• The Facepunch Mass Effect models W.I.P megathread
    4,020 replies, posted
  • Avatar of Korro Bravin
  • [QUOTE=Haxxer;24879810]Nice work Korro! Looking forward to the release?[/QUOTE] Yeah, I'm going to try and do the shuttle next, but I seem to be having the same issues as you with the collision model... [b][url=http://developer.valvesoftware.com/wiki/$collisionmodel]FIXED![/url][/b] [i]sorta...[/i] Also, thanks to SilverSpirit for the Phong angles (took em off his normandy) Might try running it thru propper... will also try to make a big one with interior too... Which means i may or may not get to the colony buildings, but I WILL do the Hut, at lease. and is there any way to incorporate spec maps?
  • Avatar of Kali
  • [QUOTE=Korro Bravin;24866078]And i should also mention i am still waiting on the textures from floater for the vorcha... [/QUOTE] I'm not really sure how to tint the vorcha, i looked at the textures ages ago to try and see how but there doesn't look like there's much to tint. I'll take another look at the vorcha actually in ME2 tonight or something. And on the subject of me doing stuff, i've been thinking of making a map for all these lovely Mass Effect ports to be comfortable and at home in, but i can't decide so i made a poll. [URL="http://host1.easypolls.net/poll.html?p=24525"]CLICK HERE FOR A POLL.[/URL]
  • Avatar of Korro Bravin
  • [QUOTE=FloaterTWO;24881884]I'm not really sure how to tint the vorcha, i looked at the textures ages ago to try and see how but there doesn't look like there's much to tint. I'll take another look at the vorcha actually in ME2 tonight or something. And on the subject of me doing stuff, i've been thinking of making a map for all these lovely Mass Effect ports to be comfortable and at home in, but i can't decide so i made a poll. [URL="http://host1.easypolls.net/poll.html?p=24525"]CLICK HERE FOR A POLL.[/URL][/QUOTE] Hmm, well they are darker than the Diff is, so they are tinted, also, i got the colony hut all up and running, and ported and phonged a buncha textures, let me upload em for ya haxxer. Also, for some reason, the compiler isnt accepting the phys model i gave it, it continues to make it an "effect"... qc below: [code]$cd "C:\Documents and Settings\Ethan Scott\My Documents\GMOD CMOD\Mass Effect WIP Area\ModelsSrc\Colony Buildings" $modelname "MassEffect/buildings/Colony/Colony_Hut01.mdl" $model "studio" "Colony_hut01_ref.smd" $cdmaterials "models\MassEffect\buildings\shared\" $surfaceprop "metal" $hboxset "default" $hbox 1 "root" -55.00 -61.00 -117.50 55.00 39.00 117.50 $sequence idle "Colony_hut01_idle" fps 1.00 $collisionmodel "Colony_hut01_phy.smd" { $Concave $automass } [/code] Also, if you want to look at my source models, and it contains the textures i did up Haxxer [url]https://sites.google.com/site/korrosinamgehoster/hl2-dev/%5BMassEffect%5DBuildings.rar?attredirects=0&d=1[/url]
  • Avatar of Haxxer
  • If you import the reference SMD, add and weight its bone to your collision model and then delete the mesh it should work. $collisionmodel "model_phys" { $mass 60.0 $concave } Is all that is needed for me.
  • Avatar of Silver Spirit
  • [QUOTE=Korro Bravin;24880010]is there any way to incorporate spec maps?[/QUOTE] Alpha channel of the base texture is where you put spec maps, unless you want it as a separate texture (if it has transparency or such) then you make it a separate texure and use $envmapmask "(VTF location)" in the VMT.
  • Avatar of Deunan
  • [QUOTE=Korro Bravin;24880010] and is there any way to incorporate spec maps?[/QUOTE] Essentially Source uses two sets. First a phongmask is used (this is usually in the alpha mask of the normal map) This texture specifies how much light is reflected essentially. The second one is the phongexponent texture, which defines the tightness of the light. - for instance metal tends to have a tighter reflection than reflective rubber for instance. You can usually get around this by just using the spec map in the alpha channel, and setting a phongexponent and just set the values until it fits. Lastly you can use an envmask instead. - which more or less uses cubemap reflections. As a completely last thing you can use a "$phongwarptexture" which essentially creates something similar to the hunter effect on reflective areas. Keep in mind you can make a custom warptexture as well. Naturally you can combine all the methods. Also floater - omega :P Another important fact - it seems we can also use those AO maps with phong via http://developer.valvesoftware.com/wiki/$phong ambientocclusiontexture
  • Avatar of Kali
  • [B]DID SOMEONE SAY VORCHA? I SAID VORCHA.[/B] [img]http://dl.dropbox.com/u/9988278/vorchas/vorcha_final.png[/img] [img]http://dl.dropbox.com/u/9988278/vorchas/vorcha_heads.png[/img] well, Korro Bravin did, i just finally got off my ass and finished doing the textures.
