• Portal 2 Model Porting
    1,504 replies, posted
  • [QUOTE=partyonhat;31989069]Cant wait until these come out. :D[/QUOTE] Me too. I WANT THEM SO BADLY.
  • Might be my next project, even though I find the SENTs are already pretty decent for screenshots.
  • [QUOTE=Phycosymo;31991711]Has anyone managed to make poseable personality cores?[/QUOTE] 1. Create an SNPC with a core model local Category = "Portal 2" local NPC = { Name = "Derp Core", Class = "generic_actor", Model = "models/cores/derpcore.mdl", Health = "100", Category = Category } list.Set( "NPC", "npc_derpcore", NPC ) save it in lua/autorun as derpcore.lua 2. Make an animation in Source SDK Faceposer [IMG]http://i264.photobucket.com/albums/ii179/aug440/gone.png[/IMG] 3. Get the NPCscene STOOL [url=http://www.garrysmod.org/downloads/?a=view&id=42593][img]http://www.garrysmod.org/img/?t=dll&id=42593[/img][/url] 4. Shoot the core with it 5. Record Video
  • [QUOTE=Kuro.;31993254]Might be my next project, even though I find the SENTs are already pretty decent for screenshots.[/QUOTE] Pretty decent maybe. But what about them moving like a pile of shit without you yelling "STAND STILL YOU FUCKING SON OF A BITCH!"?
  • [QUOTE=Cows Rule;32015135]Would it actually be hard to make a faceposable core?[/QUOTE] Imagine a ragdolls ONE eye. How hard would that be to make ONE faceflex.
  • [QUOTE=Ellis :P;32017297]Imagine a ragdolls ONE eye. How hard would that be to make ONE faceflex.[/QUOTE] Most valve models with eyes use an eye texture that can "slide" over the mesh so the eye is looking in diffrent directions using Sources flex system (kinda the same principal as sprites, they will always face you) A Portal 2 core eye is a weighmapped and skeleton rigged mesh with a static texture that uses the standard gesture system to make eye movements. If you wanted a core to use the flex system you would have to delete all the polygons on the inside of the core and the seal the front off by making a polygon "cap" and then using the eye texture, define it as a $eyeball in the models qc. The problem with doing this is that your deleting 50% of the mesh, and what your left with is a giant static ugly eyeball. The faceposer system uses flexes which "sculpt" the meshes vertexes into various shapes, all of the cores expressions are driven by gesture animations, which (if you know how to use the Source SDK faceposer) works better than the garrysmod tool
  • [QUOTE=shad0w440;32046823]Most valve models with eyes use an eye texture that can "slide" over the mesh so the eye is looking in diffrent directions using Sources flex system (kinda the same principal as sprites, they will always face you) A Portal 2 core eye is a weighmapped and skeleton rigged mesh with a static texture that uses the standard gesture system to make eye movements. If you wanted a core to use the flex system you would have to delete all the polygons on the inside of the core and the seal the front off by making a polygon "cap" and then using the eye texture, define it as a $eyeball in the models qc. The problem with doing this is that your deleting 50% of the mesh, and what your left with is a giant static ugly eyeball. The faceposer system uses flexes which "sculpt" the meshes vertexes into various shapes, all of the cores expressions are driven by gesture animations, which (if you know how to use the Source SDK faceposer) works better than the garrysmod tool[/QUOTE] I have no idea what you just said but it seems like a plan
  • [QUOTE=shad0w440;32046823]Most valve models with eyes use an eye texture that can "slide" over the mesh so the eye is looking in diffrent directions using Sources flex system (kinda the same principal as sprites, they will always face you) A Portal 2 core eye is a weighmapped and skeleton rigged mesh with a static texture that uses the standard gesture system to make eye movements. If you wanted a core to use the flex system you would have to delete all the polygons on the inside of the core and the seal the front off by making a polygon "cap" and then using the eye texture, define it as a $eyeball in the models qc. The problem with doing this is that your deleting 50% of the mesh, and what your left with is a giant static ugly eyeball. The faceposer system uses flexes which "sculpt" the meshes vertexes into various shapes, all of the cores expressions are driven by gesture animations, which (if you know how to use the Source SDK faceposer) works better than the garrysmod tool[/QUOTE] I c!
  • [img_thumb]http://i100.photobucket.com/albums/m13/_koutetsu_/testchmb_a_020000.jpg[/img_thumb] [url]http://www.facepunch.com/threads/1122019?p=32065026#post32065026[/url] I'll just leave this here.
