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It's being compiled exactly as it should. It uses the extents of each object. That center object needs to be broken into 4 separate bodies.
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Or read up on smoothing groups and apply them properly.
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Gotta learn to walk before you can run, if you catch my drift.
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You don't have permission to view this result. It's probably in a forum that your account has no access to.
Put the scale command at the top of the qc, before all other commands.
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Yes it's possible, and it's even possible to have a model with multiple different surface props. You would have to decompile the model, rig the different surfaces to separate bones and then use the jointsurfaceprop command. An advanced modeling procedure.
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You don't have permission to view this result. It's probably in a forum that your account has no access to.
Grueling ripping? That's the easy part, the hard part is rigging.
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Well youtube says you removed the video and I can't open the max file since I have 2010, but with the little info provided, it sounds to me like you need to fix the animation curves. You said they "lag" behind, so they eventually end up in the right spot, right? Then you need ...
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No problems here, just bad rigging.
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$staticprop collapses all bones
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So, do jigglebones work in gmod now? I remember fighting with mariokart about this very topic of whether my jigglebones were just limp ragdoll joints or actual jigglebones.
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This sounds like something you'd have to change in the engine anyway.
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Oh my god // Model uses material "materials\models\mycustommodel\model.vmt" is a comment generated by the mdldecompiler, it's not necessary in qc's
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change $body to $model for ragdolls. As for it not swinging, I'm not sure, there could be a million things but the first thing I always do is spawn my stuff in gmod to see if it's even functional.
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Really? You guys are asking for money for model requests? Back in my day, we just did requests if we wanted to.
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$temp is a declared variable.
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Select the element, then control click the vertex selection button (not in the modifier list, the actual 3 vertices button). This will select all the vertices in the element, then just look down and it will tell you how many verts are selected. [editline]13th October 2010[/ed...
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No yours made it zero, since you set the value to $temp which was declared in the vmt earlier as [0 0] so the angle was set to 0 and the speed was set to 0.
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Oh I thought the model was animated. Then in the vmt there should be something like "TextureScroll" { "texturescrollvar" "$texture2transform" "texturescrollrate" .2 "texturescrollangle" 0 } And you could just switch ...
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Decompile, lower fps on animation (in qc), recompile.
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There's a sketchup pro plugin that exports as [B]vmf[/B].
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Maybe you could import the smd into a modeling program, export as a .3ds, import into sketchup, export as vmf, and open that with hammer.
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[QUOTE=marineuac;25305233]Was able to make a tube phys model using plane_slices to generate a couple of rectangles to fit the tube structure near perfect. Could probably write a script that rotates the plane and slices for an x amount of segments. I can see this being used e...
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[QUOTE=marineuac;25291727][B]So then the real question in general... inorder to recreate this phx prop;[/B] [IMG_thumb]http://www.behringor.com/stuffs/normint/phxprop.JPG[/IMG_thumb] I would have to create more then 40 correctly positioned and rotated rectangles? There m...
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[QUOTE=Sparkwire;25150248]Change [code]$collisionmodel "Chair_phy.smd { // mass in kilograms $concave $mass 2.0 }[/code] to [code]$collisionmodel "Chair_phy.smd" { $concave $mass 2.0 }[/code] [editline]01:09PM[/editline] also delete this crap [code]...
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Quick unscientific test: [IMG]http://img265.imageshack.us/img265/1607/59235417.jpg[/IMG]
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That's overlapping polygons. When rendered/compiled it won't look like that (probably).
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All models consist of 6 model files (nobody should be making xbox files anymore).
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Drag can be scaled with the $drag qc command, so I assume if there were a place to directly extract numbers related to that stuff, it's in the phy file.
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You can do everything in sketchup, there's an smd exporter for it.
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Hmmm, my old thread got archived I guess. Maybe I'll make another tutorial thread to compile props with command line.
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[IMG]http://img199.imageshack.us/img199/6181/82705707.jpg[/IMG]
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You might want to ask this in the mapping subforum, they know more about this type of question.