  • Avatar of Korro Bravin
  • [QUOTE=Haxxer;24888195]Fucking awesome. Looking forward to the release![/QUOTE] You an me both! but i am running into... complications... seems as though Studio MDL doesn't like me any more, and sucks up any CPU that isn't in use by a higher priority program... meaning long compile time... CURSE YOU 1 CORE PROCESSOR WITHOUT SSE2!!!! but yeah, ill have it done. Although i am still getting that odd pelvic bug, where his pelvis verts are all up in the air, like Plasmid's Tali was... Oh yeah, you never gave me the body bump maps btw Plasmid
  • Avatar of Silver Spirit
  • [QUOTE=Korro Bravin;24888663]Oh yeah, you never gave me the body bump maps btw Plasmid[/QUOTE] You must have them, as I have them, and I downloaded the same files.
  • Avatar of Korro Bravin
  • [QUOTE=Silver Spirit;24888844]You must have them, as I have them, and I downloaded the same files.[/QUOTE] odd... let me double check then... Wow... i am an idiot, i even converted it, wonder how it got misplaced like that...
  • Avatar of plasmid
  • [QUOTE=Korro Bravin;24889163]odd... let me double check then... Wow... i am an idiot, i even converted it, wonder how it got misplaced like that...[/QUOTE] hahaha you silly man, vorcha looks great btw
  • Avatar of Korro Bravin
  • [QUOTE=plasmid;24889884]hahaha you silly man, vorcha looks great btw[/QUOTE] Oddly enough, the bump map is strange, it applies nothing to the actual [i]skin[/i] of the model (the fleshy bits) and only does the armour and cloth... so phong looks a little goofy...
  • Avatar of Haxxer
  • [IMG]http://dl.dropbox.com/u/7856270/gm_construct0043.jpg[/IMG] Props to Floater-Two for the tints
  • Avatar of Hamk
  • [QUOTE=Haxxer;24898481]Props to Floater-Two for the tints[/QUOTE] More races! Can you port a salarians?
  • Avatar of Haxxer
  • [IMG]http://dl.dropbox.com/u/7856270/gm_construct0044.jpg[/IMG] I think I did something wrong.
  • Avatar of Civil
  • [QUOTE=Haxxer;24918271][IMG_THUMB]http://dl.dropbox.com/u/7856270/gm_construct0044.jpg[/img_thumb] I think I did something wrong.[/QUOTE] I think most of your models looks like they got no smoothing groups.
  • Avatar of Haxxer
  • [QUOTE=Civil;24918776]I think most of your models looks like they got no smoothing groups.[/QUOTE] It's supposed to be one ragdoll.
  • Avatar of XanaToast.
  • it looks like you rag-dolled it the same way as the combine door, or advisor door pod
  • Avatar of The Castro
  • [QUOTE=XanaToast.;24920301]it looks like you rag-dolled it the same way as the combine door, or advisor door pod[/QUOTE] Those were controlled by Hybrid Physics which was introduced in EP2 (at least the Advisor pod was) I don't model at all and I knew that, you have no idea what you're talking about I'm afraid. [editline]02:41PM[/editline] [QUOTE=Civil;24918776]I think most of your models looks like they got no smoothing groups.[/QUOTE] Completely missed the point.
  • Avatar of Silver Spirit
  • [QUOTE=Haxxer;24918924]It's supposed to be one ragdoll.[/QUOTE] A ragdoll of what? It may be over the phys limit or way to big as they can cause ragdolls to spawn under/in the floor.
  • Avatar of Silver Spirit
  • [QUOTE=The Castro;24923682]It's the shuttle from the Normandy SR2 :pseudo:[/QUOTE] Wow your right, that has gone bad @.@
  • Avatar of Korro Bravin
  • [QUOTE=TH89;24923845]Nude Liara please[/QUOTE] I would say no out of respect for the character, but seeing as you are a mod... -snip- and you should know, that probally none of us porting these will ever do a nude model... also, i havnt gotten much done on account of a 12 hour road trip, and school, will get on it soon as i can, though i am running into yet more bugs... whenever i spawn my Vorcha ragdoll in gmod, it is invisible... i tried changing the skin group, and nothing.