I require some assistance in porting a model over to Gmod
7 replies, posted
Hello there people. I am trying to port over a model which i have already ported to SFM to gmod. I already have experiance with porting models to source, but Gmod is slightly different in a few ways and I need help in order to complete this adventure
So let me start out by saying i have ported a model to Gmod already, but it came out completely wrong as I expected. The model in question is Alfred from Arkham Knight
[IMG]http://images.akamai.steamusercontent.com/ugc/297608900538080056/73F3D9FA87775416A30E5916E72707A2E9FCE8EB/[/IMG]
So yeah and I gave up on that model about a month ago as I want to start over again
What I basically need help with is:
• building a collision mesh, • Playermodel support, • Flex support (optional), • general optmization, • Moveable eyeballs
And I also have a question as well.
• Would renaming the main bones on the model to the valve_biped format be alright? I've done it in sfm and the rig_biped_simple works fine,
The Model: Johnny Charisma
[IMG]http://i.imgur.com/trWATMR.png[/IMG]
As you can see in that image I have already basically set up the split model parts so I don't have to deal with the issue of compiling with too many verts
I haven't removed any of the facial bones, but I will remove them and re-weight the face to the head bone because of Gmod's 125 bone limit ( there's 154 there currently). I already did with that Alfred model so you can trust me.
I haven't renamed the bones yet to fit Valve's bone system just yet as I need some clarification with these things.
So now Im just in the process of getting some assistance from the porters out here. I am very determined for this project so i'd rather not get any of the non-supportive comments please
[editline]26th April 2016[/editline]
I'm guessing no one is interested so far... :(
[editline]26th April 2016[/editline]
Please;_;. I registered just to get some help on this...
To get a collision model just decompile a valve model and use it's physics.
As for playermodel, sorry but I cannot help.
[QUOTE=Portugalotaku;50205298]To get a collision model just decompile a valve model and use it's physics.
As for playermodel, sorry but I cannot help.[/QUOTE]
I did that for Alfred, but it came out wrong. Even the model viewer as well
[QUOTE=SDWAN;50205349]I did that for Alfred, but it came out wrong. Even the model viewer as well[/QUOTE]
Does it work as a ragdoll? Did you rig the collision mesh properly?
[QUOTE=Portugalotaku;50205657]Does it work as a ragdoll? Did you rig the collision mesh properly?[/QUOTE]
Well I renamed the bones on alfred to fit the collision mesh's bone names. it really should apply the same way
[QUOTE=SDWAN;50205708]Well I renamed the bones on alfred to fit the collision mesh's bone names. it really should apply the same way[/QUOTE]
....
Delete the collision mesh bones. Slap Alfred's bones on it and re-rig it. Rigging collision meshes is easy.
Do it.
[QUOTE=Portugalotaku;50206799]....
Delete the collision mesh bones. Slap Alfred's bones on it and re-rig it. Rigging collision meshes is easy.
Do it.[/QUOTE]
That's actually a pretty smart solution... I apologize for being a dumbass
I have a model I want ported to Sfm and G-mod if possible can someone Help I don't know how to do it
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