• "Tremors" Models
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  • Alright, been doing some serious work, intermixed with a 50-polygon ammo box I had to model, texture and everything else for my class... [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/ammobox_preview.jpg[/IMG] And that's not a render either, that's just the high-quality mode in the viewport. But anyway, here's my progress on the AssBlaster Animations: ~~~~~~~~~~~~~ [highlight]Idle Idle2 Walk Run Detect Sidestep_l Sidestep_r Posture Charge_start Charge_loop Charge_end Attack1 Attack2 Attack3 Flame_attack[/highlight] Pain [highlight]Blastoff[/highlight] Glide_idle Glide_hiss Glide_BankL Glide_BankL_idle Glide_BankL_level Glide_BankR Glide_BankR_idle Glide_BankR_level Dive_idle [highlight]Dive_land[/highlight]
  • This is gonna be so chaotic when it gets dedicated tremors servers. This is going to rock. XD
  • Animations are DONE, including an added animation for recovering from a crash-landing, as I want the AssBlaster to ragdollize if it collides with something in midair, and having the ragdoll hilariously go from sprawled on the floor one second to up on its feet the next (like say, the "Fus Roh Dah" SWEP on the GMod Toybox) would be a little too silly. I also had a brainwave and thought I could animate the Shrieker's limbs changing size as it metamorphoses into an AssBlaster or something like that, but it started getting really ugly, and scaling parent bones one way makes the child bones do some wacky things, and it just stopped seeming worth it. Sleeping now, but will start rendering out the animations for another vid in the morning. Might take longer than the Graboid vid, since I want to actually simulate a little fluid dynamics for the animations involving the butt-flames. It'd look silly to have it posing like it's shooting flames, and for no flames to be seen. Shouldn't be too tough, or take too long. The AB's blast flames in Tremors 3 were never the biggest spectacle, so it's not like I'll be simulating much.
  • While its good too see the work progressing and how the animations work, I like to see If even possible by now a video of actual Gmod gameplay of the creatures. Seeing another program showing off only shows how they May or should be acting but not how they appear in game.
  • [QUOTE=LordzBacon;35154500]While its good too see the work progressing and how the animations work, I like to see If even possible by now a video of actual Gmod gameplay of the creatures. Seeing another program showing off only shows how they May or should be acting but not how they appear in game.[/QUOTE] I'd like to see that too, but at the moment Silverlan is the only one who would have seen any of it working in-game, aside from the ragdolls of course. I honestly have no idea how far along he is on any of it, and I don't know how long it'll take him, especially given his constant work on his "Aftermath" game mode. But for now, I think I ought to report that the Grablet is now fully mapped, textured and rigged. Took longer than I expected actually. After some Photoshop work on the original UV's, I realized my mapping was shit, which is almost to be expected of mapping in Max. So, I exported to Maya, which gave me such problems with the mapping that I had to exactly re-model the body (thank Dawkins for vertex-snapping) before I could properly map it. Once I did, I had a simple time texturing the sucker out, including normal and specular maps. It's a good thing I found reference images of the actual Grablet props up for auction on a sci-fi website. And of course, the Grablet body is pretty simple, so skinning it to a skeleton was pretty standard. Next thing is to make a working collision model and turn this sucker into a proper ragdoll, but I'll take a temporary break and fuck around in GMod for a bit while listening to this week's edition of "The Atheist Experience". Can't burn myself out after all...
  • Bleh... A LONG night of tweaking VMT's and remembering how to put spec maps in alpha channels and build fresh QCs and finally I have the Grablet looking the way I want it to in GMod... Of course though, the ragdoll is behaving very spasmodically, which probably means the collision model is a tad bloated, but I can take care of that tomorrow. I'll have pics and maybe even a stable upload of the ragdoll for you guys soon. For now, it's 4:18 in the damn morning, and I've earned myself some sleep, damnit... Zzzzzzz...
