Just today, I came across [URL="http://www.models-resource.com/pc_computer/digimonmasters/"]this goldmine of Digimon models[/URL]. Unfortunately, these are still in their native file formats for use in Digimon Masters Online. There's already one model pack for Garry's Mod that uses some of these models, and I was wondering how I can turn these into .GMA files and get them to work in Garry's Mod.
Thanks!
It's not that simple. GMAs are just compression files that can store any files useable for Garry's Mod. Those are raw model rips that need to be rigged and recompiled for Source.
[QUOTE=code_gs;50708061]Those are raw model rips that need to be rigged and recompiled for Source.[/QUOTE]
How would one go about doing this?
Moved to Modelling forum.
You need to open the models on a model editing software, like blender or 3ds, then scale them for source engine, rig them with skeletons, convert textures and compile them as source models.
Then you can pack them in a .gma and put them on the workshop.
[QUOTE=Portugalotaku;50708144]You need to open the models on a model editing software, like blender or 3ds, then scale them for source engine, rig them with skeletons, convert textures and compile them as source models.
Then you can pack them in a .gma and put them on the workshop.[/QUOTE]
Would Milkshape 3D work? Either way, I may need some help with this. So far untextured modeling on Milkshape is the only thing I know how to do.
I appreciate the help by the way.
Are the models rigged?
[QUOTE=Portugalotaku;50708571]Are the models rigged?[/QUOTE]
I have no idea if they are and how I would check to see.
Import the models and check if they have a skeleton.
[QUOTE=PopLadd;50708705]I have no idea if they are and how I would check to see.[/QUOTE]
You use something like, [URL="http://store.steampowered.com/app/365670"]Blender[/URL]. or 3DS Max. Personally, i use 3DS Max, because Blender's UI is impossible for me to get use to, and i've been using 3ds max for a long time.
Well, I imported a model. No idea what to do from here though;
[IMG]http://i.imgur.com/VxA4Hax.png[/IMG]
[QUOTE=PopLadd;50709595]Well, I imported a model. No idea what to do from here though;
[IMG]http://i.imgur.com/VxA4Hax.png[/IMG][/QUOTE]
Seems the model doesnt have bones. Which means that you'd have to rig it, export it as SMD, set up a .qc and compile it. get textures in. its a little complicated.
[QUOTE=BeefTheMeat;50709750]Seems the model doesnt have bones. Which means that you'd have to rig it, export it as SMD, set up a .qc and compile it. get textures in. its a little complicated.[/QUOTE]
Is there by chance any video tutorials on this? I usually catastrophically fail in situations such as this.
[QUOTE=BeefTheMeat;50709121]You use something like, [URL="http://store.steampowered.com/app/365670"]Blender[/URL]. or 3DS Max. Personally, i use 3DS Max, becouse Blender's UI is impossible for me to get use to, and i've been using 3ds max for a long time.[/QUOTE]
Finally someone who agrees that Blender's UI is nonsense.
Either way OP, you need to add bones to simulate limb movement, but first, check the inside of the model to see if there are bones inside.
[QUOTE=Portugalotaku;50709848]Blender's UI is nonsense.[/QUOTE]
[QUOTE=Portugalotaku;50709848]check the inside of the model to see if there are bones inside.[/QUOTE]
I suppose it really [I]is[/I] nonsense, because I'm completely lost. haha
[QUOTE=PopLadd;50709876]I suppose it really [I]is[/I] nonsense, because I'm completely lost. haha[/QUOTE]
i Actually self learnt how to. i spoke with Half-Dead and some others a long time ago and they didnt help me. i'd make a tutorial myself, but im short on internet, im actually at my grandmas house
[QUOTE=BeefTheMeat;50710007]i Actually self learnt how to. i spoke with Half-Dead and some others a long time ago and they didnt help me. i'd make a tutorial myself, but im short on internet, im actually at my grandmas house[/QUOTE]
Oh. Well, if it's not too much of a problem to ask, could you perhaps guide me via written text?
[QUOTE=PopLadd;50710028]Oh. Well, if it's not too much of a problem to ask, could you perhaps guide me via written text?[/QUOTE]
I'll try to make a video, but i dont use blender, i use 3ds max. i suggest getting the [URL="http://www.autodesk.com/education/free-software/3ds-max"]Student Version[/URL]. couse it'd take awhile for me to write out on text :P
Add me on [URL="http://steamcommunity.com/id/PFCTRENT/"]steam[/URL]
[QUOTE=Portugalotaku;50709848]Finally someone who agrees that Blender's UI is nonsense.
Either way OP, you need to add bones to simulate limb movement, but first, check the inside of the model to see if there are bones inside.[/QUOTE]
Its great to find someone that also agrees its a terrible UI, They shouldnt have dumped the UI that guy was making. that UI was very impressive.
[QUOTE=BeefTheMeat;50710148]i use 3ds max. i suggest getting the [URL="http://www.autodesk.com/education/free-software/3ds-max"]Student Version[/URL].[/QUOTE]
Thanks. I was trying to install it, but of course something has to go wrong;
[IMG]http://i.imgur.com/9ILIe8c.png[/IMG]
[QUOTE=PopLadd;50710750]Thanks. I was trying to install it, but of course something has to go wrong;
[/QUOTE]
I've never seen that error before...
[QUOTE=BeefTheMeat;50712700]I've never seen that error before...[/QUOTE]
That's okay. Since then, I realized that the models do import to Milkshape. I actually already rigged two of them.
Soooo... now that I got that out of the way, how would I go about getting these to work in Garry's Mod?
[IMG]http://i.imgur.com/Ad4datu.png[/IMG]
[IMG]http://i.imgur.com/TeTiJzx.png[/IMG]
[QUOTE=PopLadd;50712808]That's okay. Since then, I realized that the models do import to Milkshape. I actually already rigged two of them.
Soooo... now that I got that out of the way, how would I go about getting these to work in Garry's Mod?
[IMG]http://i.imgur.com/Ad4datu.png[/IMG]
[IMG]http://i.imgur.com/TeTiJzx.png[/IMG][/QUOTE]
Add me on [URL="http://steamcommunity.com/id/PFCTRENT/"]steam[/URL]. ill tell you.
You need to export them as .smd's, create collision hulls, and write a .qc with the definitions so you can compile them.
Let beef help you on that, he can explain it to you better in a chat than I can here.
[QUOTE=BeefTheMeat;50712945]Add me on [URL="http://steamcommunity.com/id/PFCTRENT/"]steam[/URL]. ill tell you.[/QUOTE]
Though I already did, I can't think of a reason why that would be necessary.
[editline]15th July 2016[/editline]
[QUOTE=BeefTheMeat;50710148]i use 3ds max. i suggest getting the [URL="http://www.autodesk.com/education/free-software/3ds-max"]Student Version[/URL].[/QUOTE]
I appreciate the suggestion, but Autodesk plants this program in my hard drive and sucks up space like a weed. I'm probably not going to get it again.
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