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You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
You don't have permission to view this result. It's probably in a forum that your account has no access to.
There could be some special workaround that somebody around here knows, but whenever I've tried (and I have tried) I can only get each joint to have a single collision.
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Just give the tail another joint but make it really stiff.
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Each joint only gets a single collision thing. So that entire fuselage is assigned to one bone, right? So it generates a single concave object for that joint.
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Yeah that's probably a stiff ragdoll joint, not a jigglebone.
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It's a game engine, not a tech demo. You certainly don't need that many polies, for example the tire treads can be easily replaced with a good normal map.
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Make sure you put it at the very top of the qc.
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VertexLitGeneric is for models only, so the models flag is not necessary. And have you tried $translucent instead of $alphatest?
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You don't have permission to view this result. It's probably in a forum that your account has no access to.
Is this for the source engine? The cloth modifier is generally for simulations or static scenes with realistic draping. If it isn't for a game, look up tutorials on reactor cloth.
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Stop suggesting he use the reference for collision, he knows the difference. Anyway, make a bone in the reference (preferably at 0,0,0), link the model to the bone, export ref. Make bone in collision model at same spot (0,0,0), link to bone and export. Use the same qc you use...
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The exporter does [B]not[/B] add bones by itself. The only thing source animates is the bones, and it's up to you to rig the mesh correctly to all the bones so that it will look right. [editline]08:48PM[/editline] Thus, when exporting animations, the only thing exported is t...
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[QUOTE=Edi;23514118]Why would anyone who has ever managed to exist want to make a virtual pillow? tl;dr: nope.[/QUOTE] what
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I can autokey soft selection changes, but I can't manually do it.
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Yeah but with your low post count, bad grammar, and slightly annoying wording, I wasn't sure you knew exactly the terminology you were searching for. I came into this thread ready to help, but alas, you don't deserve it.
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I'm still not exactly sure what you want, and that was totally uncalled for.
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So you want a single corn pop as a knife? Like, just a guy holding a little golden nugget to stab people? That's piss easy.
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Oh well it looks like there's a problem with the dds files. I forget whether 3dripperdx comes with a dds plugin for max, you could try re-installing that because I know it installs the plugin to import the scene files. Or you could try to find a different dds plugin for max. I...
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Easiest way: Make sure you captured textures (you already did that) Import scene File > Asset Tracking > Refresh > Right click textures and locate them 1 by 1 Open material editor > Drag filenames from asset tracking to empty material slots
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So if garrysmod.org ever gets compromised, could somebody gain access to our steam login?
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[QUOTE=http://www.kathar.net] Solution #1: Open Half-Life Model Viewer ("Steam > Tools > Source SDK > Half-Life Model Viewer") and leave it open while you compile your model. Solution #2: Since the Orange Box related Source SDK update, it has been necessary to add a new ...
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I was able to compile for gmod after I launched gmod and played singleplayer for like 2 seconds just to make sure all files were extracted. Then I launched the SDK and my garrysmod configuration was for source engine 2009 and then I refreshed sdk content. [editline]06:04PM[/e...
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That looks like your video card is overheating to me.
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Did you change the renderer to mental ray? Is Final Gather enabled? [IMG]http://img155.imageshack.us/img155/2899/49773471.jpg[/IMG]
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*leaves thread
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[IMG]http://img413.imageshack.us/img413/4933/physicsw.jpg[/IMG] On the left is the wrong way to make a physics model, on the right is the correct way. Use only simple convex shapes. After it's done, apply a texture and assign all faces to smoothing group 1. Also, take this sh...
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In the material editor, in the bar underneath all the spheres is a button on the right that says Standard, click the button to change the shader of the selected material.
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Start up sourcesdk and launch model viewer.
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You obviously didn't search enough. You don't just try the first stupid result on google. Change renderer to mental ray (although Vray is best for this, but I assume you don't have that)>open materials and set the diffuse to glow (lume) and pick some colors>enable final gathe...
