Is anybody porting models from Sonic Generations' levels and menus?
[QUOTE=FunnyStarRunner;41931383]Is anybody porting models from Sonic Generations' levels and menus?[/QUOTE]I've ported some of Green Hill's models (sunflower, purple flower, shrub, lilac rock, palmtrees, wooden totem, big-ass stone totem) and also some of Station Square's buildings and road chunks, for personal use. Currently porting some of City Escape's buildings (and extras like cars and newspaper boxes), but it may be really sloppy depending on what I can be bothered to do. You think those models could come in handy? Because if so, I'll happily just put them up for download.
EDIT: SonicWind, try messing with your anti-aliasing settings. Your model's edges will look smoother, more diffuse, more natural.
[QUOTE=thefrenchsim;41943069]I've ported some of Green Hill's models (sunflower, purple flower, shrub, lilac rock, palmtrees, wooden totem, big-ass stone totem) and also some of Station Square's buildings and road chunks, for personal use. Currently porting some of City Escape's buildings (and extras like cars and newspaper boxes), but it may be really sloppy depending on what I can be bothered to do. You think those models could come in handy? Because if so, I'll happily just put them up for download.
[/QUOTE]
Some Green Hill and City Escape stuff?
Do want.
[QUOTE=SonicWind;41924034]I thought I'd share my first attempt at using these models.
[IMG]http://cloud-3.steampowered.com/ugc/1119430216709829618/C5198FB9FA82407E7B6AD1BF8AC423788436003D/[/IMG]
I know it looks kind of bad compared to the others, but again, this is my first try. Also, I tried using those launch options CSLeader posted, but they didn't seem to do anything.
A bit off-topic, but I wish I knew the maps you guys use in these pictures. I could use those now that I actually [I]have[/I] GMod.[/QUOTE]
I forgot to tell you one important thing when making a pic; Using the Lamp tool. That tool itself can change how the pic looks in quality.
Comparison:
Default map lighting:
[T]http://cloud-2.steampowered.com/ugc/882991428075079176/5743AD23B758E24E7C7D73BF4D163612EC8C552E/[/T]
Looks bland, like if someone make an instant pic on TTT.
Adding just one lamp:
[T]http://cloud-2.steampowered.com/ugc/882991428075081741/E90F43A4A5DEF3BFF6082D5F426100DA33E8E4D7/[/T]
Lighting highlights are visible, gives more depth and dimension to the picture.
Also, one more thing, don't use the lamp until you're finished posing, for it drops your fps a significant amount.
[QUOTE=CSLeader;41946658]I forgot to tell you one important thing when making a pic; Using the Lamp tool. That tool itself can change how the pic looks in quality.
Comparison:
Default map lighting:
[T]http://cloud-2.steampowered.com/ugc/882991428075079176/5743AD23B758E24E7C7D73BF4D163612EC8C552E/[/T]
Looks bland, like if someone make an instant pic on TTT.
Adding just one lamp:
[T]http://cloud-2.steampowered.com/ugc/882991428075081741/E90F43A4A5DEF3BFF6082D5F426100DA33E8E4D7/[/T]
Lighting highlights are visible, gives more depth and dimension to the picture.
Also, one more thing, don't use the lamp until you're finished posing, for it drops your fps a significant amount.[/QUOTE]
Ah. Gotcha. Thanks!
[QUOTE=PyrO_o;41943793]Some Green Hill and City Escape stuff?
Do want.[/QUOTE]
[IMG]http://i.imgur.com/od3dQpIl.jpg[/IMG]
I've only recently realised that the collision models are messed up, because I was only using them for SFM, where it doesn't matter at all. I'll tweak those and then upload those seven models, all right?
Tip: Just like in the game, the sunflower's corolla can spin, at least in SFM, thanks to an extra bone, and the purple flower can sort of... bulge upwards if, still in SFM, one uses a custom slider.
