• Mobile Suit Gundam Models
    999 replies, posted
Wanted to get back at you for Big Zam now that I've definitely gotten a bit better with the whole QC thing after configuring the EP1 and Orange Box paths, added the usermod for where it will compile, and I compiled the .qc file that you gave out in your DL link. After doing that, well... [img]http://i1315.photobucket.com/albums/t587/James_Cheamitru/bigzamtextures_zps9de62b37.png[/img] I might be missing a step, because the textures don't seem to be working. Also the .mdl is found under the "player" subfolder in "usermod". Why is it there and not just in models?
[QUOTE=maddogsamurai;45692940] I might be missing a step, because the textures don't seem to be working. Also the .mdl is found under the "player" subfolder in "usermod". Why is it there and not just in models?[/QUOTE] Because SFM is weird and finicky. The texture is probably not loading because a) you didn't edit the vmt to point to the new folder the vtf is b) you placed the vmt in a folder different that the one you write on the qc(i doubt it tho' last time i compiled something in sfm the model was invisible because of this) Click the model tab in the model viewer and see if the model is picking the vmt (their name should appear in the list down right on that tab) if it appear with a error you're model is not finding the vmt.
[QUOTE=GintokiSakata;45693015]Because SFM is weird and finicky. The texture is probably not loading because a) you didn't edit the vmt to point to the new folder the vtf is b) you placed the vmt in a folder different that the one you write on the qc(i doubt it tho' last time i compiled something in sfm the model was invisible because of this) Click the model tab in the model viewer and see if the model is picking the vmt (their name should appear in the list down right on that tab) if it appear with a error you're model is not finding the vmt.[/QUOTE] Whoops. Knew I was missing something with the vmt's/vtf's. I got it compiled, but completely left those out. Anyway to put those in the right spot? I seem to be nearly done, just was missing a direction.
[QUOTE=maddogsamurai;45693146]Whoops. Knew I was missing something with the vmt's/vtf's. I got it compiled, but completely left those out. Anyway to put those in the right spot? I seem to be nearly done, just was missing a direction.[/QUOTE] The $cdmaterials command in the qc in sfm assumes you are starting from the materials folder in usermod so if you're command is $cdmaterials "gundam/zam/" you would have to create a folder named gundam with a folder named zam inside in the materials folder on usermod and put the vmt & vtf inside it. and the "$basetexture" command in the vmt would look like this "$basetexture" "gundam/zam/NAMEVTFHERE"
Bad shot at meme is bad. [img]http://i1315.photobucket.com/albums/t587/James_Cheamitru/BigZamcopy_zps5cd8450c.png[/img] In seriousness, the models for Big Zam, the first Gundam, Master Gundam, and Sazabi all work in SFM! BIIIIGGG props to Gintoki for getting them ported and Manneh for compiling and scaling them. Hopefully this tag-team workout will work for the others. I can see some great plans for Gundam in the future. Now let's see me do this in Transformers. :v:
I'm gonna try my hand at getting these in gmod, if Gintoki is alright with it that is.
[QUOTE=Mr.95;45693764]I'm gonna try my hand at getting these in gmod, if Gintoki is alright with it that is.[/QUOTE] I'm okay with it as long has howfie (the writer of the decompiler) gets credited.
[QUOTE=GintokiSakata;45693803]I'm okay with it as long has howfie (the writer of the decompiler) gets credited.[/QUOTE] Will do! With the one's in the past I've done three different sizes, so I've got a feeling Zam will definitely benefit
Anyone with texturing skills here? Because i noticed that musha mk1 & 2 have gold on their armor and the last time i tried to port something with gold it didn't look that great. i can upload a prop version (no rig) of the musha for someone to test gold shaders on.
Oh thank fuck, someone who knows what they are doing taking a shot at getting them into Gmod? This is great news.
