[QUOTE=Pax;40156579]I was thinking about that not too long ago. You could do a version of tech armor made to be bone-merged onto other characters. Of course, it would only work with characters with exactly the same skeleton, and it might clip into people, depending on how they and their skeleton is shaped.[/QUOTE]
Do you know how one might achieve success on this glorious endeavour? Any help would be much appreciated. :D
I'm not sure how you go about compiling things to be bonemerged. I know they're usually effects, so you don't need a physics model or ragdoll info, though it will need the skeleton intact. It might be as easy as compiling the tech armor bodygroup by itself with bare essentials.
This is Mass Effect related, anyone know of any good sci-fi space station/space ship maps? There's a couple of ME-specific ones I have snagged (like the Normandy and Citadel mockups and stuff) but has anyone come across any other good ones in their travels they could link? They just gotta be good looking, they don't have to be well-designed from a gameplay perspective.
^ There's a lot of sci-fi themed maps on gamebanana for hl2dm and cs. These are some of my favorites. They aren't really built for sandboxing, but for scenebuilds and posing and stuff they're great.
[URL="http://www.garrysmod.org/downloads/?a=view&id=116689"]gm_space[/URL]
[URL="http://hl2dm.gamebanana.com/maps/153223"]DM_techside[/URL]
[URL="http://css.gamebanana.com/maps/169036"]de_mars_beta[/URL]
[URL="http://css.gamebanana.com/maps/172440"]cs_aurora[/URL] - This one looks fantastic, but I haven't been able to get it to load in gmod.
[URL="http://hl2dm.gamebanana.com/maps/9372"]dm_neon[/URL]
[URL="http://css.gamebanana.com/maps/18142"]de_star[/URL]
[URL="http://hl2dm.gamebanana.com/maps/18786"]cm_cloudcity[/URL]
[URL="http://hl2dm.gamebanana.com/maps/39448"]dm_vapour[/URL]
[URL="http://css.gamebanana.com/maps/15340"]de_lv426_v3[/URL]
[URL="http://csszm.gamebanana.com/maps/69188"]zm_lv426[/URL]
[URL="http://hl2dm.gamebanana.com/maps/139440"]dm_SSorg[/URL]
[URL="http://hl2dm.gamebanana.com/maps/144431"]dm_press_rc1[/URL]
[URL="http://hl2dm.gamebanana.com/maps/23564"]dm_tech[/URL]
[URL="http://hl2dm.gamebanana.com/maps/156216"]dm_zest[/URL]
[URL="http://hl2dm.gamebanana.com/maps/158382"]dm_rapidcore[/URL]
[URL="http://hl2dm.gamebanana.com/maps/161544"]dm_venom[/URL]
[URL="http://hl2dm.gamebanana.com/maps/161569"]dm_outpost_4[/URL]
[URL="http://hl2dm.gamebanana.com/maps/170039"]dm_boundless[/URL]
[URL="http://css.gamebanana.com/maps/164164"]ba_jail_Aeon[/URL]
[URL="http://css.gamebanana.com/maps/164610"]Halo Crypt[/URL]
[URL="http://css.gamebanana.com/maps/167448"]awp_vartex[/URL]
[URL="http://css.gamebanana.com/maps/169041"]de_curiosity[/URL]
[URL="http://hl2dm.gamebanana.com/maps/7799"]dm_scifi[/URL]
[URL="http://hl2dm.gamebanana.com/maps/158382"]dm_rapidcore[/URL]
[URL="http://hl2dm.gamebanana.com/maps/128266"]dm_riposte_utd[/URL]
[URL="http://hl2dm.gamebanana.com/maps/15948"]dm_enzo[/URL]
[URL="http://hl2dm.gamebanana.com/maps/113667"]dm_amplitude[/URL]
[URL="http://hl2dm.gamebanana.com/maps/164685"]dm_a_lesser_fate[/URL]
[URL="http://css.gamebanana.com/maps/27124"]de_stratocorp2[/URL]
[URL="http://css.gamebanana.com/maps/127301"]de_sky_fortress[/URL]
[URL="http://css.gamebanana.com/maps/33810"]de_overdrive[/URL]
[URL="http://css.gamebanana.com/maps/163219"]de_keystone_iv[/URL]
There was a second version of gm_space that was twice the size but the link has gone dead. I tried asking the guy who uploaded it for another link but he never responded.
[editline]5th April 2013[/editline]
Dystopia has a few maps you can use for sci fi poses too.
