someone should make this robotnik
[video=youtube;tUKPqpxFUWg]http://www.youtube.com/watch?v=tUKPqpxFUWg[/video]
[QUOTE=Itauske Roken;44671032]excellent
and I'm going to guess the XNO format will have rigging support as well?[/QUOTE]Yep. I've already filled in all of the rigging information for all four primary .*NO formats (there's also CNO and INO, but those aren't important as they're just for other versions of Sonic 4), the only problem right now is that I need to figure out where the "ignored bone" information is so that it won't be rigging limbs to effect bones, and therefore breaking the rest of the rigging setup. I even fixed the GNO format so that it imports Super Monkey Ball: Banana Blitz/Step and Roll models properly, whereas the original script would give the bone structure [i]only[/i].
[QUOTE=noh_mercy;44671130]someone should make this robotnik
[video=youtube;tUKPqpxFUWg]http://www.youtube.com/watch?v=tUKPqpxFUWg[/video][/QUOTE]
I have just finished reading an AWESOME book on 3D modeling, so I think I'll give it a go later.
[QUOTE=Ace_Pharoh;44684946]I have just finished reading an AWESOME book on 3D modeling, so I think I'll give it a go later.[/QUOTE]
You woudn't mind naming the book since just describing it as AWESOME won't help too much for others that might be interested in one too?
.XNO and .GNO importing has been fixed up and is working great now for the MaxScript. Once I fix up .ENO and .ZNO, then I'll upload the fixed script so that you guys can get '06/Sonic 4/Storybook/Free Riders models with their original rigging intact.
[QUOTE=RTB;44690705].XNO and .GNO importing has been fixed up and is working great now for the MaxScript. Once I fix up .ENO and .ZNO, then I'll upload the fixed script so that you guys can get '06/Sonic 4/Storybook/Free Riders models with their original rigging intact.[/QUOTE]
Speaking of ripping models with their rigging intact, is there such a script/program/thing to get SART models? Because I'd like to get my hands on those Jet Set Radio ones, and somehow DX Ripper doesn't seem to work with the Steam version of SART...
[QUOTE=thefrenchsim;44692139]Speaking of ripping models with their rigging intact, is there such a script/program/thing to get SART models? Because I'd like to get my hands on those Jet Set Radio ones, and somehow DX Ripper doesn't seem to work with the Steam version of SART...[/QUOTE]Kinda-sorta. I only wrote one script to jump to and import points in Ralph's model that I needed. I'll need to update that to import everyone else's models without needing any manual input.
[QUOTE=mathias123961;44688183]You woudn't mind naming the book since just describing it as AWESOME won't help too much for others that might be interested in one too?[/QUOTE]
Digital modeling
by William Vaughan
Hey guys, rather curious as to how many of you want a green hill zone (or something else) map using models from sonic generations. (I can do sonic unleashed maps too)
[QUOTE=Stiffy360;44694649]Hey guys, rather curious as to how many of you want a green hill zone (or something else) map using models from sonic generations. (I can do sonic unleashed maps too)[/QUOTE]
I would like something like that
And perhaps the terrain models as well :v
[QUOTE=Stiffy360;44694649]Hey guys, rather curious as to how many of you want a green hill zone (or something else) map using models from sonic generations. (I can do sonic unleashed maps too)[/QUOTE]
speaking of making Sonic map to source, they're not on Source Game very much, especially Gmod.
that would be nice if you do, sometimes i was thinking about import Sonic Generations levels to source.
[QUOTE=Thelombax51;44694909]speaking of making Sonic map to source, they're not on Source Game very much, especially Gmod.
that would be nice if you do, sometimes i was thinking about import Sonic Generations levels to source.[/QUOTE]
I can't port entire stages, but I can make my own stage oc with the assets. Unfortunately, it's either normal maps, or staticproplighting. Unless I can somehow use the lightmaps from the game or make my own.
[QUOTE=Stiffy360;44694928]I can't port entire stages, but I can make my own stage oc with the assets. Unfortunately, it's either normal maps, or staticproplighting. Unless I can somehow use the lightmaps from the game or make my own.[/QUOTE]
well, just doing with your best, then. no rushing :)
i just curious.
The assets should be in the GMod workshop - I'd love to see them put to good use by having a map done! (That's pretty much how I feel about the City Escape models that I have yet to finalise for release)
Ya know how I mentioned that I was updating ItsEasyActually's *NO Importer script? I might as well upload what I've got now:
[url]https://dl.dropboxusercontent.com/u/27874399/NOImporterUpdate.zip[/url]
[b](UPDATED 05/21/2014)[/b]
There are two scripts included. The one with "_Debug" at the end will print messages to the console, but will import models much more slowly.
[b]What this newer script does:[/b]
- The script will no longer crash upon running it for the first time, so you can run it directly and not only through the MaxScript Editor. Additionally, cancelling a file import also won't crash.
- Revised the popup so that it mentions what kinds of games are compatible with the importer.
- All four kinds of model files will now import with their original rigging information.
- *.ENO files now import properly (Storm, Super Sonic, Vector, and any Extreme Gear) and shouldn't have broken UV mapping (Shadow, Rouge, etc.).
- *.GNO file importing has been greatly improved, and can now import [i]most[/i] models, including the ones from the Wii Super Monkey Ball games. Polygon groups with two UV mapping layers will import twice -- once for each layer.
