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[QUOTE=Noob4life;39003489]Takeshi55: You mentioned about animations a month ago, a few days ago I noticed that Rotom(Fan) actually has animations, what was that from?[/QUOTE] I made the fan rotom animation, it should autoplay on the idle anim for the second fan bodygroup (...
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Any model with bones (either from a port or a custom job from an editor) can be made to work in gmod. So any tutorial to add bones from the various sites for 3dmax/blender or others (depending on your preferred modelling program, youtube is good for blender tutorials i'm told)...
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[QUOTE=hank412;38885004]if i'm not mistaken, it's dae format.[/QUOTE] Not so fond on those, can never be sure if they will open or not.
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Can't see anything wrong with the second one. You checked to make sure the vta was exported correctly?
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[QUOTE=SidneyMadMax;38781510] [URL="http://thefree3dmodels.com/stuff/characters/iron_man/14-1-0-3680"]http://thefree3dmodels.com/stuff/characters/iron_man/14-1-0-3680[/URL] [/QUOTE] I cant see a download link on there, but if its in psk format i can take a look.
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[QUOTE=Takeshi55;38638531]Can someone add Treevis' and Silver Spirits Ragdolls to the Workshop?[/quote] Done (With a few new things) :P Mine anyway. [QUOTE=RTB;38644401] [url]http://steamcommunity.com/sharedfile.../?id=104603291[/url][/quote] AHHA so thats how you do...
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[QUOTE=tschumann;30087335]It's all documented in sourcesdk.gcf/src_mod/orangebox/public/studio.h[/QUOTE] Very interesting, thankyou ^^
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[QUOTE=Rozzy85;30070306]The file binary is being directly changed using PHP. It basically does the same thing a Hex editor does but on a larger scale. I don't have a spec for the format but instead have figured it out through trial and error. I have thought of just giving u...
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To fix the multiple pupils thing you need to tick the clamp S and clamp T options in the VTF file. As for the moving of the eyes, you need to define an attachment in the qc called "Forward" but as to where it needs to go i'm not entirely sure, as i've not been that lucky ge...
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[QUOTE=MkTbKz;30065846]That syntax is incorrect for the flexes. It should be flexcontroller "whatever" range X Y "flex_name" where X and Y are the values. it doesn't seem to matter what goes in "whatever" but "flex_name" will need to match the flex controller name for wh...
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[QUOTE=Bitl;30060197]The program link is not working.[/QUOTE] oh well...
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[QUOTE=Illuminae;30051156]It took a while to figure out, but I've gotten it to translucify and now the mask is gone. That was much easier than it was trying to get rid of the model'd one. Thank you very much.[/QUOTE] np ^^
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How are you editing them without recompiling, have you got a spec for the MDL format?
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[QUOTE=cra0kalo;27467780]so what change this $includemodel "humans/male_shared.mdl" $includemodel "humans/male_ss.mdl" $includemodel "humans/male_gestures.mdl" $includemodel "humans/male_postures.mdl" to $includemodel "m_anm.mdl" $includemodel "m_gst.mdl" $inclu...
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Humm, invisible models are usually due to the model being in the wrong place (folder wise) or the materials using the incorrect shader (usually lightmappedgeneriic) but it doesn't seem yours has either of those issues, so i'm not sure whats going on there. I have a suggesti...
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[url]http://developer.valvesoftware.com/wiki/Flex_animation[/url] Sample: [code]$model studio "model.smd" { flexfile "myflex.vta" { flex "myflex" frame 1 } flexfile "blank.vta" { flex "blank" frame 1 } flexcontroller "phoneme" "myflex"...
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The main problems with flexes are the limits that are put on them by the OB engine, as you cannot have more than 1000 verticies being moved in total on a model (which is fine for low poly models like Shiek) and you cannot move them too far from their orginal positions (but sai...
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You can't use mesh animation as animations in source, they have to be defined as "flexes" (vertex animation), which is handled differently to armature (skeletal) animation. [url]http://developer.valvesoftware.com/wiki/Flex_animation[/url]
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Just use the same one for that aswell.
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[QUOTE=Shock44;28741839]Someone...PLEASE, tell me what I did wrong. [img_thumb]http://i53.tinypic.com/s321hh.jpg[/img_thumb] What sucks is I have at least 1 big homework assignment to do tomorrow so it'll take me awhile until I can figure out what I did wrong here. When I ...
