin in-game (only tested in SFM), models will begin to be culled by the visleaf system, and as such parts of the environment will disappear.
2.) You make the origin of each model be relative to said model. This will make rebuilding the environment in Hammer far more difficult, because you will have to manually place them yourself, but it will alleviate the culling issue that the previous approach presents.
Sweet. I haven't thought about placing them in hammer. And even sweeter SFM supports even more polys. That's really gonna buy me some time.
Still, splitting up makes me sad :( They're boring.
If anyone has some nice scenes, i could get them into SFM, just send me some stuff and i love to do it
More zerg Strains from Abathur's evolution pit.
[URL=http://s437.photobucket.com/user/Overmind5000/media/2013-04-17_00001_zpsd5a8df23.jpg.html][IMG]http://i437.photobucket.com/albums/qq97/Overmind5000/2013-04-17_00001_zpsd5a8df23.jpg[/IMG][/URL]
Face/Finger poseable, and based off the Cinematic mesh (from WoL). The Evo pit mesh was rigged only for the animations it had to do, and that doesn't sit well with me.
PLUS the little doodads on their heads were missing backfaces, so I just added thickness to it.
[T]http://imageshack.us/a/img19/5422/heycn.jpg[/T]
Hey, why did you just keep such nice face inside the mask?
Eyeposable, mask bodygrouped.
*WOW*
Awesome!
Finally someone begins to port interiors, too!
Before we only got chars over chars - but nothing to put and pose them in. :-)
Thanx!
[T]http://imageshack.us/a/img546/2130/leve.jpg[/T]
[T]http://imageshack.us/a/img716/6541/lev123.jpg[/T]
Hope no one crys over flipped normal maps :D
Not major change, but I changed the normal maps. And some parts are glowing in the dark.
[T]http://imageshack.us/a/img594/438/inft.jpg[/T]
Plus, changed the infested normal maps as well.
All of Abathur's experiments are finally done on my end.
[URL=http://s437.photobucket.com/user/Overmind5000/media/2013-04-17_00003_zps52736c31.jpg.html][IMG]http://i437.photobucket.com/albums/qq97/Overmind5000/2013-04-17_00003_zps52736c31.jpg[/IMG][/URL]
[QUOTE=dmlxo21;40313991]
[T]http://imageshack.us/a/img594/438/inft.jpg[/T]
Plus, changed the infested normal maps as well.[/QUOTE]
have you tried using hansen parts or would they not fit well?
Well, Hansen parts are femparts.
Marine parts are manparts.
Hansen's are too thin and skinny, altough I can "embiggen" them, but I just don't wanna add another texture.
[QUOTE=dmlxo21;40302194]Shit, man, it's no more matter of just "Too many polygons." The number is too outgoing.
[T]http://imageshack.us/a/img824/308/matterd.jpg[/T]
Only the main walls and floor shapes have over 55,000 polys.
Anyway, here are some expected and useful backdrops from SC2, and hopefully I can port more of them with no matter of polys.
[T]http://imageshack.us/a/img845/8283/armoryp.jpg[/T][T]http://imageshack.us/a/img545/37/cantinat.jpg[/T][T]http://imageshack.us/a/img197/47/labf.jpg[/T][T]http://imageshack.us/a/img62/6035/leekinostudio.jpg[/T][T]http://imageshack.us/a/img826/6677/observatoryh.jpg[/T][T]http://imageshack.us/a/img703/7807/pressroom.jpg[/T][T]http://imageshack.us/a/img694/314/readyroom.jpg[/T][T]http://imageshack.us/a/img443/1912/unnf.jpg[/T]
But it is well-known fact that they all over 50,000 polys average.
Instead, maybe I can just separate walls and floors that can be placed manually. That we would be able to make our own set. Especially that pressroom set is really sweet. Like the flag, background dominior emblem..
Or else is char battleground prop. I ported the whole Char scenary long time ago, but gone with wind. Maybe I can try it out.
And headhack is what I can.
Viper123_SWE, BTW, you should except some of mine's photos. Maybe should except those outdated like previous model of Pistol. Or those have more than two pictures of same prop.[/QUOTE]
MMmmmm...me likey very much
Zeratul is ingame! I have no presentable screenshots since apparently Jigglebones is no longer supported by Gmod. Plus I can't figure out why the blasted eye posing isn't working. Face/finger poseable though
[T]http://imageshack.us/a/img43/9453/siegetank2.jpg[/T][T]http://imageshack.us/a/img838/7215/siegetank.jpg[/T]
[T]http://imageshack.us/a/img14/7476/viking2k.jpg[/T][T]http://imageshack.us/a/img198/3665/viking1.jpg[/T]
Do you guys want some red?
I might be able to lend a hand with Zeratul's eyes. Is it that they just don't move or is it something else?
Purple checkerboards. are the problem. If I change the eye vmt labels to "eyes" and add all the correct paths for the eyes, I get checkerboards anyways. I might have to double-check the materials though. It could be the qc for all I know. Speaking of which...
eyeball righteye "ZT_Head_SkinPoint" -1.25 -5.12 71.76 "Zeratul_Eyeball_R" 1.00 4 "Zeratul_Pupil_r" 0.63
eyeball lefteye "ZT_Head_SkinPoint" 1.25 -5.12 71.76 "Zeratul_Eyeball_L" 1.00 -4 "Zeratul_Pupil_l" 0.63
I'll keep trying on my end, see if any results change.
You should make the models have a color change option that way people can just use the color tool to choose which ever color they want.
[QUOTE=-Rusty-;40345980]You should make the models have a color change option that way people can just use the color tool to choose which ever color they want.[/QUOTE]
I tried to make that for the released marine with the same color set as the multiplayer gameplay one but with those high resolution textures it was hard to do it (I couldn't).
Silly me. The eyes vmt was using the pupil texture itself, and not the secondary material. My mistake. Now to figure out how to get the pupils to glow.
[editline]19th April 2013[/editline]
I said to myself "Screw the glowy eyes." So here he is. Ignore the floating bits of cloth. Those were rigged as Jigglebones.
[URL=http://s437.photobucket.com/user/Overmind5000/media/2013-04-19_00001_zps5d0ec77d.jpg.html][IMG]http://i437.photobucket.com/albums/qq97/Overmind5000/2013-04-19_00001_zps5d0ec77d.jpg[/IMG][/URL]
"I bring Tidings of doom..."
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