Well, I was going to make some suggestions, but I think Cire has it just about covered. I would only add to the list a certain orange spaceship:
[URL="http://css.gamebanana.com/maps/163287"]de_KeySIV[/URL]
As an addendum, tried out a few on the list that I hadn't seen before and I think Boundless somehow fits my vision of turian architecture, and Zest reminds me very strongly of the way human settlements were presented in Mass Effect 1.
Also couldn't get Aurora to work, and I think I know why. the Counter-strike .nav file is pakrated into the .bsp, and in my experience, those make Gmod crash. I don't of a way to pull the file back out or delete it, though, so this knowledge helps me not.
Here's Tali's mask, finally. Sorry it took a while, but I had overwritten the textures with some of my own so i had to re-export and re-do them. Visor turned out better than it used to be, so that's a plus.
[img_thumb]https://dl.dropbox.com/u/9988278/ports/me3/talimask.jpg[/img_thumb]
[URL="https://dl.dropbox.com/u/9988278/ports/ME2_talimask.zip"]Dropbox link[/URL]
Also:
AS_deathstarJb1G
Combinecockpit
Cortex_Laboratories_Final
Cortex_Biotech
cs_freecity_arena
cs_reflex3
ctf_coret_public_alpha
de_alienzBETA
de_alivemetal
de_atlantis
de_battleship
de_bluecorridor
de_combinebase_css
de_deepspace
de_halo_battlecreek
de_halo_final
de_halolockoutv1
de_human
de_overdrive
de_tydirium_b1 (this one is AWESOME)
dm_area_n9
dm_Hot_CN-V1
dm_stargate_atlantis_b2-2
foehammer
fy_alienz
fy_cubeassault
gg_aerelon_kalel_2
gg_alien
gm_atomic
gm_battlestation
gm_fiction
gm_fringe_reciprocity
gm_geonosis_plains_b1
gm_masseffectcitadel_v1
gm_pd_destruct
gm_sarlacc_b1
gm_scificontententry
gm_sealab
gm_spacefun_v3
gm_startrekTOS_v6 (will lag like fuck without spacemod3)
gm_underwaste
gm_xhs_revolution
hang_em_high
jump_redplanet_v2
rp_stardestroyer_b2_1
rp_stargateworlds_v2
rp_tatooine_dunesea_b1
sb_atlantis_b16
sb_gooniverse
Stargate_SG-1
Stargate_SG-2
tron_cyc_arena-a5
ttt_cyberia_a2
ttt_ginkajima_v2
ttt_Intergalactic
ttt_underside_a1
ussmirage_Beta3 (will crash gmod unless you run flatgrass first)
All of these are either on fpsbanana or gmod.org
[QUOTE=cire992;40175472]^ There's a lot of sci-fi themed maps on gamebanana for hl2dm and cs. These are some of my favorites. They aren't really built for sandboxing, but for scenebuilds and posing and stuff they're great.
[URL="http://css.gamebanana.com/maps/172440"]cs_aurora[/URL] - This one looks fantastic, but I haven't been able to get it to load in gmod.
[/QUOTE]
I have that one downloaded myself.. although the updated version (linked within the link). Not sure if it works though cause I hardly go on gmod these days. Waiting for some models first :P
Sweeeet. I'm always on the lookout for fitting maps to put all these great Mass Effect ported models in. I'm gonna be doing a lot of downloading tonight. Mwa ha ha.
I think this port doesn't needs a thread.
[B]Mass Effect 3[/B] - Admiral David Edward Anderson (Remake)
[thumb]http://img259.imageshack.us/img259/8670/2013040600001.jpg[/thumb]
+ Better material shaders
+ 3 types of Omni-Tool for both hands
[B][U]It's still difficult to pose[/U][/B] :suicide:
[B]You'll need these tools:[/B]
- [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=126101775&searchtext=joint"]JointTool[/URL] - To work with such bones like *ElbowTwist1 and *ShoulderTwist1.
- [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=104604943&searchtext="]Easy Bodygroup Tool[/URL] - To change his skin and add Omni-Tools.
- [URL="http://www.facepunch.com/showthread.php?t=1212468"]Extended Face Poser[/URL] - Default faceposer doesn't work beyond a certain number of flexes.
[B][I]Filesmelt[/I][/B] -[URL="http://filesmelt.com/dl/Mass_Effect_3_-_Alliance.rar"]Mass Effect 3 Admiral David Edward Anderson[/URL]
Nice release GoOR, shaders look much improved.