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[QUOTE=Bitl;28642036]I know how to do that, thank you very much. But I need help with the physics model, I used the engineer's physics model, and then, IT BECAME SO FREAKIN' SMALL. help?[/QUOTE] I already said how to do the physics model ~.~
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[QUOTE=Varsity;28561587]You will need to rig most of them from scratch. They very easily exceed Source's 128-bone limit.[/QUOTE] 32 bones is the limit unless I missed something massive at some point @.@ [QUOTE=Bitl;28563764]If I put them in blender, they are already rig...
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I have a model of Young Link but i'm having trouble figuring out where its from, the folder its in also has a melee link aswell. I also have rips of Roy and Doctor Mario somewhere but as they are DXRipper rips they have no z values and are therefore flat (so not that useful...
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[QUOTE=BenjaminTennison;26042446]Don't forget about the face flexes, 'cause they look less alive if they can't blink either (It's not very good if it's the "He stares into your soul." style). The bones for blinking is "Blink", and remember to handle the other face bones for SW...
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[QUOTE=ShowMeYaMoves;25285499]Pikachu is out there somewhere but I would also like Meta Knight and Diddy Kong done. Post this in the Brawl thread.[/QUOTE] [url]http://www.megaupload.com/?d=3R0BVFJ1[/url] - Pikachu Also the Brawl thread is here: [url]http://www.facepunch....
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[QUOTE=Haxxer;25272440]There's no Lua in that door. Just the animation and some work in Hammer.[/QUOTE] I didn't say it used lua i said it's set up in such a way it could be (or at least i'd assume it could, as the other doors are set up primarily as hammer props),
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[QUOTE=nubblecakes;25260577]Umodel + 3DS Max + Actor X Importer + GUIStudioMDL = Successful Port. It's not that difficult if you know the very basics of 3DS Max and writing a QC. You can even use other modeling programs like Milkshape if you need to. Milkshape supports PSK ...
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I have no idea what the first part your on about is, do you mean when you use the spawn menu stuff spawns underground? For the lighting selfillum is your best bet as otherwise you will have to use lua (if its an entity) or particle effects (if its a model only).
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[QUOTE=Phanty;25269248]possible interesting bump here: It's definitely photoshop, which puzzles me greatly (as when i save and re-open in PS tadaa no alpha channel[/QUOTE] There have been a few people saying about this recently here, has the exporter been updated or somethi...
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Looks interesting :)
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[QUOTE=ShiftedComic;25255875]wait how do you download rar files?[/QUOTE] Same way as any other file. If you mean how do you unpack them you will need something like 7zFm or WInRar.
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[QUOTE=plasmid;25255150]and even then just changing a extension wont do anything, you need a import script[/QUOTE] Yup, and they are all different.
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nice :D
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[QUOTE=BigBoom;25242863]How many could there be?[/QUOTE] What? Model formats? 1000s.
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He means add rotate -90 to the end of all the sequences. I don't see how snap would help at all with the problem.
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[QUOTE=wraithcat;25250108]As what VTFtype are you exporting?[/QUOTE] Good point, doesn't it have to be DX5 at least to support alpha? (though i'm pretty sure that is the default setting).
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[QUOTE=Phanty;25249392]also make sure your model skin in your modeling program has the same name.[/QUOTE] I'm guessing this is your problem (if you've fixed the shader, though that would make the model invisible if you kept the LightmappedGenric one). Make sure your text...
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[QUOTE=Haxxer;25242101]They're not hard to find. They're in BioA_Nor-something. Look around, you can't miss them.[/QUOTE] That wont be readily set up to be used as a door in source though :P
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[QUOTE=Hollow;25243516]what i was saying is , i followed every step , put a new picture so the model won't say : generic poster photo , then i putted every file in gmod . But when i look for the poster i just hexed i can find the folder ingame called moster but nothing is ins...
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[QUOTE=Game Zombie;25230953]Where did you pull all this from. 1. It is possible just a pain to do 2. EP2 Source? It has a base skeleton that you can use for bipedal creatures but it doesn't force it 3. They do use the same bones like Silver said but they are modified 4. I ...
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[QUOTE=Colossal_Dragon;25232878]alright i remade it to about 6,930 polys, is that good enough?[/QUOTE] That sounds good ^^ you could always use the other one to bake a normalmap for it.
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[QUOTE=SakumaruEs;25230774]I compiled it, but in the sdk the model goes out well, the problem is that when I put it in gmod the model of the weapon does not go out in the hand. [editline]08:53PM[/editline] I did not put textures to the model[/QUOTE] Add rotate 90 to a...