  • Woohoo! [url]http://facepunch.com/threads/893083/2?highlight=[/url] Head on down if you want to download the Grablet ragdoll! It's up and ready :-)
  • Been off-game for a few days, owing entirely to my modeling and texturing class. I had to model and texture a prop using 250 polygons and a 512x512 texture map. [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/tower_phtobckt.jpg[/IMG] ... I figured this might be a nice opportunity to cross my work with my... play-work (?) I know my "gm_perfection" map idea never got off the ground, but if there's anything I've learned from all this, it's that if you ever want something done right (or at all) you've got to do it yourself. ... Well, except coding... Being a jack-of-all-trades can only go so far y'know. Silverlan is a reliable guy anyway (and his Skyrim snpc's kick ass). Anyway, this model was turned in as an assignment today, and according to my hardass/badass 3d instructor, it's the best work I ever turned in to him in either of the two classes I took with him. Personally, I'm more proud of the ammo-box, but I'm pretty satisfied with this. Hehe, my next assignment is to model a weapon with 750 polygons and a 1024x1024 texture... Elephant Gun might not work, especially since he specified "don't just do a shotgun, do something harder". The Grizzly .50 Cal might not be a bad pick though...
  • [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/rp_cscdesert_v2-10003.jpg[/IMG] Woo hoo! Working collision model, baby! Had the damndest time figuring out how the whole concave collision thing worked. I knew concave collision models were made up of a series of convex objects arranged to create the EFFECT of concavity, but while my approximations fleshed it out alright, the compiler kept telling me I had 2 dimensional geometry and that it was scrapping a concave object for a "shrink-wrapped" convex object. It still worked in GMod, but you couldn't stand on the platform or anything. Eventually found out my collision objects needed their smoothing groups to be consistent, and this ended up being the cause of the error. A quick fix, and voila, Rhonda can use that water tower for shelter from ol' Stumpy :-) ... of course, she couldn't use that ladder, as ladder functions are built into map entities, lol. Also, I worked around the material settings for this a while, not satisfied with how the cubemaps played havoc with the shading. I got frustrated eventually and deleted the Cubemap material setting entirely, and... well, it rid me of that damned reflection. I'll be sure to experiment with that on the creature models too. Those damned environmental cubemaps are best used for surfaces that WOULD end up being somewhat reflective, like glass or shiny metal or tile or water. If I can do away with those entirely, it might really add something (ironically) to their overall look in the engine.
  • [QUOTE=J-Dude;35238131] [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/tower_phtobckt.jpg[/IMG] [/QUOTE] I thought that said "Erection"
  • So, animations on the Grablet are finished, which (until further notice) concludes the part of this where I animate the creatures :-) There won't be a video, seeing as really there aren't enough animations to justify one. It would be like showing animations for the headcrab in a video. There's nothing overtly impressive about them anyway, they WERE only featured in a single scene after all. Currently, while I don't think it'll be used for my school project (it's just not detailed enough, and the textures will be VERY simple) I AM currently modeling Burt's Grizzly Big Boar .50 Cal for a SWEP. There will be a bit of a learning curve where this is concerned. Never modeled a SWEP. Tried modeling a gun once, a USP Match specifically, and I eventually gave up on it, and I used the actual damned gun for reference since I own a fullmetal airsoft version of one. That was a while back though, and I was modeling THAT gun to be photoreal. Still, guns and vehicles are so fiddly and precisely made, it can be a serious pain in the ass to model them correctly. The Grizzly is strange too, with the sucker being a single shot, one round loaded into the back by removing the buttstock and jamming a round into a slot at the end of it. Will be one of the more unique reloading animations when it's finished... What sucks is that finding reference for the reloading mechanisms is a pain, and I want to get those right. It's an obscure gun, to say the least. Good thing is I have Tremors 2 here at home, and I know there's a good shot in there of Burt loading it just before the infamous scene of him fucking destroying a Shrieker with it.
