• Spacemarine porting spree.
    3,379 replies, posted
I'm fairly certain that Wraithcat is working on porting more weapons and characters from Space Marine. Also, the shoulder pads do indeed lift up. You've just got to select them with the physgun. By the way, check your Inbox. I sent you some useful advice.
I just now noticed that the "ironsight" for the bolter is gone.
[QUOTE=Idaeus III;37368959]:D :D :D I have been waiting to see models of this quality for 40k. Amazing job! I asume that, sooner or later, we might get more weps, bodygroups, etc? Also, would it be possible to allow the Space Marine's shoulder pads to "lift" up? Same concept near the end of the video(with the Force Commander model, not Boreale) [url]http://www.youtube.com/watch?v=x0XOvCIdiI0[/url] This way, it will(or atleast SHOULD) allow for more arm/slashing poses. :3 Once again, great models!.. Especially since Dark Angels are in it >:}[/QUOTE] I'm not sure I completely understand. Currently the rigging goes like this UpperArm>ShoulderPad With both being poseable and the shoulderpad also being attached to the upperarm. What you want to do is pose the upper arm first and then adjust the shoulderpauldron.
[QUOTE=wraithcat;37371745]I'm not sure I completely understand. Currently the rigging goes like this UpperArm>ShoulderPad With both being poseable and the shoulderpad also being attached to the upperarm. What you want to do is pose the upper arm first and then adjust the shoulderpauldron.[/QUOTE] Would it be cool if I would be able to tinker with those Dark Angel models, to make them look well more like Dark Angels?
me and wraith were talking about letting others help us skin models, so I would be okay with you skinning personally. [editline]23rd August 2012[/editline] We would like to get the main chapters/traitor legions done.
[QUOTE=JPsRcE;37373483]Would it be cool if I would be able to tinker with those Dark Angel models, to make them look well more like Dark Angels?[/QUOTE] If you want, after you finish the skim, I could compile them with it.
Cheers guys, thank god I got the Dark Angels Codex handy, with the traitor legions that will be harder I guess cause you got the many different sorts. The Word Bearers and Night Lords would be pretty sweet.
Kartoffel, Thanks for the advice. I am new(ish) to Facepunch and its commands, such as the ones you told me, but I appreciate you doing so. Now I know a few more commands. Also, I understand that I seem a little too enthusiastic(and that I over do the smilies), and I appreciate you telling that too, I'm just so excited that I finally found 40k Space Marines models of this quality. Now I don't have to stay with the over sized shoulder Marines from DoW2. Also, let me reiterate about the shoulder pads. From what I know and from what the 40k table top models seem to show, Space Marine's shoulder pads are designed when the wearer of the armor lifts his arm up, the shoulder, rather than bending over, lifts up or retracts over so the pad doesn't interfer with the neck or head area. On these models, the shoulders do go up, yes, but when I put the arms high, the shoulder "phases" through the armor and doesn't look very good. Here's the best example I could find on google: [url]http://www.google.com/imgres?start=252&um=1&hl=en&sa=N&biw=1920&bih=912&tbm=isch&tbnid=Odb8UDQxZHuUzM:&imgrefurl=http://www.coolminiornot.com/204632&docid=0dTu_yRl5Nb-mM&imgurl=http://www.coolminiornot.com/pics/pics13/img4909d70cb1c60.jpg&w=600&h=639&ei=42k2UMinJomo8QT1mIFI&zoom=1&iact=hc&vpx=1146&vpy=323&dur=340&hovh=232&hovw=218&tx=129&ty=149&sig=107850635150313560129&page=5&tbnh=135&tbnw=123&ndsp=66&ved=1t:429,r:17,s:252,i:267[/url] The sergeant's shoulder had to move upward in order for the marine to point forwards and did so without phasing through armor and/or interferring with the neck and head. If my description didn't make any sense to you or if the picture isn't a good example, I'm sure you can find better ones out there. :smile: Oh, and one last thing: The DA models are AWESOME, but I couldn't help but notice that a couple of things are wrong/missing: 1, They don't have the Dark Angel's insignia and 2, the models aren't a Dark Angels green. They are more of a catachan green. It needs a little less of the camo look and more of the dark green look to it.
yes in lore they are supposed to pivot and spin around when swinging above the head but I don't think I have ever seen any artwork/sketches show this (probably because it looks silly). It sounds reasonable but it might be a pain in the arse to pose with unless you allow the shoulder pads to not collide with anything. [editline]23rd August 2012[/editline] we're aware of the problems if you check the thread regarding skins, they are a set group in the game files (which suggests relic was going to use the DA in the campaign but never finished them).
All models ported solely for the purposes of posing should have $noselfcollisions IMO. I tried to fix that on these guys for myself, but trying to recompile them gives me a "fuck you too many indices" error.
You should try recompiling with source2009, lonefire. It sounds like you're using an older version of the engine to compile.
$noselfcollision is dumb unless you like working with jelly. We acknowledge that not everyone is great at posing and even I find the fact that a model can collide with itself useful.