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[QUOTE=Sgt. Lulz;25229474]"But the sonic heroes playermodels..." Those use the same bones, just giving the illusion that they're differently rigged.[/QUOTE] Actually, that one your wrong about, those models have an entirely custom animation set (based on the normal player ...
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Open the VMT files for your textures, change the "LightmappedGeneric" to "VertexLitGeneric". If this forum had signatures (which would be scary), that would be it :P
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[QUOTE=Colossal_Dragon;25229637]oh man :C[/QUOTE] A prop should only be about 5K at most, more than that and your gonna have problems.
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Get rid of staticprop, other than that i'm not sure, I could have a go at fixing it if you sent me the SMD I suppose.
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[QUOTE=Colossal_Dragon;25228908]uh 32,688 polys :([/QUOTE] Yea, you need to dial that down a bit :P
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You could try [url=http://chumbalum.swissquake.ch/index.html]Milkshape[/url], though finding tutorials for that is pretty hard aswell. Also it's not free (but is pretty cheap). Then theres [url=http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=13525256&linkID=12544...
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[url]http://kathar.net/hl2modding/errors.php[/url] Apparently you have too many verticies, what's the polycount on your model?
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[QUOTE=Fedge;25224687][IMG_thumb]http://img831.imageshack.us/img831/8581/mjolnirp.jpg[/IMG_thumb] Could super smarties tell me why the collision model looks like this, instead of being an exact match to the mesh?[/QUOTE] $concave should fix it, but if it doesn't make a n...
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[QUOTE=The Prawn;25223370]Only problem is from what I can tell is that it can't be removed with the color tool (if you right click the hat with color tool). Hopefully Garry will fix the problem (if he does of course).[/QUOTE] I'm not sure what you mean @.@ You got a picture?
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[QUOTE=Hollow;25225047]well i found a folder called mosters but not the test poster i made any advice on that?[/QUOTE] What exactly do you mean?
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[QUOTE=Korro Bravin;25224488]So, could I get the model/textures of this nice door? Uncompiled please, heh... in 3ds or some format Milkshape can read.[/QUOTE] I would like this also :P
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[QUOTE=MiKaXsUs;25220471]SilverSpirit, would you tell me what i did wrong? cause i want to learn more about hexing. It looks very useful.[/QUOTE] As I said i'm not entirely sure what you did wrong, all i can find wrong with the file you gave me is that it's 12 characters sh...
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[QUOTE=jason278;25210083]The shotgun's been fucked since TF2 was mountable, the hats are recent problem Probaby due to the new coloring ability[/QUOTE] They've added the pallet colour shader to TF2? Humm, that should mean that it can be added to GMod easier (though wheth...
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[QUOTE=Alexis-nyan;25222488]Make movies like those two guys for my freinds and for fun XD jsut like they do[/QUOTE] That really doesn't help alot ¬.¬
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[QUOTE=Alexis-nyan;25222380]Gmod tools like the one's i have right now are moving camera tool bodygroup changer[/QUOTE] Right ok, now, what do you want these tools to do? (so we can try and figure out what tools you are looking for).
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You need to make a folder called Greeter in yout garrysmod/garrysmod/models folder (as CMD/BAT file loading of studiomdl.exe doesn't make folders for you).
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[QUOTE=Alexis-nyan;25222275][url]http://www.youtube.com/user/DasBoSchitt[/url][/QUOTE] Ah the second one i'd heard of. My point still stands, what tools are you on about? GMod tools? Modelling tools? Developer tools?
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Open the VMT and change "LightmappedGeneric" to "VertexLitGeneric". As for the green circle as gman003-main said it means you don't have a collision model: [url=http://developer.valvesoftware.com/wiki/$concave]Collision Model Valve Wiki[/url]
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Tools for doing what? (as there are millions of tools, be more specific). Also what are Usafmike/dasboschit?
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[QUOTE=joebobtheblob;25182621]it died... goodbye[/QUOTE] Huh, that link is as dead as is physically possible for a link to be.
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[QUOTE=AaronM202;25185577]Bump? [editline]08:19PM[/editline] If not kingpin and the like, atleast venom, moonkight, and spidey.[/QUOTE] They are all like that.
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That probberly because you have two different versions of the same command, you only need one of the $keyvalue commands you have there as they are both propdata. A good place to look when you have errors is here: [url]http://kathar.net/hl2modding/errors.php[/url]
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I think you'd have to start them bended further, which doesn't help really ~.~ (its why they always have claw hands). Maybe the fingerposer tool could be adjusted but that would take some work to figure out which values correspond to what bones, ect. I'm supprised the r...