  • [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/gm_construct0001-1.jpg[/IMG] [I]"Jesus Christ...! Smell like that cuss is dead??[/I] Jesus is right... Sorry for the delay folks. Been REAL busy on the Grizzly, but it's still not in what I'd refer to as a "presentable" state. It's my first gun, and while the model itself went well, texturing this sucker has been another story. If any of you guys know how to make stainless steel look good in a video game texture, let me know... For now it just looks whitish and matted and lazy. Of course, the normal map and spec map will do it worlds of good once I get them looking right. Ah, but you don't want to hear that right now... As you can see in the above pic, I've used some free time between modelling the Grizzly to get started on the gore work. Texture edit worked out pretty nice, and I think I got the orange-ish blood and guts looking the way you'd expect. This is the split-open model, to be used both when Graboids produce Shriekers, and for when it falls to its death. I know, the smashed-looking head texture doesn't quite make sense in the context of a Shrieker birth, but I hope you'll forgive that. Maybe I can make an alternate texture and Silverlan can swap skins according to context? Anyway, it was a BEAR to get this all going. The modeling and texturing weren't actually too bad, but god oh god... You can't see from this angle, but I put some alpha-mapped (transparency-mapped) bits of tangled gore inside the body cavity so it wouldn't look too clean and gave it a fleshy, disturbing look. I had to figure out how alphas worked in Source, make separate VMT's for each alpha sprite, then they behaved one-sidedly, so I had to duplicate them and flip the normals so they looked right in the game. All manner of saving and resaving and file naming conventions and saving into alpha channels. Plus having to re-rig the entire Graboid model since I lost the rigging in modelling the damaged bits. Some of the rig is still wonky, actually. Needs tweaking. The ragdoll also works, but the physics model is giving me some grief and will need a more proper re-tooling. Admittedly it's a lot simpler since the tongues have been deleted from this model (now that the mouth leads into the body cavity, finding something to do with the tongues is a bit pointless). But yeah, easily this will be the hardest bit of gore to do (I hope) and from here it will just be body parts. Save for a few limbs that will still be ragdolls, I won't have to deal much with recreating rigging and stuff. Oh, I'll also mention, before I forget, that Silverlan is now in position of ALL the material for the creatures. Models, textures, animations, sounds, everything. From Graboid to Grablet, it's all been sent down the pipe and he can work with it at his leisure. Naturally I'll send him the gore stuff when it's done, but for now all the creatures are ready and being turned into fully-fledged snpcs :-)
  • *Sigh* So guys, you want to know something about fuckups? They always appear well after you should have noticed them, and at a point in which their discovery is embarrassing and heartbreaking. Well, turns out I fucked-up the Graboid somehow. I'm not talking about this split version either, I mean the one that's probably sitting in its ragdoll pack right this very second. Somehow, at some point, I managed to resize the bone of the right mandible so it was several "inches" shorter than the left one. I don't know how I managed not to notice it all this time, I know the version used in the render animations aren't like that. But somehow it happened. I know it must have happened to the reference file, because after checking the current graboid in the model viewer, I noticed that in ALL the animations, the same deformity was present. The good news is, I can fix this rather quickly. Max has gotten a lot better with history dependent stuff like skins and UVW coordinates, so on the split graboid, I found that I could select the affected vertices, use the mandible bone as a pivot point, and correctly resize and even re-ROTATE the geometry back where it needed to be, with no ill effect to the mapping or ruining the rig. I know it's as dead-on as it can be, because I copied and mirrored the geometry of the part that wasn't affected, and it all lines up. It might have been easier just to resize and rotate the actual bone, but since the animations were ALL effected (and knowing how well the tentacles worked in bone resizing animations) I had a feeling the animations would have just "fixed" the bone back to the broken version, so going straight for the geometry precludes the possibility of such an event. I just feel embarrassed, thinking that anyone who downloaded the packs up till now, or even Silverlan who is currently using a broken model, are seeing my colossal fuckup laid bare to see. I'm really sorry guys, and it'll be fixed pronto.
  • I rarely noticed the deformity...all I can say is I don't mind really...as long as I can use the Tremors npc's I'm okay ^w^
  • [IMG]http://i390.photobucket.com/albums/oo350/JJMDude/Grizzly_DisplayPage.jpg[/IMG] [I]"Grizzly single-shot BMG based on a Word War I anti-tank cartridge."[/I] This is the model as it was presented for class. It's missing its reload parts, which need to be textured and stuff, and that normal map is based on object-space, and wouldn't work in Source, so it'll need to be remade. That, plus edges need to be defined a little more in the texture, but thought you folks should see it.
  • Yeesh... Well, officially on Spring Break now, and done with my work for the weekend, and my family activity for Easter (despite being an atheist), including watching several two-decade old family films of when my brothers and I were infants for three...fucking...hours (upon which I learned disturbingly that my father had more or less the exact same voice as me in the early 90's) . So yeah, totally have free time to work now for a full five days at LEAST. I've spent tonight making gibs for the Graboid and getting them in-game. I forgot to make two of them into static props, and my severed tentacle is a bit spastic, so they'll need some relatively minor fixes, but Graboid-specific gibs are almost entirely done, and I'll get cracking on the others tomorrow.
