• Spacemarine porting spree.
    3,379 replies, posted
Is anyone else working on this besides the almighty Joazzz?
I made imperial guard models that's about it [editline]28th November 2014[/editline] this thread is like wh40k lore, joazzz is the mary sue space marine that makes all the ports and actually good work, and im the stinky imperial guard that makes 1 port and dies.
Guess you can count me. Started working on this yesterday. [IMG]http://fc02.deviantart.net/fs70/f/2014/332/f/9/heheheh_by_blueflytrap998-d87zu84.jpg[/IMG] Original teeth had an ok normal bake; but it was completely nullified by the fact the uv map for them is beyond saving. So I just made new ones. Based off the teeth on the official replica rather than the usual chainsword teeth. [IMG]http://www.game-boyz.com/content/files/Warhammer%2040k-Space%20Marine%20Chainsword.png[/IMG]
i'll have to make my version of that anyway though since we probably use different scaling in our ports [editline]29th November 2014[/editline] as a little bit of info, i can say that i haven't worked on this for the past week or so. been busy with real life stuff.
Finished. [T]http://fc09.deviantart.net/fs71/f/2014/332/8/a/new_chain_by_blueflytrap998-d880ewz.png[/T] [video=youtube;eXGsh-yLDGo]http://www.youtube.com/watch?v=eXGsh-yLDGo&feature=youtu.be[/video]
[QUOTE=BlueFlytrap;46596662]Finished. [T]http://fc09.deviantart.net/fs71/f/2014/332/8/a/new_chain_by_blueflytrap998-d880ewz.png[/T] [video=youtube;eXGsh-yLDGo]http://www.youtube.com/watch?v=eXGsh-yLDGo&feature=youtu.be[/video][/QUOTE] How would one go about animating the blades in SFM? Are they animated textures or is there some kind of control for them?
For garrysmod there are various speeds at which the animation loops. For sfm there's what I've dubbed 'waveform' in the list of animations. It's the original keyframes with enough space between loops to isolate only the waveform. From there it's just a matter of manipulating the new waveform for whatever speed, length, and ramping you want. It's done like this since I can't compile an animation that instantly transitions between two points mid frame. Not doing so creates a wealth of problems.
In theory, it'd be possible for you to make it a sequence not too dissimilar from walk cycles, where there's a slider for different speeds. However, that still seems like it can be easy to manipulate.
It sounds simple; but I'm afraid that wouldn't work. A slider like that is actually blending between a handful of animations with various intensity. It works great for movement but quite poorly for snapping. For the animation to correctly loop it must complete the cycle and then instantly return to the point of which it began; with no blending in between. having it blended with other animations won't allow it to reach the end of it's cycle before it has to snap back; producing a rapid twitching animation. Then you have the problem of just the looping animations on their own. The compiler forces the first frame of animation to take priority over the last when imported into the sfm. What this means is just before the animation loops all of the blades quickly return back to their original position between the second to last frame and the last frame; which due to how it imported is instead the first frame. It never actually loops fully in this case and creates this peculiar streak should motion blur be enabled. Trust me. You want motion blur on for this stuff. When set up (which is really easy since it's literally just ctrl+c ctrl+v a couple of times in the wave form editor) it looks quite nice. [video=youtube;4PoVnv1pcYs]http://www.youtube.com/watch?v=4PoVnv1pcYs[/video]
Oh man that's beautiful. I don't mean to be "that guy", but when were you planning on releasing these? Are you working on a pack of chain weapons?
[QUOTE=Kartoffel;46598236]Oh man that's beautiful. I don't mean to be "that guy", but when were you planning on releasing these? Are you working on a pack of chain weapons?[/QUOTE] Not really. That chainsaw is for a model named LQ-84i, the Chainsword and Chainsaw are separate release packs.