Got it ingame as well as ragdolled, currently the limbs bend the wrong way though I'm working on that. I'm gonna try and make three versions, full scale, human scale(with a standard MS representing human height), and model scale. [t]https://dl.dropboxusercontent.com/u/20446371/gmod%20and%20sfm/gmod%20pictures/screenshots/gm_arid_mesa%20WIP1.jpg[/t]
Holy shit this is sick. Good on you all.
[QUOTE=Mr.95;45698184][t]https://dl.dropboxusercontent.com/u/20446371/gmod%20and%20sfm/gmod%20pictures/screenshots/gm_arid_mesa%20WIP1.jpg[/t][/QUOTE] Can't flim flam the Big Zam. I eagerly await the progress on the Sazabi though, pretty much my favorite mobile suit of the whole franchise besides the Sinanju, the Stutzer variants of the 'goog, Dom, and Zaku, and the Zaku II Kai with the "B" helmet.
Welp! This thing is pretty much finished, I'm planning on uploading it to workshop, that sound fine? Model Scale and Human Scale (with human being the average size of a mobile suit) [t]https://dl.dropboxusercontent.com/u/20446371/gmod%20and%20sfm/gmod%20pictures/screenshots/freespace_gs0000%20%282%29.jpg[/t] Full Scale [t]https://dl.dropboxusercontent.com/u/20446371/gmod%20and%20sfm/gmod%20pictures/screenshots/gm_flatgrass0001.jpg[/t]
Infinitely superior to what I ever managed to get going. Also holy shit, why is a miniature Big Zam so damn cute?
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=300909683"]aaaaaand it's out, hopefully its up to standards for you guys[/URL]
[QUOTE=TheWildGrue;45699516]Can't flim flam the Big Zam. I eagerly await the progress on the Sazabi though, pretty much my favorite mobile suit of the whole franchise besides the Sinanju, the Stutzer variants of the 'goog, Dom, and Zaku, and the Zaku II Kai with the "B" helmet.[/QUOTE] Hopefully once the Zaku II's been compiled, I'll be able to get them in SFM as well now that the pack of MS that Manneh gave seem to work fine. Once I test them a bit more, I'll try to submit them to the Workshop. With your permission of coarse. Edit: Nearly finished with testing Sazabi and Gundam, but I ran into some "problems" that should be addressed. [img]http://i1315.photobucket.com/albums/t587/James_Cheamitru/SazabiandGundamtest_zps4602ff34.png[/img] 1. [B]The bodygroups.[/B] It's neat that you have the guns, swords, shields, axes, and the funnels in a bodygroup to the hands or other parts to make posing with them easier. But since they are tied to the hands and other limbs, you can't change them or move them around. The funnels and the Gundam's Beam rifle are an example; the rifle is positioned that the hands are holding it from the bottom and not around the handle to "grip" it. The funnels are a neat touch, but with no extra funnels aside from the Sazabi, they're mere decorations that you choose to add. A solution to fix this is to just make the weapons separate from the Mobile Suits if you can. Also, try to see if you can get the beam sabers to work right. Can't have a good Gundam model without proper lightsabers. 2. [B]Sazabi.[/B] If you look at him now in the pic, you can see what the problem is. The textures are transparent that you can see right through it. There is a solution, and that's to remove the lines of code that includes "phong" in the property, or go into the material files and look for differences between the new and the original vmt files, if there's a new line like $translucent or $selfilum remove it or comment it out by putting // in front of it. SFM runs on a slightly older engine, so it doesn't fully support the new texture modifiers. I can attempt this on my end, but for those releasing these models might want to change that. 3. Some of the joints are a bit hard to control. One bone works fine, the next one will detach from the limbs and I have to undo that movement. Gundam seems okay since his bones are hidden amongst the others that I have to find in the drop-down list in the animation viewer. I have no idea how to fix this since it's been a issue with new models that AFSIK come from people that just start making models for SFM.
