Now I can finish porting all the Iron Man suits. Thank you so much for getting all these textures and models ripped!
Someone really needs to port Loki, I mean, His model is HD!
Awesome! These could really come in handy!
That [B]trench coat guy[/B] (Punisher?) could actually make a really good generic assassin model or something, if someone were to plant a citizen head on him.
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Awesome! Keep up the good work. Btw can you tell us how you got the textures?
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Thank you :D Could I convert some of your models to Xnalara? :eng101:
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[QUOTE=Tribalizer;43186329]They're not mine so feel free to do whatever you want with them.
Also the game has 2 new costumes ([url=https://marvelheroes.com/news/news-articles/squirrel-girl-holiday-cyclops-all-new-x-men-costume-available-now]Cyclops/Squirrel Girl[/url]) I'll grab them next Friday when Ghost Rider and this [url=http://i.imgur.com/0txcV07.png]Iron Man costume[/url] rolls out.[/QUOTE]
Thanks for your hard work. Do you buy the costumes and rip them yourself?
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I'd like to thank you for the hard work as well - I've been looking for these more or less since the game was announced.
There are a couple of things, primarily with Storms packages:
It seems that Storms Goddess of Thunder zip contains a mix of the Asgard model and the African Goddess textures...
Her modern costume doesnt seem to have the right textures for the cape.
Her Mohawk costume lacks the hair-texture.
Not complaining, I just figured you'd wanna know.
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[QUOTE=Tribalizer;43199269]Her rips were giving me a bit of trouble, I've removed them for now. I'll go back and do it right next time.[/QUOTE]
No rush.
One of the problems would be solved by replacing the Asgard model with the african goddess one - no need to rip any new textures for a new working costume...
Once again: thank you for your hard work - looking forwards to your progress
Can't get Daredevil's textures on right in 3DS Max :(
because of his UV map, I can't seem to get his logo on his chest without a giant blank square around it.
[IMG]http://i.imgur.com/8WVCeJ4.png[/IMG]
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Thanks again and have a nice Xmas
[QUOTE=Tribalizer;43210518][B]The black part on the texture needs to be edited out. For some reason it exported that way even though Gameassassin has no trouble exporting textures with alpha intact.[/B][/QUOTE]
I don't think it's that. It's the material ID on Daredevil. It's a giant square, and not just a DD. At least for me. The body texture isn't mapped to the giant square.
The square is supposed to be transparent, the body is mirrored, the DD is supposed to go over like a decal.
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[QUOTE=AaronM202;43214939]The square is supposed to be transparent, the body is mirrored, [B]the DD is supposed to go over like a decal.[/B][/QUOTE]
I don't know how to accomplish this in max? Sorry for sounding stupid...but all I mostly know is applying textures by material ids, and this doesnt seem to be working.
[QUOTE=pepsiguy_2;43222497]I don't know how to accomplish this in max? Sorry for sounding stupid...but all I mostly know is applying textures by material ids, and this doesnt seem to be working.[/QUOTE]
Well, does transparency work in max?
[QUOTE=AaronM202;43230294]Well, does transparency work in max?[/QUOTE]
Nope. Tried with a transparent PNG and TGA texture. Here's my problem.
[url]http://i.imgur.com/5CeTQYl.png[/url]
and this is how it looks like in HLMV with transparency on the DD emblem:
[url]http://i.imgur.com/5UXRRKA.png[/url]
If there's a different method of applying materials, I don't know of it. I'm just assuming that Marvel Heroes' engine applies the DD in a different fashion.
[QUOTE=pepsiguy_2;43231799]Nope. Tried with a transparent PNG and TGA texture. Here's my problem.
[url]http://i.imgur.com/5CeTQYl.png[/url]
and this is how it looks like in HLMV with transparency on the DD emblem:
[url]http://i.imgur.com/5UXRRKA.png[/url]
If there's a different method of applying materials, I don't know of it. I'm just assuming that Marvel Heroes' engine applies the DD in a different fashion.[/QUOTE]
Have you tried taking the texture for the DD, masking everything but the Ds in black, make the Ds white and apply that as an alpha channel to your regular diffuse? Just make a vmt and add the line [I]$alphatest 1[/I] in there and it should work all fine and dandy in Source.
[QUOTE=Fat-Corgi-Guy;43233166]Have you tried taking the texture for the DD, masking everything but the Ds in black, make the Ds white and apply that as an alpha channel to your regular diffuse? Just make a vmt and add the line [I]$alphatest 1[/I] in there and it should work all fine and dandy in Source.[/QUOTE]
Almost certain that's what I did, along with $translucent. I'll try again, but I'm pretty sure this is because that giant square is of the same UV Map as the rest of him.
Nevertheless, how do you get GameAssassin to hook onto Marvel Heroes?
Here's what I did with that very same model, in 3DS MAX 2009.
1: Open the logo-texture (the Ds) in Photoshop.
2: In the "Channels"-view, make a new channel (automatically called Alpha 1)
3: Copy the black part of the RGB channel and paste it into the Alpha 1 channel (make shure the rest of the Alpha 1 channel is white)
4: Save texture (as logo.dss for example)
5: Open 3DS Max, import model
6: place textures
7: When it's time to place the logo, place the diffuse, like you normally do
8: Copy the diffuse into Opacity
9: Click on the opacity map and under Mono Channel Output, change the dot from RGB Intensity to Alpha
10: Go back to the maps overview and click the Diffuse color and let the dot stay in RGB Intensity but change Alpha Source from Image Alpha to None (Opaque)
11: It works, yay!
[QUOTE=BOBSecond;43247305]Here's what I did with that very same model, in 3DS MAX 2009.
1: Open the logo-texture (the Ds) in Photoshop.
2: In the "Channels"-view, make a new channel (automatically called Alpha 1)
3: Copy the black part of the RGB channel and paste it into the Alpha 1 channel (make shure the rest of the Alpha 1 channel is white)
4: Save texture (as logo.dss for example)
5: Open 3DS Max, import model
6: place textures
7: When it's time to place the logo, place the diffuse, like you normally do
8: Copy the diffuse into Opacity
9: Click on the opacity map and under Mono Channel Output, change the dot from RGB Intensity to Alpha
10: Go back to the maps overview and click the Diffuse color and let the dot stay in RGB Intensity but change Alpha Source from Image Alpha to None (Opaque)
11: It works, yay![/QUOTE]
HOLY I LOVE YOU.
Now I hope it works in Source.
Edit: It worked. My eternal thanks.
Edit2: I was able to use a similar method to give the "energy" shield effect properly to his Super Soldier costume.
[URL="http://pepsiguy2.deviantart.com/art/Super-Soldier-420931488"]
[IMG]http://i.imgur.com/okVnALh.png?1?3634[/IMG][/URL]
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