[IMG]http://i.imgur.com/6f6um.jpg[/IMG] Something I worked on after getting that pack
[QUOTE=Vasili;37377215]$noselfcollision is dumb unless you like working with jelly. We acknowledge that not everyone is great at posing and even I find the fact that a model can collide with itself useful.[/QUOTE] Maybe compile with two versions then? I mean, it's not like it's hard to compile with $noselfcollision, and I agree with lonefire. $noselfcollisions makes posing a million times easier, and it beats the shit out of using the Ragdoll Mover to force hands into positions they refuse to go (like holding one's head) due to self collisions. Also, lonefire, if you use GuiStudioMDL, then compile under the Orange Box engine, for Team Fortress 2. Should get you around the too-many-indices issue.
Ah, I see. Well, that was just my initial thought. If it's a pain to do/pose, then you don't have to do it :P Also, that's pretty interesting and frustrating at the same time regarding the DA "never finished" skins. Interesting because it makes me wonder what the game would have been like with the DA(probably the same, just with more SM's), but it's also frustrating to me because I LOVE the DA, and the fact that they probably WERE going to add them but didn't finish them.... It's maddening, buuuut that's just me. Well, thanks for the replies/advice, especially at the rate you replied. Just keep up the great models, and I hope to see more DA(or more chapters for that matter) whenever you guys make them(basically saying: Don't rush). "A moment of laxity spawns a lifetime of Heresy."
Just got the Autodesk Entertainment Creation Suite, so I'll experiment with some of these models in some of the various programs I now have. Maybe teach myself some model hacking or something. :v:
If you guys want jelly phys then by all means you can make that yourself. Me and Wraith have other priorities right now though and we feel this option is more poser friendly. If you are having trouble with hands it's likely you're trying to bend then very unnaturally, however you can alway weld a can on the hands in the meantime and bend them how you like.
[QUOTE=Gmod4ever;37378110]Maybe compile with two versions then? I mean, it's not like it's hard to compile with $noselfcollision, and I agree with lonefire. $noselfcollisions makes posing a million times easier, and it beats the shit out of using the Ragdoll Mover to force hands into positions they refuse to go (like holding one's head) due to self collisions. Also, lonefire, if you use GuiStudioMDL, then compile under the Orange Box engine, for Team Fortress 2. Should get you around the too-many-indices issue.[/QUOTE] I generally don't compile with no self collisssions unless the model absolutely lasks for it. Otherwise one ends with stuff like trying to fish out hands from bodies and similar things. If you want, though here are the source files. [url]http://www.mediafire.com/download.php?v0sm9t54yuv4b4v[/url]
lol.... Is there some kind of quote option that i'm missing? Everyone else seems to be doing it..... Well, anyways, I understand about the physics. To be honest, unless they are changed(which doesn't matter), the models are amazing as they are. Can't wait for more stuff :downs: (Hoping for a Power Sword)
[QUOTE=Idaeus III;37394372]lol.... Is there some kind of quote option that i'm missing?[/QUOTE] Bottom right corner for quote.
[QUOTE=keybladebearer;37394496]Bottom right corner for quote.[/QUOTE] Ah ha! Thanks for that :dance:
[QUOTE=Idaeus III;37394372]lol.... Is there some kind of quote option that i'm missing?[/QUOTE] keybladebearer beat me to the punch, but here's a little something for future reference: [code][noparse][quote][/quote][/noparse][/code]
Does anyone know the names of those maps shown in the Space Marine pictures at the beginning of the thread? I checked all of the RnL maps, and none of them look anything like those.
They're from WW1 source and the map used is actually a custom made one from the community. I'd upload it but I don't have permission and it requires models textures from the mod itself. The map itself is nothing but a small ruined building in the center with a huge bumpy mud textured landscape around it with some trenches on either side, the actual poses were scene builds on the map. Either way if you are still interested its called; 3mar_ypres_rc1
Just to let everyone know I've completed my Dark Angels skin, I will post up a preview image later today but I want peoples thoughts on it before I hand it over to Wraithcat.
Awesome. Thanks so much for this! I look forward to future updates.
[QUOTE=JPsRcE;37410722]Just to let everyone know I've completed my Dark Angels skin, I will post up a preview image later today but I want peoples thoughts on it before I hand it over to Wraithcat.[/QUOTE] Awesome! Can't wait to see it!
Here guys and gals, my Dark Angels 3rd Company skins to replace those heretic standard Dark Angels!! [IMG]http://uppix.net/e/1/5/9644cbb2b668973b66e5d7d9ef322.png[/IMG] Let me know what you think.
[QUOTE=JPsRcE;37425667]Here guys and gals, my Dark Angels 3rd Company skins to replace those heretic standard Dark Angels!! Let me know what you think.[/QUOTE] Looks awesome! A much better improvement!
[QUOTE=JPsRcE;37425667]Here guys and gals, my Dark Angels 3rd Company skins to replace those heretic standard Dark Angels!! [IMG]http://uppix.net/e/1/5/9644cbb2b668973b66e5d7d9ef322.png[/IMG] Let me know what you think.[/QUOTE] Looks nice - Gimme a DL link to groab and I'll add it in into the next update with your permission.
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