- *.XNO files import almost perfectly, things like the Iblis Golem will now import and they also import with their original smoothing, and vertex colours. Enable the checkbox if you want to import the vertex alphas instead (mainly for character models).
- *.ZNO importing compatibility has been improved and will now import certain models that used to crash, and also import the normals and vertex colours, if any (the "Vertex Alphas" checkmark by the *.XNO importing will also tweak this). Additionally, the bone structures have been re-enabled and fixed.
[b]What still needs to be done:[/b]
- *.ENO stage models from Sonic Free Riders will most likely crash 3DS Max, I'll figure out how to fix that later.
- *.GNO stage models from Sonic Unleashed Wii will not import, as their model files don't follow the same data patterns as the others.
- Some *.ZNO files don't import correctly (B03_ROBO_T/B.ZNO, for instance). I'll try to fix that up next time.
- Automatic material importing, but I'll need to do more research as to how it's done in the first place.
If there happens to be a specific problem with a model you're after, let me know and I'll try to adapt the script to work with it.
Also this would be somewhat related since they're part of the Sonic and All-Stars Racing games, but I also ported [url=http://steamcommunity.com/sharedfiles/filedetails/?id=257420616]a pack of Super Monkey Ball models[/url] while I was working on this script.
(EDIT: I've tweaked the script so now there's a checkbox to toggle vertex colours/alphas.)
(EDIT 2: Also fixed a stupid bug with ZNO importing, due to a few things I forgot to fix.)
(EDIT 3: *.ENO importing is all fixed up!)
(EDIT 4: *.ZNO importing is fixed too!)
(EDIT 5: The broken *.ENO models will now import correctly!)
I actually done this so far...
Render on [B]Source Filmmaker[/B]
[IMG]http://i.imgur.com/iu3QKAO.jpg?1[/IMG]
although, this is a final version port to source.
[QUOTE=Thelombax51;44865294]I actually done this so far...
Render on [B]Source Filmmaker[/B]
[IMG]http://i.imgur.com/iu3QKAO.jpg?1[/IMG]
although, this is a final version port to source.[/QUOTE]
Is it going to come in different sizes?
Aw man, the Sonic 06 Egg Carrier.
I have to finish up the Sonic Adventure version now. (don't expect a soonish release until I say otherwise)
[QUOTE=Nerokhan;44871682]Is it going to come in different sizes?[/QUOTE]
yes, i was planing to port it on Gmod too.
so, i believe scale a model down about 37.5 on 3D program (i use 3ds Max) for porting Sonic 06 models to Source Game. just saying.
just done the Egg Wyvern early.
i goes render on [B]Source Filmmaker[/B] though...
[IMG]http://i.imgur.com/JL5pqxN.jpg?1[/IMG]
[QUOTE=Thelombax51;44876371]yes, i was planing to port it on Gmod too.
so, i believe scale a model down about 37.5 on 3D program (i use 3ds Max) for porting Sonic 06 models to Source Game. just saying.[/QUOTE]
Is it possible for you to scale them to Sonic Generations' Model Scale? I'd like to see Eggman06 rendered on that game.
[QUOTE=Thelombax51;44885097]just done the Egg Wyvern early.
i goes render on [B]Source Filmmaker[/B] though...
[IMG]http://i.imgur.com/JL5pqxN.jpg?1[/IMG][/QUOTE]
You're having better luck with 06 models than I am apparently
[QUOTE=Itauske Roken;44889570]You're having better luck with 06 models than I am apparently[/QUOTE]
thanks.
since RTB and Apoc was help me alot, and i was got inspired by them.
Egg Cerberus finally done
i'm enjoys render it on [B]Source Filmmaker[/B] again :P
[IMG]http://i.imgur.com/tcNQqLk.jpg?1[/IMG]
someday i'll have a download link to you guys for testing out, just for SFM. then later i will make for Gmod version.
and planing to release to Workshop for final version.
When you do finish them up do you mind if I use them for a project of mine I've been meaning to work on?
[QUOTE=Itauske Roken;44900765]When you do finish them up do you mind if I use them for a project of mine I've been meaning to work on?[/QUOTE]
sure why now? :)
so, still remain the Egg Genesis that i should to work, then my job was finished.
[QUOTE=Thelombax51;44912674]sure why now? :)
so, still remain the Egg Genesis that i should to work, then my job was finished.[/QUOTE]
eggcellent. any plans on the regular eggman badniks?
[QUOTE=Itauske Roken;44913607]eggcellent. any plans on the regular eggman badniks?[/QUOTE]
hmm...
looks like i'm interested doing Eggman bosses stuff...
if someone gonna do badniks from Sonic 06 that would be nice.
RTB now released Sonic import MAXScript for import Sonic models with fully rigged, he said Sonic 06 models was import perfectly and works on every models. (XBox360 only)
If nobody else picks up the '06 badniks by about September, I'll start working on those. Those and the remainder of the Sonic Unleashed badniks (even if I can't get proper normal maps for them).
As for me, now that I figured out how to get the original face flexes for the Sonic Free Riders models, expect Apoc and I to work on porting the Babylon Rogues soon.
And Honey the Cat's model has gone kaput -- it's been banned from the Workshop for some reason, along with dozens of other addons (though those were removed due to either stolen content or broken LUA coding).
[sp]I have a feeling it was because of the "base" model...[/sp]
On the bright side, the Babylon Rogues are almost ready now that I've fixed the broken faceposing. Apoc Hedgie will work on porting them to the Source Engine within a few days.
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