• Mass Effect models W.I.P megathread V2
    472 replies, posted
Looks better than your jaw flexes frankly.
yeah my old ones were pretty bad, nevertheless
[QUOTE='Ninja Nub[NOR];40851837']yeah my old ones were pretty bad, nevertheless[/QUOTE] That's like 11 flexes all working together. Jaw plus like 10 different lip flexes. I just hit random a few times. :v: Here's just the jaw-drops, without any other flexes, in four different phases. [t]https://dl.dropboxusercontent.com/u/8416055/DeleteMe/AshleyJawdrops.gif[/t]
Looks accurate considering how much she bitched my head off in-game.
do we have any props from the Citadel DLC?
[QUOTE=Azzator;40864591]do we have any props from the Citadel DLC?[/QUOTE] What props do you mean? Maybe you should search for props you need in Cire992's prop packs.
[QUOTE=Hamk;40874948]What props do you mean? Maybe you should search for props you need in Cire992's prop packs.[/QUOTE] There's quite a few decent props from the Citadel DLC actually. I'm not entirely sure if we have them already but a lot of the apartment furniture would be a nice addition, as well as the poker table, the bars and other stuff. Then outside of the apartment you have the random arcade machines. There are even one or two new NPCs standing around, they look pretty unique (but low quality) [thumb]http://www.abload.de/img/npc-compgxqko.jpg[/thumb] Someone made an high rez texture apparently
[QUOTE=Tydeus;40875216] Someone made an high rez texture apparently[/QUOTE] Dat hair. Which one has the high res texture? I can't tell since they both look utterly FABULOUS.
[QUOTE=Rip_the_Jacker;40880587]Dat hair. Which one has the high res texture? I can't tell since they both look utterly FABULOUS.[/QUOTE] If I had to guess, I'd assume the model with the high-res texture is the one on the left.
looks like my dad
[QUOTE=Katra804;40881196]If I had to guess, I'd assume the model with the high-res texture is the one on the left.[/QUOTE] That was a joke, Shepard. Calling that high resolution is a disservice to high resolution. It's more like highER res.
[QUOTE=Hamk;40874948]What props do you mean? Maybe you should search for props you need in Cire992's prop packs.[/QUOTE] Cire ported a ton of stuff and without it, comic's wouldn't been possible at all. But there are still things missing. Like a red/green door holo, Javik's Memory Shard, the Cerberus General's chess board, the husk head, the galaxy map from Dr. Bryson's lab, the new containers from Citadel DLC although those might be only retextures of already existing ones, the poker table, the hot tub from shep's appartment, some of the grocery and meat booths from the marketplace in the wards, etc, etc.
Of all of those things you listed matey, I only want Huskie the Husk head. Just so I can model it biting Vega's hand.
[QUOTE=Muriel;40897714]Cire ported a ton of stuff and without it, comic's wouldn't been possible at all. But there are still things missing. Like a red/green door holo, Javik's Memory Shard, the Cerberus General's chess board, the husk head, the galaxy map from Dr. Bryson's lab, the new containers from Citadel DLC although those might be only retextures of already existing ones, the poker table, the hot tub from shep's appartment, some of the grocery and meat booths from the marketplace in the wards, etc, etc.[/QUOTE] Yah, my prop packs barely tap into Mass Effect 3, and I haven't ported anything from its dlcs.
I've [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=153594471"]ported[/URL] door holo from ME 2 and ME 3. Ask me if you need it to upload on somewhere else (for map or SFM).
Yeah upload it somewhere else so everyone can get at it.
I think its already in one of cire's packs.