Can't give a clear answer to either of those questions. Will probably only do the ingame chainswords. Nothing fancy like a chainaxe; although that does sound like an interesting challenge to animate given the chance. Don't know when a release would be. Doesn't mean I don't want to release them; It's just I have a ways to before I would call them finished. Hell I have even more to do ever since I figured out to to repair a lot of that dxt compression on the normalmaps. The process of doing that that looks a little something like this. [IMG]http://fc02.deviantart.net/fs70/f/2014/319/5/1/that_was_fun_by_blueflytrap998-d86jtlq.jpg[/IMG]
i'm not sure if i can really be bothered to rig all the chainblades on my versions since i'm bad at that i'll probably just give them skingroups for animated textures and try to make the blade not look flat somehow
[QUOTE=Joazzz;46598969]i'm not sure if i can really be bothered to rig all the chainblades on my versions since i'm bad at that i'll probably just give them skingroups for animated textures and try to make the blade not look flat somehow[/QUOTE] On the subject of faking depth; Platinum Games had a really clever way to go about it. You bevel the bottom and set it to draw from both sides (i.e. nocull) Like so. [IMG]http://fc00.deviantart.net/fs71/f/2014/333/5/5/heh_by_blueflytrap998-d884xub.jpg[/IMG] From even the slightest distance it was nigh impossible to tell it wasn't modeled. Do try it when you get the chance.
Off Topic, For the Space Marines, will they be head hacked for the no helmet custom? or will we have to bone merge?
each has a bodygroup for "no helmet" and heads will be separate models
Just bump the thread, has anyone been working on anything warhammer related? It's pretty quiet with Joazzz busy
no-one but Blueflytrap and Jenkins gives a crap about anything 40k related afaik
Emperor Titan updates [t]http://files.1337upload.net/Emperortitan_deviantart-561a5b.jpg[/t]
[QUOTE=Joazzz;46659957]Emperor Titan updates [t]http://files.1337upload.net/Emperortitan_deviantart-561a5b.jpg[/t][/QUOTE] Those... are the most beautiful machines of absolute destruction i have ever seen in all of my life *tear runs down face
Hey joazzz, [U]when[/U] you begin working on the IG, will you include certian vehicles exclusive to that regiment? Examples being the gorgon for the Death Korps, or the venator for the elysian drop troops?
[QUOTE=Joazzz;46659957]Emperor Titan updates [t]http://files.1337upload.net/Emperortitan_deviantart-561a5b.jpg[/t][/QUOTE] Hopefully you get somebody to work on a ik rig script for SFM, i could probably make some walking animations since I've gotten better at it.
[QUOTE=Deathtrooper2;46684398]Hopefully you get somebody to work on a ik rig script for SFM, i could probably make some walking animations since I've gotten better at it.[/QUOTE]well the Emperor's legs only have two joints not counting the toes - hip and knee - because technically the thing doesn't have feet. the rest are perfectly IK compatible though, and i could try giving the Emperor proper foot bones i've also been thinking of getting someone to make some idle animations for the Space Marines when the time for that comes, so any help with that would be great when it's needed. i already know a capable IK guy
is there space on those balconies to put guardsmen there?
[QUOTE=justinl132;46687122]is there space on those balconies to put guardsmen there?[/QUOTE] That thing is as large as a castle, of course it needs some manned fortifications to defend against assault!
[QUOTE=justinl132;46687122]is there space on those balconies to put guardsmen there?[/QUOTE] Nah man, all guardsmen have the "very bulky" special rule. Not gonna fit there. :v: I'm pretty sure they will, don't worry. :smile:
[QUOTE=justinl132;46687122]is there space on those balconies to put guardsmen there?[/QUOTE]the outer wall is taller than a HL2 human, with the gaps deep enough to put a rifle through and fire i'd say so
Anyone know any good trench warfare maps?
[QUOTE=justinl132;46703279]Anyone know any good trench warfare maps?[/QUOTE] There's a few trench maps in the World War One Source mod, I'm pretty sure the devs uploaded their models and maps onto the Workshop, there was also a WW2 Germans model pack released that had some bloody great trench models in it, if you don't mind scenebuilding.
Thanks, those trench maps are really detailed. Now we all play the waiting game for the release of a new WH40k pack... Speaking of which, anyone working on the death korps of krieg? They would go perfect with them. Hey Joazzz, when you work on the baneblade, will you also make the lucious pattern? I find it amusing having those little green lights making it feel like the massive battleship it is.
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