• Mass Effect models W.I.P megathread V2
    472 replies, posted
Help me I'm an idiot. I downloaded all of Cire's prop packs from garrysmod.org and I have no idea how I'm supposed to install them into Gmod. There's no info.txt and everything is buried in 3 different folders. Can anyone help? (incoming dumb ratings) EDIT: Zaeed's helmet is really shiny for some reason. Anyone else got a fix?
[QUOTE=Alsojames;42324120]Help me I'm an idiot. I downloaded all of Cire's prop packs from garrysmod.org and I have no idea how I'm supposed to install them into Gmod. There's no info.txt and everything is buried in 3 different folders. Can anyone help? (incoming dumb ratings) EDIT: Zaeed's helmet is really shiny for some reason. Anyone else got a fix?[/QUOTE] Either drop them into your garrysmod/models and materials folders or create an addon.txt and drop the folders into your garrysmod/addons folder
[QUOTE=mralexs;42331068]Either drop them into your garrysmod/models and materials folders or create an addon.txt and drop the folders into your garrysmod/addons folder[/QUOTE] I tried dropping them into my addons folder but everything's an error :(
RISE FROM YOUR GRAVE But seriously: I'm in the process of *attempting* to port Grunt: ME3 edition. I've just gotten all the textures on and the lights to show up, so at this point I'll probably start following Mario's ragdolling guide - although I'm not too sure how much of that still holds up. Guess I'll find out. I've been trying to get use out of that old CS:S model S-low put out. To any of the porters in this thread: do you remember what sort of scaling-up/down you had to do to get the Mass Effect models to line up reasonably close to scaling with regular old HL2 models? Also, should I try to import an Source skeleton for this guy and just move the bones around instead of trying to make a skeleton from scratch since this is my first go at making a ragdoll? [img]http://filesmelt.com/dl/grunt_render_1.jpg[/img][img]http://filesmelt.com/dl/grunt_render_2.jpg[/img]
[QUOTE=SaigonTimeMD;43108082]RISE FROM YOUR GRAVE But seriously: I'm in the process of *attempting* to port Grunt: ME3 edition. I've just gotten all the textures on and the lights to show up, so at this point I'll probably start following Mario's ragdolling guide - although I'm not too sure how much of that still holds up. Guess I'll find out. I've been trying to get use out of that old CS:S model S-low put out. To any of the porters in this thread: do you remember what sort of scaling-up/down you had to do to get the Mass Effect models to line up reasonably close to scaling with regular old HL2 models? Also, should I try to import an Source skeleton for this guy and just move the bones around instead of trying to make a skeleton from scratch since this is my first go at making a ragdoll? [img]http://filesmelt.com/dl/grunt_render_1.jpg[/img][img]http://filesmelt.com/dl/grunt_render_2.jpg[/img][/QUOTE] Don't make a skeleton from scratch - use his original in game skeleton, just making sure the root bone is something like the pelvis that's actually rigged tothe model. As to scaling - best just import one of the human sized models and scale it down to a hl2 model to know what size to use.
[QUOTE=wraithcat;43112156]Don't make a skeleton from scratch - use his original in game skeleton, just making sure the root bone is something like the pelvis that's actually rigged tothe model. As to scaling - best just import one of the human sized models and scale it down to a hl2 model to know what size to use.[/QUOTE] Just to clarify since I'm a total noob here; so I should keep the Krogan acupuncture business that he came with when I first imported him? Should I rotate the bones so that they're completely inside of his body, or just leave them as-is? Also, I'm assuming that I should get rid of the ones on his face because faceposing, right? [img]http://filesmelt.com/dl/krogan_acupuncture.jpg[/img]
Leave the bones in his face. That comes in handy for additional faceposing abilities with the Joint Tool or in SFM.
[QUOTE=Muriel;43144560]Leave the bones in his face. That comes in handy for additional faceposing abilities with the Joint Tool or in SFM.[/QUOTE] it also comes in handy to make his flexes in 3ds max
Well, I ended up having to start from scratch, but now another problem has reared its ugly head: I'm trying to do the weight fixing part as outlined in in Mariokart's [url=http://www.youtube.com/watch?v=mKKGu_pt9iY&list=PLB557C1E0F6D484CD&index=3]tutorial[/url], except when I that the red pill-shaped things around the bones don't appear at all unless I highlight them in the side bone menu, and after I highlight the out-of-whack vertices and select how much I want them to weigh, they just deselect and nothing happens. What the heck is going on?