[QUOTE=lonefirewarrior;41073351]Yeah upload it somewhere else so everyone can get at it.[/QUOTE] Here you are: [URL="http://www.mediafire.com/download/5d83hywd8w5qtiu/MassEffectDoorHolo.7z"]MediaFire link[/URL]
Nudge, Nudge :P I will give you a big chocolate chip cookie with extra chips!!! :) [QUOTE=Gmod4ever;40772310]I can port them from XNALara, if people really want them. Just be aware that if the model has shitty rigging, I won't exert the effort to fix it. Faceposing and eyeposing, however, I will do. Especially if the model already has some faceposing bones - eyelids and jaw-drop at the very least. Rate this post agree if you guys want me to port that female Batarian. Rate this post informative if you want that formal Shepard posted by Chriger. Rate this post useful if you want both.[/QUOTE]
uhm...don't know if I am in the right thread for this. I am new to SFM, and I would like to have the model of the citadel interior...just like in ME2, where you need to run around to have quests fullfilled. Is there something?? Or is it even possible to have something like this??? thank you very much. docfraiser
[QUOTE=docfraiser;41164476]uhm...don't know if I am in the right thread for this. I am new to SFM, and I would like to have the model of the citadel interior...just like in ME2, where you need to run around to have quests fullfilled. Is there something?? Or is it even possible to have something like this??? thank you very much. docfraiser[/QUOTE] Unfortunately, the actual maps Shep runs 'round are pretty much un-extractable, and even then, the people who have been generously giving us the models are all (by the seems of it) preoccupied. There is a link leading to a list of maps you can use on the OP, however. They're all pretty good for ME.
They're not un-extractable, it's just the way Mass Effect works is that the environments are built up of lots and lots and lots of props, and you can't just extract them all as one. If you could, it'd probably hit both the polygon limit and the texture for source, so it'd still need to be broken up into many, many peices so you'd just be better off porting all the peices anyway. The other thing is lighting, because you can't port lighting from the game and if you build a map in the source engine out of props the lighting usually looks kind of shitty, and the only decent mass effect map we have (Shepard's cabin) has that issue in places. The other alternative is to use props and textures from the game and just make a map in the usual source method using those, but i've not seen one fully completed yet. I gave some help to some people working on an Omega map using that method a long time ago, but they've been on 'a few weeks break' for nearly two years by now. In short, no, nobody has forgotten about the maps, it's just nowhere near as easy as you may think.
[QUOTE=FloaterTWO;41165944]They're not un-extractable, it's just the way Mass Effect works is that the environments are built up of lots and lots and lots of props, and you can't just extract them all as one. If you could, it'd probably hit both the polygon limit and the texture for source, so it'd still need to be broken up into many, many peices so you'd just be better off porting all the peices anyway. The other thing is lighting, because you can't port lighting from the game and if you build a map in the source engine out of props the lighting usually looks kind of shitty, and the only decent mass effect map we have (Shepard's cabin) has that issue in places. The other alternative is to use props and textures from the game and just make a map in the usual source method using those, but i've not seen one fully completed yet. I gave some help to some people working on an Omega map using that method a long time ago, but they've been on 'a few weeks break' for nearly two years by now. In short, no, nobody has forgotten about the maps, it's just nowhere near as easy as you may think.[/QUOTE] ah..okay...so now I know what to do..thank you very much for the information.....
Using ME3Explorer you can export levels to 3ds. It doesn't export either materials or normals, but you do get the full, assembled scene. From there you can set up the model in max. Assign materials, remove any props that are already in the prop packs, and break down the level into smaller pieces by material (source has a max 32 materials per model). I used this method to export the Normandy CIC to fallout 3, ending up with about 8 different pieces.
Can you use similar methods for Mass Effect 1 and 2 levels?
Hey cire, did you ever port the galaxy map to gmod?
[QUOTE=Gmod4ever;41177015]Can you use similar methods for Mass Effect 1 and 2 levels?[/QUOTE] Definitely not for ME1, never tried with ME2. Considering WarrantyVoider was making separate versions of his tools for ME2, I'm guessing there are differences between 2 and 3. [QUOTE=Tydeus;41178716]Hey cire, did you ever port the galaxy map to gmod?[/QUOTE] No, did Korro? He ported a lot of Normandy props.
[QUOTE=cire992;41182647]Definitely not for ME1, never tried with ME2. Considering WarrantyVoider was making separate versions of his tools for ME2, I'm guessing there are differences between 2 and 3.[/quote] Damn. I'd totally be willing to do the work involved in porting levels over to Source as static props, but I don't own Mass Effect 3. Makes it kind of difficult. :v:
This stuff is amazing!! It's already spawning ideas in my head! :dance: But I'm having problems setting things up! I am new to GMod 13 (Facepunch as well) and seem to be having issues with the loading of textures on the models. Primarily the eyes!
[QUOTE=Jimmyson;41235592]This stuff is amazing!! It's already spawning ideas in my head! :dance: But I'm having problems setting things up! I am new to GMod 13 (Facepunch as well) and seem to be having issues with the loading of textures on the models. Primarily the eyes![/QUOTE] I guess you should download Enhanced Citizens.
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