Does anyone know if there's a limit on how many sequences can be compiled in a qc? I'm getting an Exception_Access_Violation when compiling with anything higher than 473 sequences. I had about 900, I suppose I could cut that down quite a bit.
thanks for the maps, guys, you're great.
[QUOTE=cire992;40180053]Nice release GoOR, shaders look much improved.
Does anyone know if there's a limit on how many sequences can be compiled in a qc? I'm getting an Exception_Access_Violation when compiling with anything higher than 473 sequences. I had about 900, I suppose I could cut that down quite a bit.[/QUOTE]
Break it up into multiple mdls (such as movment, idles, psotures, etc) and use $include "modelpath/name.mdl" on the models that use them. That is how HL2 worked.
Congrats, GoOR. You've made the first model with a properly glowing omni-tool for Source Filmmaker. All other omni-tools, holograms, tech armor and whatnot are too dim to be used. Exception being one model I have that is the wrong color and looks more like plastic than what it's supposed to look like.
Cire992's fix on the previous page made his models (well, one of them) a little better, but it's still too dim to be properly used, and disappears completely if there's any model behind it.
The level of faceposing on that anderson model is also incredible. Well done GoOR!
Now if we can just make him actually appear during the beam run then that'd be even better!
On topic: Nice re-release GoOR. Looks much better.
[QUOTE=Korro Bravin;40182928]Break it up into multiple mdls (such as movment, idles, psotures, etc) and use $include "modelpath/name.mdl" on the models that use them. That is how HL2 worked.[/QUOTE]
Right, that worked, thanks Korro.
So, Miranda and Jacob are both biotics, so I've been trying to do that cool biotic effect for them:
[IMG]http://gyazo.com/f57b04d915982d2fd3fc68f9b9c5fb53.png?1365296138[/IMG]
Kinda eats up a lot of Materials, though.
This might be an odd question, but are those N7 sword looking weapons been released yet? They looked pretty interesting.
*Scrubbed*
Maybe make the biotics bone merge-able?
They'd have to have the same bone name as the bone they're going to be merged with, which would be all of them, so that wouldn't work.
Why do those take up a lot of materials? It should only be two: one for the effect itself, one for the overlay on the body, then just provide it as a prop or effect and let people place them on their own.
The effect is actually comprised of 3 different textures, and the overlay requires an additional skin for each material on the body (body, face, scalp etc). In fact, I almost wonder if it would be more effecient just to provide a separate ragdoll with biotics activated. Because it does add up, especially when you have a lot of skins and bodygroups, which I do.
I'm a noob so this is probably dumb. How about a bunch of props? Or a ragdolled biotic ghost thing you can just overlay with a model? *shrug* lol
[QUOTE=Squiddy;40189527]They'd have to have the same bone name as the bone they're going to be merged with, which would be all of them, so that wouldn't work.[/QUOTE]
You've been doing this way longer than I have, so I don't have any doubt you know what you're talking about, but I don't quite get why yet. Team Fortress models and the Geralt Hardstyled made used bone-merge-able bits with multiple bones, so I don't understand the difference.
Mass Effect models mostly have the same, skeleton, right? Especially models released by the same person. I know they wouldn't work if someone rerigged them to the valve biped or renamed some of the bones in an unusual way, but if you released Joe Bob the Biotic along with "Joe Bob the Biotic's Biotic aura" and noted that also the aura might maybe work on some other models possibly, if you're lucky, punk, would that not work?
Not that I'm trying to force anyone to do it this way, of course. I may have just been a bit dazzled by the multicostume Geralt and have a shiny new toy I want to play with. I have the resources to go experiment with this on my own, so maybe I'll do that and report back if it works or that I'm an idiot.
@GoOr, I can't get Extended Faceposer to work(it was made for Gmod 12, not 13), yet you link to it, do you have working version, or are you not aware, or is it just problem on my end?
It's pretty unfortunate not being able to fully use those wonderful ragdolls.
Why do they use bones for the biotic effects anyway...
[QUOTE=Elec;40196870]Why do they use bones for the biotic effects anyway...[/QUOTE]
Effect placement. Same type of thing is used for TF2 characters to place certain particle effects as well.
Bones and bone merging are mostly a moot point here, the ghost effect is created from shader settings in the character materials. Separating it from the actual character is impossible, it isn't an "overlay".
Just wondering, has anyone ported props such as lamps or other kind of light sources?
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