Here's a list of XNA Mass Effect models I've been collecting over time. Again they're XNA models, I'm just posting them in here in hopes someone will port them one time. You'll probably find other shit on those pages too. ME2/3 Harvester - [url=http://aloren2.deviantart.com/art/Harvester-Mass-Effect-321097002?q=gallery%3Aaloren2%2F39261186&qo=18][img]http://th03.deviantart.net/fs70/200H/f/2012/227/d/a/harvester___mass_effect_by_aloren2-d5b6816.png[/img][/url] Kalros - [url=http://aloren2.deviantart.com/art/ME3-Kalros-the-Giant-Thresher-Maw-321091649?q=gallery%3Aaloren2%2F39261186&qo=17][img]http://th07.deviantart.net/fs70/200H/f/2012/227/c/c/me3___kalros___the_giant_thresher_maw__by_aloren2-d5b63wh.png[/img][/url] Keeper - [url=http://aloren2.deviantart.com/art/Mass-Effect-Keeper-321496632?q=gallery%3Aaloren2%2F39261186&qo=22][img]http://th03.deviantart.net/fs71/200H/f/2012/229/9/2/mass_effect___keeper_by_aloren2-d5bese0.png[/img][/url] ME1 Animals - [url=http://just-jasper.deviantart.com/art/ME1-Creature-Pack-379495936?q=gallery%3AJust-Jasper%2F44143209&qo=36][img]http://th00.deviantart.net/fs70/200H/i/2013/171/e/e/me1_creature_pack_by_just_jasper-d69xwxs.png[/img][/url] Geth Pack (Armature) - [url=http://aloren2.deviantart.com/art/Mass-Effect-Geth-pack-320956298?q=gallery%3Aaloren2%2F39261186&qo=14][img]http://th02.deviantart.net/fs70/200H/i/2012/226/e/2/mass_effect_geth_pack_by_aloren2-d5b37gq.png[/img][/url] Mech pack with Colossus - [url=http://just-jasper.deviantart.com/art/ME2-Mechs-and-ME1-geth-colossus-for-XPS-379701467?q=gallery%3AJust-Jasper%2F44143209&qo=33][img]http://th03.deviantart.net/fs70/200H/i/2013/172/0/c/me2_mechs_and_me1_geth_colossus_for_xps_by_just_jasper-d6a2biz.png[/img][/url] Dr. Chakwas - [url=http://anorexianevrosa.deviantart.com/art/Dr-Chakwas-Remake-DL-399330471][img]http://th09.deviantart.net/fs70/200H/f/2013/253/d/b/dr__chakwas_remake_dl_by_anorexianevrosa-d6lr1d3.png[/img][/url] Armando Bailey - [url=http://melllin.deviantart.com/art/Armando-Owen-Bailey-from-Mass-Effect-for-XNALara-409468787?q=gallery%3AMelllin%2F41683234&qo=22][img]http://th02.deviantart.net/fs71/200H/f/2013/298/c/9/dfhdfh_by_melllin-d6rsc4z.png[/img][/url] Donnel Udina - [url=http://just-jasper.deviantart.com/art/ME3-Donnel-Udina-for-XPS-385455133][img]http://th05.deviantart.net/fs71/200H/f/2013/195/c/3/me3_donnel_udina_for_xps_by_just_jasper-d6dhn31.png[/img][/url] Maya Brooks - [url=http://nach77.deviantart.com/art/Maya-Brooks-368389291][img]http://th07.deviantart.net/fs71/200H/i/2013/118/2/e/maya_brooks_by_nach77-d63buzv.jpg[/img][/url] Escape Pod w/ Interior - [url=http://melllin.deviantart.com/art/Model-of-Escape-Pod-with-Interior-V-2-0-399416728][img]http://th02.deviantart.net/fs70/200H/f/2013/327/4/c/model_of_escape_pod_with_interior_v__2_0_by_melllin-d6lsvx4.png[/img][/url] Crucible - [url=http://melllin.deviantart.com/art/Crucible-ME3-with-bones-for-XNALara-V-3-0-403027591?q=gallery%3AMelllin%2F41683234&qo=28][img]http://th09.deviantart.net/fs70/200H/f/2013/287/e/8/crucible_me3_with_bones_for_xnalara_v___3_0_by_melllin-d6nya2v.png[/img][/url] Human Reaper - [url=http://melllin.deviantart.com/art/Human-Reaper-Model-for-XNALara-V-3-0-372526078?q=gallery%3AMelllin%2F41683234&qo=67][img]http://th08.deviantart.net/fs70/200H/f/2013/240/2/a/human_reaper_model_for_xnalara_v_2_0_by_melllin-d65siym.png[/img][/url] Cerberus Husk - [url=http://melllin.deviantart.com/art/Cerberus-Husk-for-XNALara-400454932?q=gallery%3AMelllin%2F41683234&qo=34][img]http://th00.deviantart.net/fs71/200H/f/2013/258/e/a/dfhdhgf_by_melllin-d6mf504.png[/img][/url] Benezia - [url=http://melllin.deviantart.com/art/Matriarch-Benezia-for-XNALara-390226577?q=gallery%3AMelllin%2F41683234&qo=48][img]http://th00.deviantart.net/fs71/200H/f/2013/214/4/6/dsgg_by_melllin-d6gbwr5.png[/img][/url]
you know, some of those map props would be brilliant for Hammer, or scenebuilding and the like stuff like this [img_thumb]http://fc09.deviantart.net/fs71/i/2012/305/5/8/me3_structural_models__downloadable__by_hatofass-d5jokqy.jpg[/img_thumb] [url]http://hatofass.deviantart.com/art/ME3-Structural-Models-Downloadable-335390218[/url] one thing that's always been hard is replicating the environments from ME
@Tydeus, yeah I got the XNA Customized gallery linked in the OP. People have made some cool stuff, Ori Lawson, female Batarians, unhooded Kasumi, c-sec Quarians etc. I'm surprised more XNAL users don't move on to porting this sort of stuff to Daz/Poser.