  • [QUOTE=Kuro.;32065064][img_thumb]http://i100.photobucket.com/albums/m13/_koutetsu_/testchmb_a_020000.jpg[/img_thumb] [url]http://www.facepunch.com/threads/1122019?p=32065026#post32065026[/url] I'll just leave this here.[/QUOTE] HECK YEAH. FINALLY. EDIT: The addon is removed from garrysmod.org, so I re-uploaded it: [url]http://www.mediafire.com/?513nr7hnm9gwqs7[/url]
  • [QUOTE=Kuro.;32065064][img_thumb]http://i100.photobucket.com/albums/m13/_koutetsu_/testchmb_a_020000.jpg[/img_thumb] [url]http://www.facepunch.com/threads/1122019?p=32065026#post32065026[/url] I'll just leave this here.[/QUOTE] absolutely fantastic
  • [QUOTE=Kuro.;32065064][img_thumb]http://i100.photobucket.com/albums/m13/_koutetsu_/testchmb_a_020000.jpg[/img_thumb] [url]http://www.facepunch.com/threads/1122019?p=32065026#post32065026[/url] I'll just leave this here.[/QUOTE] I LOVE YOU <3
  • [QUOTE=Kuro.;32065064][img_thumb]http://i100.photobucket.com/albums/m13/_koutetsu_/testchmb_a_020000.jpg[/img_thumb] [url]http://www.facepunch.com/threads/1122019?p=32065026#post32065026[/url] I'll just leave this here.[/QUOTE] this man deserves more [img]http://www.facepunch.com/fp/ratings/winner.png[/img]
  • Probably because you finally realized that the models get many bugs when porting from, like.. a Dota 2 version of the Source Engine to the current, old Orange Box engine :smile:
  • The cores, Chell, and the coop bots have been ported, and pretty much all of the regular props have been too, so i think there's nothing left to port. Plus it seems like barely anyone cares about portal 2 props now, when the coop bots were released i think about 1 person made a pose with them.
  • [QUOTE=FloaterTWO;32233491]The cores, Chell, and the coop bots have been ported, and pretty much all of the regular props have been too, so i think there's nothing left to port. Plus it seems like barely anyone cares about portal 2 props now, when the coop bots were released i think about 1 person made a pose with them.[/QUOTE] there is still a GLaDOS ragdoll to be done. If it can be.
  • It probably can. If anything, it's the least broken model out of chell, the cores, and the bots, since you can spawn it as a prop_dynamic without any issues. It just needs ragdolling. I think the hype for portal 2 poses and stuff died a while ago, though. I haven't seen one in a while.
  • IS THIS USEFUL? [url]http://www.moddb.com/games/portal-2/downloads/portal-to-portal-2-content-porter[/url]
  • [QUOTE=randygm25;32286418]IS THIS USEFUL? [url]http://www.moddb.com/games/portal-2/downloads/portal-to-portal-2-content-porter[/url][/QUOTE] Uhhh... IDK if you can call this useful... Really IDK if you can since it only takes the Portal (if you want also HL2) Content.
  • [QUOTE=randygm25;32286418]IS THIS USEFUL? [url]http://www.moddb.com/games/portal-2/downloads/portal-to-portal-2-content-porter[/url][/QUOTE] How is that useful? It just converts the Portal content to the Portal 2 engine. Not the other way around. If someone could write something that DOES do it the other way around, it would work.
  • I'm kind of doubtful of that ever happening, since Valve seem's to completely have been focussing more on Security for their updated engine versions with no interest in giving out as much to the community as they used to in the older days. hence why you don't see any left 4 dead 2 source mods, or anyone working on De-compiler for more current version engines.
  • I did port Glados and I've got some other stuff ready to be ported (like Wheatley in Glados' body) but Glados still needs to be fixed up a little and I'm still mulling over how best to ragdoll the cores and get at least a little face posing working through finger poser. Also wondering on a related note how I can modify how far the finger poser can rotate the bones.
  • Are you referring to the light of GlaDOS' eye? I did not get that, so her head kind of looks dead to me: [video=youtube;6Rd1irdKwsQ]http://www.youtube.com/watch?v=6Rd1irdKwsQ[/video] You can't really recognize her in the dark light.
  • [QUOTE=SuperEmoBros;32292863]How is that useful? It just converts the Portal content to the Portal 2 engine. Not the other way around. If someone could write something that DOES do it the other way around, it would work.[/QUOTE] im just asking!!!
  • Holy crap Keroa, i had no idea you were the girl who makes those drawings and animations on deviantart. Your posing skills are flawless!
  • [QUOTE=Flashylight;32314911]Holy crap Keroa, i had no idea you were the girl who makes those drawings and animations on deviantart. Your posing skills are flawless![/QUOTE] Wow Flash. Just wow.