  • Another night, another set of gibs done. The Shrieker's this time. Always amazes me how damn long something so simple can take. All the nonsense with setting up files and creating VTF's and making sure the texture plugged in to the model has the same name as the VMT you use. AssBlaster gib is next. I plan for the AB to more or less explode if it gets a hard hit on its abdomen where the flammable chemicals are produced. For the gib, I'm taking inspiration from the Boomer in Left 4 Dead, in how whenever a Boomer explodes, nothing is left but the bloody, ragged lower half of its body. Same idea, but with its backside blown off and the ragged body looking somewhat like a banana peel. This'll be a tougher gib, because it's almost the full ragdoll save for the bits that blew off, but nothing I can't handle. Also been researching things like how weapons and vehicles work in Source. The idea of making vehicles later on, like Earl's truck, Burt's army truck, the Cat or (fuck help us) Desert Jack's stupid tour vehicle is appealing, but I have to weigh the worthiness of something like that, given from opening the buggy in the model viewer, vehicles in Source are very fiddly and specific by nature, and I've yet to find a comprehensive "how-to" guide involving them.
  • Well, while posting nightly progress is feeling as pointless as talking to my dog about my day, given I'm not sure anyone is even checking this thread anymore, I'll tell you that Silverlan received my fixed Graboid model, and I finished the gib for the AssBlaster to boot. This leaves a few generic gibs I can use for any creature, but I'm suspending work on this for the week until I finish modelling my vehicle for class. Unfortunately, having used two projects to do Tremors themed stuff already (combining business with pleasure, as it were) I can't use this opportunity to do a Tremors vehicle. While the Grizzly wasn't obvious, per se, I've been encouraged to try something perhaps more "sci-fi" for this project to prove I have some range. So of course, I'm making the Normandy SR2 from Mass Effect. Yeah, not going to make any waves in the prop-making department, seeing as I'm pretty sure the ACTUAL Normandy model has already been ported to GMod. Still, it won't likely take as long to model as I'm thinking, but I have to allow time before I squander all of it to this project.
  • Nah, I'm still checking this thread every couple of days, these look awesome. Keep up the good work!
  • OK, now that is awesome. Running for your life from a graboid trying to eat you sounds terrifying. I would love to see this in GMod.
  • [QUOTE=summitstick;35678647]Any progress yet?[/QUOTE] Not since finishing the main gibs. I want to still do some entrails and stuff. I fucked around with the particle editor a bit, but that thing is just a pain in the ass, pure and simple. Maybe I'll figure it out, maybe I won't. Mostly trying to reduce poor Silverlan's workload. I'm mostly stuck working on increasingly more difficult school projects, like the model of the Normandy due this Monday. And then I have my final, which is to model a game environment with a strict poly-limit, and that means modelling SEVERAL props. Odds are, I could be kinda' booked till the end of May. The good things though, is regardless of what I get done right now, Silverlan could code the entire Graboid life-cycle with what he currently has. Everything else at this point is just dressing and extras. So yeah, no worries. Whatever happens from here on in, you folks will get your snpcs :-)
  • [QUOTE=J-Dude;35750006]Not since finishing the main gibs. I want to still do some entrails and stuff. I fucked around with the particle editor a bit, but that thing is just a pain in the ass, pure and simple. Maybe I'll figure it out, maybe I won't. Mostly trying to reduce poor Silverlan's workload. I'm mostly stuck working on increasingly more difficult school projects, like the model of the Normandy due this Monday. And then I have my final, which is to model a game environment with a strict poly-limit, and that means modelling SEVERAL props. Odds are, I could be kinda' booked till the end of May. The good things though, is regardless of what I get done right now, Silverlan could code the entire Graboid life-cycle with what he currently has. Everything else at this point is just dressing and extras. So yeah, no worries. Whatever happens from here on in, you folks will get your snpcs :-)[/QUOTE] I dont want to sound pushy but how far r u its eating me alive i cant wait and what else do u still need to do
  • simply incredible i will see the end of this project never thought it would take 3 1/2 to 4 years but hey as long as it gets done great job
  • I hope to see this and gain it...cause I always wanted to have the Tremors experience once in my life...to actually face against Graboids, Shriekers and Assblasters...yeah...I hope it becomes ready over the summer...anyways J-Dude...congratulations on making one of the most famous NPC's of all time...many people will enjoy this ^w^
  • Be patient...the owner of this great establishment will inform us when his friend, the npc script writer, has completed the said characters