[QUOTE=Wlfius28;41165820]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.[/QUOTE]
Actually it's not impossible to extract maps from Mass Effect, I extracted the ground of the beam rush sequence and got it into 3DS Max, just need textures for it.
[editline]29th June 2013[/editline]
Damn it, ninja'd by two posts. :(
[editline]29th June 2013[/editline]
[QUOTE=Gmod3ever;41184311]Damn.
I'd totally be willing to do the work involved in porting levels over to Source as static props, [b]but I don't own Mass Effect 3[/b]. Makes it kind of difficult. :v:[/QUOTE]
That's too bad, you're missing out on a great story written by a hack of a writer, and amazing gameplay that totally isn't dull.
[QUOTE=MaddaCheeb;41241567]I extracted the ground of the beam rush sequence and got it into 3DS Max, just need textures for it.[/QUOTE]
Of all the things to extract...
[QUOTE=Hamk;41239888]I guess you should download Enhanced Citizens.[/QUOTE]
I did that, and I still had issues! Primarily on the Asari package!
[QUOTE=cire992;41246358]Of all the things to extract...[/QUOTE]
I have played that sequence at least two dozen times from a hacked save file. I know every in and out of it and how it's coded.
[sp]I'm obsessed with that scene. DON'T JUDGE ME.[/sp]
[editline]30th June 2013[/editline]
I also know that the assets for this scene are still in the beam rush sequence:
[video=youtube;r3PQT4c_r7Q]http://www.youtube.com/watch?v=r3PQT4c_r7Q[/video]
All it needs is a little coding to be brought back in and kabam.
Anybody know how to force the source engine to conform an animation to a biped? Many games use the same animations for many different character types (male, female, big characters, small characters etc) and the animations will use the bone positions found in the skeleton of the character instead of distorting the character rig to fit the bone positions found in the animation.
I thought the $definebone command had something to do with this, but that doesn't seem to be working, it seems to be just for laying out a biped when you don't have a model. If I can't get this working, I'd have to re-export 1500+ animations each for Miranda, Tali, Garrus, Wrex and Mordin. That's like 7000 animations, even I don't have that kind of patience.
So far as I know, that is not possible.
Sorry.
ok, so now I have another question. How do I convert the PCC files into files that the GFScape can read or Source Filmmaker?? I did search the whole Inet for it and also youtube but I didn't found anything...if someone could help me that would be great...thanks
Unpacking the .pcc files isn't difficult, but the unreal engine doesn't use the same model format as the source engine. You have to compile them to the source format.
[QUOTE=FloaterTWO;41520776]Unpacking the .pcc files isn't difficult, but the unreal engine doesn't use the same model format as the source engine. You have to compile them to the source format.[/QUOTE]
ok, and how do I do that??
Use Umodel to unpack the .pcc files, then find an importer that can import the psk/pskx files into the modelling program of your choice, then find an .smd exporter to export the raw .smds needed to compile models to source, then use the compiling program of your choice to compile the models to source.
The textures exported by Umodel are .tgas so you need to set those up in .vtf format, but aside from that i've explained pretty much the very basics of porting models from Mass Effect.
thank you very much for the explanation....I will do that....:smile:
I'm trying desperately to find a model for the Combat Drone that Engineers deploy. Help? Anyone? Cire you've done a lot of this kind of thing.
[QUOTE=Eric Zenith;41649749]I'm trying desperately to find a model for the Combat Drone that Engineers deploy. Help? Anyone? Cire you've done a lot of this kind of thing.[/QUOTE]
I have one, but the model is lacking working textures.
Also, I can't remember if it's been asked before, but has anyone ported the model for the Leviathan yet? I have a few projects in mind that would benefit from that model.
Also, obligatory Civvie Femturians and Citadel DLC enemies model pack update request hurf durf (similarly with the above, I have projects that could use those models, but no rush; take your time).
I think everyone on the site is busy with real life stuff, its awful quiet and I haven't really seen anything new in a long time, unless everyone moved over to SFM and abandoned Gmod. We don't have the Leviathan but you could always get it from XNA and port it over or something? Plus I think someone has working textures for the drones on xna.
[url]http://nach77.deviantart.com/art/Leviathan-375435701[/url]
I think nach77 also has other stuff, I did a quick search *shrug*
I don't know about anyone else who was working on stuff, but i have plans to finish and release most if not all of the stuff i was working on, I've just got other, not Mass Effect related things I'd like to finish first.