[QUOTE=CSLeader;41703910]Put this in GMod's launch options:
-fullscreen +r_flashlightdepthres 4096 +r_projectedtexture_filter 0.2 +Mat_depthbias_Shadowmap 0.00005 +mat_slopescaledepthbias_shadowmap 2 +mat_depthbias_shadowmap 0.00002
* +r_flashlightdepthres sets the amount of quality shadows pick up
* +r_projectedtexture_filter, +Mat_depthbias_Shadowmap, +mat_slopescaledepthbias_shadowmap, and +mat_depthbias_shadowmap set up how smooth and detailed shadows will look on the model.[I]..[/I][/QUOTE]
Why the launch options? Is there anything known as [B]autoexec.cfg[/B]? Because, I know of it and know that's about 20% easier since it executes upon starting the game.
On a sidenote, Fakefactory Cinematic Mod's autoexec.cfg has useful stuff (if only it could be downloaded seperately)!
...Once again, I wonder what happened to Mina n' Blaze
[QUOTE=BenjaminTennison;41950106]Why the launch options? Is there anything known as [B]autoexec.cfg[/B]? Because, I know of it and know that's about 20% easier since it executes upon starting the game.
On a sidenote, Fakefactory Cinematic Mod's autoexec.cfg has useful stuff (if only it could be downloaded seperately)!
...Once again, I wonder what happened to Mina n' Blaze[/QUOTE]
Blaze in already released. Mina needs to be started on again xp
[editline]29th August 2013[/editline]
[QUOTE=Rush_Freak;41648395]Just thought I'd share some stupidly high-res textures I've been doing for personal use with the Sonic models. I currently only have the ones for Tails and they're only half done, but I hope to eventually do ones for Sonic and Knuckles too.
My goal is to have textures that rival the materials used in the official character renders by Sega.
[IMG]http://cloud-2.steampowered.com/ugc/882989280423097293/07CC3F12A4155A74148EB6F350AC023FED145087/[/IMG]
[thumb]http://cloud-2.steampowered.com/ugc/882989280423092204/2A2866399C7167B29E716AB2D81C0A5DEA03445F/[/thumb][thumb]http://cloud.steampowered.com/ugc/882989280423102573/5C89D4E3FF61B850325A003A1CD67A283F741632/[/thumb]
[thumb]http://cloud-2.steampowered.com/ugc/884114695974672009/9B08B082EC31178D32A1332E19D853FC92D15B4D/[/thumb][thumb]http://cloud-2.steampowered.com/ugc/884114695974681486/915427BBBB00BE31F25F657410C8A1EFACD7DCFC/[/thumb]
I'd say it's turning out okay considering that with 2048^2 maps, I can have details like fur folicles and weaves on fabric now...
[sp]SHUT UP, I DON'T HAVE A PROBLEM! 75 MB FOR TEXTURES ALONE IS TOTALLY REASONABLE!!![/sp]
Oh, and you can have this BEAUTIFUL SCREENSHOT of what I did to Generations to contrast because banana:
[IMG]http://cloud-2.steampowered.com/ugc/884114695863017944/0CC7C04F5B8CEFB993E7FFA865FA468904D1D10D/[/IMG][/QUOTE]
High res Blaze textures too plz
There seems to be an oddity with the models I've compiled. While the reference model and the physics model seem to align very well for the sunflower, the totem and the palmtree, other models seem to have their actual physics model shifted down or something. Look at the bulky stone totem: when I look at it in the model viewer, the collision model seems aligned, but in GMod, lo and behold, I can't push it down further than this... and objects can phase through the top of the model.
[IMG]http://i.imgur.com/uA8uX0Kl.jpg[/IMG]
I must be missing something obvious that more experienced porters have probably solved time and time again. How do I fix misaligned collision models? I would really rather provide you guys with models readily usable in GMod, where physics count, and not just in SFM, where they don't.
Somebody should make an updated Vanilla model. The one we have only has different skins for faces.
[QUOTE=thefrenchsim;42088123]There seems to be an oddity with the models I've compiled. While the reference model and the physics model seem to align very well for the sunflower, the totem and the palmtree, other models seem to have their actual physics model shifted down or something.[/QUOTE]1. Check to make sure the model doesn't shift when you import the reference, collision and skeleton models one after another.