Well I just did very basic compiling, so that's why I didn't have the weapons and funnel things also compiled as spare props. Textures, that's pretty damn weird, SFM is a much better version of the engine than Gmod has I thought, so how it can't support those parameters right is quite confusing. Really the ones I did were quite frankly atrocious. But they seem to work kind of for SFM. But I'd really just end up waiting to see which ones Mr.95 does, and just use those in SFM if anything since he knows what he's actually doing :v:
[QUOTE=Manneh;45702414]Well I just did very basic compiling, so that's why I didn't have the weapons and funnel things also compiled as spare props. Textures, that's pretty damn weird, SFM is a much better version of the engine than Gmod has I thought, so how it can't support those parameters right is quite confusing. Really the ones I did were quite frankly atrocious. But they seem to work kind of for SFM. But I'd really just end up waiting to see which ones Mr.95 does, and just use those in SFM if anything since he knows what he's actually doing :v:[/QUOTE] As I said about the textures above, SFM runs on a older engine so it doesn't quite use the new texture modifiers unless a possible update comes around. Again, the textures CAN be fixed, but it would have to change the vtf a bit by removing some code.
I remember rigging the weapons and shield to a bone that was connected to the main rig so that you can move them around individually but have them move along the main rig.
So instead of porting the Turn A i decided to just get it over with and properly name all the files for easy access. [IMG]http://i.imgur.com/4gQqyWB.png[/IMG] The models with a % next to them are bosses meaning they have damaged parts (like the Big Zam) The models with a ~ next to them are common enemies meaning they have a lower res texture compared to rest. I'm yet to name 15 models but i can confirm that i'm missing the DLC models.
All these Sazabi's, Gundams, and Byg Zams are cool and all. But what we really need is some MS-06FZ Zaku II Kai 's in here.
What, no Strike Dagger?
[QUOTE=LongArm91;45714054]What, no Strike Dagger?[/QUOTE] It's probably in the rest that i still have to name (i don't have that much knowledge to just name them from looking at the models) [editline]17th August 2014[/editline] [QUOTE=Dukov Traboski;45713519]All these Sazabi's, Gundams, and Byg Zams are cool and all. But what we really need is some MS-06FZ Zaku II Kai 's in here.[/QUOTE] I have it's model from Extreme vs Full boost but that game uses a crazy cel shading method and all the textures are flat. [IMG]http://i.imgur.com/56aIVIh.png[/IMG]
any chance we'll see RX-78-2 ported into gmod next?
Got the RX-78-2 into gmod, I'm just refining some of it's stuff at the moment.
Do you think it's possible to make the weapons separate models instead of clunky bodygroups? Also, can the beam saber blade and beam rifle round particles be replicated? It would seem odd to have Gundam models and have to resort to TF2 and Dota particles to replicate weapons fire. Edit: For the Musha Gundam gold parts, I think that isn't too bad. I don't know why you would have a problem with just gold textures.
[QUOTE]Do you think it's possible to make the weapons separate models instead of clunky bodygroups?[/QUOTE] Yeah from now on i'm making them separate models.(and i'm going to continue porting the models this friday.) [QUOTE] Also, can the beam saber blade and beam rifle round particles be replicated? It would seem odd to have Gundam models and have to resort to TF2 and Dota particles to replicate weapons fire. [/QUOTE] I have no idea how to create particles in source so i can't help you there [QUOTE]For the Musha Gundam gold parts, I think that isn't too bad. I don't know why you would have a problem with just gold textures.[/QUOTE] It's similar to using tf2 or dota particles to replicate the effects. i'll have to use tf2's gold shader and it's not going to look the same.(i want the soft effect from the original not the piss colored one from tf2)
I've got the RX-78-2 into gmod and it's basically prepared and ready to go, though I'm just waiting for some alternate skins to be done.
Gintoki, would the RX-78-NT1 (also known as Gundam "Alex") be in there by chance? Going by the image you posted a couple days ago, it looks like there's a few mobile suits that are going by names I'm not entirely familiar with, so I thought I'd ask.
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