[QUOTE=cire992;43354716]@Tydeus, yeah I got the XNA Customized gallery linked in the OP. People have made some cool stuff, Ori Lawson, female Batarians, unhooded Kasumi, c-sec Quarians etc. I'm surprised more XNAL users don't move on to porting this sort of stuff to Daz/Poser.[/QUOTE] I saw the Ashley in a leather N7 jacket in that link, it's pretty good, would look a lot better on FemShep though. I wonder why BioWare never did one for her.. instead we get a shitty dress with an horrible necklace lol :P
Also tuxedo Wrex/ Civ Krogans.
Is there any chance that someone can compile the character models to work with Source Filmmaker? I mean, adding the flexes for the eyes so that way us animators can properly move them. I would do it myself, but decompiling isn't my most desired option (after failing at recompiling Garrus), and I would require the source files.
[QUOTE=Neo222;43376493]Is there any chance that someone can compile the character models to work with Source Filmmaker? I mean, adding the flexes for the eyes so that way us animators can properly move them. I would do it myself, but decompiling isn't my most desired option (after failing at recompiling Garrus), and I would require the source files.[/QUOTE] I agree. I've tried with a couple of models, and the only one that came out with no issues was Ms. T'Loak. (apart from turning 90 degrees to the right) Trying with Anderson left poly problems and texture spasms.
[QUOTE=Jimmyson;43688003]I agree. I've tried with a couple of models, and the only one that came out with no issues was Ms. T'Loak. (apart from turning 90 degrees to the right) Trying with Anderson left poly problems and texture spasms.[/QUOTE] I actually managed to get some models working using the old decompile method. It just matters on if you know what does what I guess.
Thanks a lot for the Zaeed and other Mass Effect models cire992! Here's what I used them for! [URL="http://i.imgur.com/mKp1m6R.jpg"]http://i.imgur.com/mKp1m6R.jpg[/URL] [URL="https://www.youtube.com/watch?v=LNVI1BEtGP0"]https://www.youtube.com/watch?v=LNVI1BEtGP0[/URL]
Hello :D! So I am trying to find Haxxers Spaceships pack (The one with the Collector Ships and the Mass Relays in it) because when ever I use his link it 404's on me, does anyone know where I could find this specific pack as it would really help!
Not sure if it belongs here, just tought i could share it: [thumb]http://s014.radikal.ru/i328/1408/1a/afa62cb64c93.png[/thumb] Took me 2 hrs and around 20 differenth static meshes. Turns out that building a map with those meshes is as easy as building Lego stuff. I wonder, why there is no such resources has been released for Hammer? There would have been a lot of cool Mass Effect themed maps for SFM or GMod by now.
Sorry for the necro, but was messing around with the omnitool prop today in SFM, trying to figure out why it wasn't showing up. Well, it kinda was, but it took about 15 omni-tools layered on top of each other to see it. Turns out, as usual, it's a transparency problem. Or translucency. SFM is #@)$(@@(%) when it comes to transparency. If you have this material name, go to ttring[color].vmt and ttmain[color].vmt (for color it'll be blue or orange or green) and switch "$translucent" from 1 to 0 and that'll fix it up as much as you can in SFM. You can also add an "$alpha" value and fiddle around with it so it isn't so eye-burstingly bright. I recommend a .9 or .8 value for it. Depending on the model, the material filename might not [i]exactly[/i] start with ttring or ttmain, but "tt" will probably be in it. That's the one you want. And be sure if you want all the colors fixed, you do it for each specially colored vmt. For my prop, the materials were located in SourceFilmmaker\game\usermod\materials\models\cire992\props4 Just thought I'd throw it out there for anyone having problems, and might be using google to find the answer.
I've been trying to figure out how to port stuff from mass effect 3, but I'm messing everything up somehow, and all the instructions are super overwhelming. (sorry, i saw that it was posted in recently and didn't realize that it was basicly dead)
That files from first post. Is there chance to get them as .obj and with textures ? :O
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