2. Are you using $collisionmodel or $collisionjoints for them? The former should be used, not the latter.
[QUOTE=RTB;42104076]2. Are you using $collisionmodel or $collisionjoints for them? The former should be used, not the latter.[/QUOTE]
That was it! I had the feeling it had to be a beginner's mistake, but I guess that's what you get when you make the mistake of using the same template for most prop qc files. That explains why the sunflower was fine, I suppose!
Everything looks aligned now. You are a lifesaver.
[IMG]http://i.imgur.com/pHlyJON.jpg[/IMG]
Now, to mess with the models a little (I realised that the corolla of the sunflower isn't visible from the back, for example) and they'll be ready for upload!
EDIT: The props are now available for download.
Green Hill props link added to the first post, under Un petit chou-fleur (Steam name)
[t]http://upload.majhost.com/gallery/TurboThunder/DT/thisisaproblem.png[/t]
So I finish up Honey's hand rig and export it and compile only to have this happen.
All the bones in the left hand disappear and the right hand becomes a contorted mess.
face flexes turn out fine though.
Edit: Fixed the problem.
[QUOTE=Itauske Roken;42167849][t]http://upload.majhost.com/gallery/TurboThunder/DT/thisisaproblem.png[/t]
So I finish up Honey's hand rig and export it and compile only to have this happen.
All the bones in the left hand disappear and the right hand becomes a contorted mess.
face flexes turn out fine though.
Edit: Fixed the problem.[/QUOTE]
Ouch. Looks painful.
[QUOTE=SonicWind;42169507]Ouch. Looks painful.[/QUOTE]
and still got no idea what happened
maybe it had to do with compiling straight through blender. using SFM's studiomdl.
but compiling it using the exact same studiomdl through Cannonfodder's StudioCompiler seems to come out just fine.
oh and the main reason all the bones seemingly disappeared in her left hand was because bone weights were being read wrong. model is working perfectly fine now.
I'm also going to update textures for her body so that a seam I find irritating along her leg and body will go away for good.
[t]http://i.imgur.com/x8uWk0a.jpg[/t]
[t]http://i.imgur.com/PMtGM6Z.jpg[/t]
[URL=http://steamcommunity.com/sharedfiles/filedetails/?id=120872471]I have updated stuff[/URL]
[URL=https://mega.co.nz/#!uEQCgYqK!LuJ_aXDHgb3heliOlwe9lkhLrnwINpPSw3uhge4NxuQ]SFM Version[/URL]
Uh, the ragdoll is invisible when I spawn it.
[QUOTE=SonicWind;42193422]Uh, the ragdoll is invisible when I spawn it.[/QUOTE]
hmm...
Odd it shouldn't be
Can you not use mega? Mega has compatibility problems with fire fox
Edit:
Ok, never mind. I some how had a successful download in firefox.
I actually meant in GMod.
[QUOTE=SonicWind;42197783]I actually meant in GMod.[/QUOTE]
I know. the only one that seems to be working properly is the sfm version.
And even [I]that's[/I] not working at 100%-- some of the textures are missing. They seem to be the reflection maps.
[QUOTE=SonicWind;42198151]And even [I]that's[/I] not working at 100%-- some of the textures are missing. They seem to be the reflection maps.[/QUOTE]
Huh... I'll get the missing stuff up into the files then and post an update later.
update for the sfm version missing textures added
[url]https://mega.co.nz/#!CBQgnAaZ!ABY4TSbrnhlDKFo56POv23_VYZwSH-H8U2RCcbcimMs[/url]
That's good to hear. How's the GMod ragdoll?
[QUOTE=SonicWind;42201540]That's good to hear. How's the GMod ragdoll?[/QUOTE]
it may have the possibility of me compiling the model with sfm's studiomdl
Hopefully, that won't take too long to fix.
[QUOTE=SonicWind;42201763]Hopefully, that won't take too long to fix.[/QUOTE]
indeed. speaking of which just did =v
I think maybe you overdid it with the reflectivity.
[IMG]http://cloud-3.steampowered.com/ugc/1099165943220219126/982EC049685703CCA9E70D39B85E532C4E5EE84F/[/IMG]
Also, the ragdoll is a little spazzy.
Sorry, you need to Log In to post a reply to this thread.