Once i'm done with my current big pack of stuff I'm working on I'm going to devote some time to finishing up, releasing, and re-doing some of my Mass Effect stuff.
[QUOTE=FloaterTWO;41734815]
Once i'm done with my current big pack of stuff I'm working on I'm going to devote some time to finishing up, releasing, and re-doing some of my Mass Effect stuff.[/QUOTE]
What is the big pack of stuff you're working on?
Call of Duty: Black Ops vehicles.
It's been eating up a lot of my time, so when it's done i'm going to take a break from doing Call of Duty stuff for a bit and go back to work on some of the Mass Effect things i've kind of put on hold.
[QUOTE=Tydeus;41734692]I think everyone on the site is busy with real life stuff, its awful quiet and I haven't really seen anything new in a long time, unless everyone moved over to SFM and abandoned Gmod. We don't have the Leviathan but you could always get it from XNA and port it over or something? Plus I think someone has working textures for the drones on xna.
[/QUOTE]
Well, I only come here for SFM models anyway. I wasn't aware there was any distinction between the two for this thread. I just thought this was essentially Source models in general, for SFM and/or for Gmod.
I'll look into porting from XNA, but I'm horrid at porting. The only thing I'm ever likely to try to do is mod and manipulate the textures for some of these models (IIRC, that's a decompile, an edit, and a recompile)
[QUOTE=FloaterTWO;41734815]I don't know about anyone else who was working on stuff, but i have plans to finish and release most if not all of the stuff i was working on, I've just got other, not Mass Effect related things I'd like to finish first.
Once i'm done with my current big pack of stuff I'm working on I'm going to devote some time to finishing up, releasing, and re-doing some of my Mass Effect stuff.[/QUOTE]
No rush, man. I appreciate all the work you've/you're doing, so take the time you need. I was just wondering what the basic status of different projects were.
I'm curious... has someone already developed Rigs for these models, or is that on the To-do list?
[QUOTE=Jimmyson;42186084]I'm curious... has someone already developed Rigs for these models, or is that on the To-do list?[/QUOTE]
which models are they?
[QUOTE=Tydeus;42192750]which models are they?[/QUOTE]
The character models (i.e: Liara, Joker, Garrus, Tali, etc)
[QUOTE=Jimmyson;42196682]The character models (i.e: Liara, Joker, Garrus, Tali, etc)[/QUOTE]
If you're wanting them for Garrys Mod then yeah, they've been out for quite some time now
[QUOTE=Tydeus;42198240]If you're wanting them for Garrys Mod then yeah, they've been out for quite some time now[/QUOTE]
Sorry... I should have pointed out that I'm looking for SFM rigging! But thanks for letting me know about the Gmod ones!
[QUOTE=Jimmyson;42200365]Sorry... I should have pointed out that I'm looking for SFM rigging! But thanks for letting me know about the Gmod ones![/QUOTE]
Ones rigged for Gmod will work in SFM.
Most of the models ported are still on BioWare's player rig and so animating them can be a pain in the neck. A small number have been put onto Valve's player rig and can have the source animations put onto it, as well as IK rigs. Fewer still (as of now, about 2 in full detail and a small pack with a very limited selection) retain bioware's rig and have bioware's animations ported to it.
At least, I think that's how it is (no expert on rigging).
I know im a noob..... and im proud(not realy)....... And i don't know if this is the right thread.... But I would just like to know if somebody are porting me3 civilians?? and sorry for my bad english:)
[QUOTE=jops12;42314429]I know im a noob..... and im proud(not realy)....... And i don't know if this is the right thread.... But I would just like to know if somebody are porting me3 civilians?? and sorry for my bad english:)[/QUOTE]
People have ported civilians for Gmod, but no ME3, more ME and ME2. What we have to date is Asari, Turian, Salarian, Human, Volus, and Elcor. So far, no Batarian civilians yet
[QUOTE=Kommandant298;42320035]People have ported civilians for Gmod, but no ME3, more ME and ME2. What we have to date is Asari, Turian, Salarian, Human, Volus, and Elcor. So far, no Batarian civilians yet[/QUOTE]
me2 and me3 civilians use the same models and textures as far as I know
Not all the human casuals were ported.
There's still alot missing out like colonists, male medics, several dresses and a few new ones in the citadel dlc.
Ah shit, Forgot about them.
Okay..... thanks for aswering my question:)
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