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Just look up lightsaber tutorials. [editline]10:56PM[/editline] On google, that is
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Are you using bones? Or are you just linking objects together?
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line "$bumpmap" models\kit\props\CoffeeMaker01_nrm" missing "
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Just add an autosmooth modifier. [editline]12:41AM[/editline] And by that I mean smooth modifier and check autosmooth
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From the sticky: Q: How do I model for Source? A: Everything you need to know is [url=http://www.facepunch.com/showthread.php?p=22004514]here[/url]. If you make a thread asking how to model, you will get banned. Even though that's [B]never[/B] enforced.
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It's a text file, not a qc file. Although it's named cube.qc, it's full filename is actually cube.qc.txt. You need to make sure to save it as a qc.
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vconfig is all screwy, launch sourcesdk and set the game from there. And also, start up they game you are compiling for at least once.
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You have to load the modular toolbars ui and then you can do whatever you want with all the toolbars. customize>load custom ui scheme>modulartoolbarsui.ui Also, keyframes are really useful, don't hide that.
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This is all I've ever found, and I don't really want to download XSI so I've never tried to set up eyes, but I think a few around here have set up eyes before [url]http://developer.valvesoftware.com/wiki/Eye_Position_Setup[/url]
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Here is the quintessential gun modeling tutorial [url]http://www.moddb.com/tutorials/beretta-9000-video-tutorial[/url]
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That's not that ridiculous of a request, if I wasn't so lazy, I could finish all of that in a day if there were existing models of the guns.
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Unless they're made for the valve skeleton, that's the way it's done.
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Anybody who is capable of making that stuff on this forum either doesn't have the will to complete that many things, or would take literally a month per model. I'm just saying you'd be lucky if a member here would even complete one of those things. Maybe if you're serious abo...
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Delete your sourcesdk folder and let it re-download.
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They won't sue, but they might ask you to take it down. I hexed a Lara Croft model a long time ago and my filefront account was closed and they sent legal stuff to my yahoo mail. But since I use that for junk and post absolutely no personal info on the internet, there's no ...
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Do you have a stack of modifiers? Right click the modifier stack and collapse all. That preserves UV maps, because it looks like you're losing them after you delete the arms.
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$normalmapalphaenvmapmask <boolean> see [url]http://developer.valvesoftware.com/wiki/$envmapmask[/url] And I don't remember where I got this vmt, but I think it has all possible commands [code]// SHADERS: "lightmappedgeneric" // The most common texture. A basetextu...
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Let the compiler make hitboxes, you don't need to define them yourself. [editline]01:24AM[/editline] Ever.
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Select all vertices > weld with super low threshold
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v:v:v
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[code] $keyvalues { physgun_interactions { "preferred_carryangles" "270 0 0" } }[/code]
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He is good at rigging though, he rigged for the Dead Fantasy machinimas.
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Just parent the model to a bone with the name ValveBiped.Bip01_R_Hand
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[QUOTE=Wiegraf;21110199]He was talented but I remember lurking in a lot of thread where he went off the deep end. I can understand getting mad if someone steals your work that you make a living from, but I never heard of him getting paid. Did great work, just seemed like he ...
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Because I made it and I can upload it wherever the hell I want.
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[IMG]http://img410.imageshack.us/img410/4969/gmconstruct0003f.jpg[/IMG] It's an effect since it's so small. [url]http://www.mediafire.com/?goowwz4ngwu[/url]
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Do you really need translucent? If you don't, try taking that out.
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"UnlitGeneric" should be "VertexLitGeneric".
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Post the .vmt contents.
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Nobody answered because those are very lengthy processes, ones where you should watch entire tutorials for each single question. [editline]10:19PM[/editline] First, you need to learn how to make a view model. Then you need to learn how to animate. Then you need to learn ho...
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It's a variable declaration. [editline]09:29AM[/editline] And I don't know what's wrong, but just keep trying different stuff.
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