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[url]http://www.facepunch.com/showthread.php?t=734991[/url]
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[QUOTE=Fedge;25145619]Also, how does fingerposing work? I tried renaming the bones in the hand to match Valve's, but that didn't work for me. Do I have to actually rip a hand rig from a valve skeleton and add it?[/QUOTE] Usually just renaming them works fine, have you defin...
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[QUOTE=legodt;25143433]Thanks, you guys are the best![/QUOTE] np :D
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[QUOTE=AaronM202;25141852]Wait, are you joking...or....cause i can see his mouth fine.[/QUOTE] The mouth inside is what he's talking about, your referring to the lips. Also on that note, I just checked and Kingpin doesn't have a mouth inside on the mesh either (as I susp...
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Didn't you already make this thread? Also eye and faceposing would be nearly impossible to do on most if not all of them (due to how the textures and mesh have been set up).
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[QUOTE=The Gobo;25138757]Yeah but it's a special effect, not a model. Model would be a heeeellll of a lot easier to work with if made.[/QUOTE] Whats the name of the model (with path and the GCF its in), should be easy enough to make a phy for it.
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[QUOTE=Nevarakka;25138379]Thanks a lot for replying, Spirit, every one of my questions means I can always rely on you for help, I appreciate it. As for the question, me and my friend are working on this project so I'm still waiting for him to get back to me on the specific det...
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[QUOTE=legodt;25138312]Would you mind linking me a tutorial for writing and info.txt?[/QUOTE] [url=http://www.garrysmod.org/downloads/?a=view&id=71635][img]http://www.garrysmod.org/img/?t=dll&id=71635[/img][/url] ^^
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This hexing tutorial I made tells you how to hex posters :P [url]http://www.facepunch.com/showthread.php?t=880556[/url] I'm not sure what you mean about the textures and materials, do you know the basics of material/texture editing for source?
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[QUOTE=Joazzz;25134913]Adding the "$Model" helped. Thank you.[/QUOTE] Good to know, then my problem seems to be to do with HLMV not my VMTs (though I don't have to add $model 1 to get phong to work in-game).
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[QUOTE=MiKaXsUs;25134792]yes it has been set to overwrite mode[/QUOTE] Humm, thats odd then. Best just redo it and see if it works then (as you seem to have done all the hexing bits fine).
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[QUOTE=fewes;25134863]Really? It has always worked properly for me.. You have to tick "Normal Map", though.[/QUOTE] I can't tick normalmap, it crashes.
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If your looking at it in model viewer its seemingly random if it shows phong or not, and when it does its nothing like it is ingame. Otherwise i'm not sure why it wouldn't show, especially with a white alpha on the bumpmap and a phongboost of 50, it should be blinding you.
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[QUOTE=wraithcat;25133838]Turn of steam file access in the decompiler.[/QUOTE] Ah yes, forgot you can do that on the decompiler (i've never turned it on so I forget its there).
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It's not saving the Alpha Channel, would be my first guess, are you using a alpha supporting format (eg. TGA). If so i'm not sure what the problem is due to not having used Photoshop.
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Do you have your Hex editor set to overwrite? As your version of the MDL has 12 characters missing (which would explain the problem).
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Theres a dedicated thread for Blender: [url]http://www.facepunch.com/showthread.php?t=734991[/url] Just seems to have slipped down a few pages. So if theres anything that may help, its more than likely there.. somewhere.
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Change the 211 in the gameinfo.txt to -211. Theres 100s of threads like this where i've already given the answer above, why pick one of the few ones I didn't @.@
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[QUOTE=MiKaXsUs;25128448][url]http://www.filefactory.com/file/b3b7b69/n/Silver.7z[/url][/QUOTE] Wow that site is aweful for hiding its download link/waiting time and all that irritation. Anyway, it appears you've altered something you shouldn't as its giving exception ac...
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Well I hexed most of the other poster packs your referring to so i'm sure I could help if I knew what the problem was you were having. Also do you mean you are making a new model for the posters? or are you just doing the same as me?
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humm... your hexing looks ok, upload it somewhere (all the stuff) and i'll take a look at it for you. Edit: You do just have it in the models folder right? Not models/milver_sonic.
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Just put all those folders (models/materials/maps) into an addon folder and make an info.txt for them and you should be able to access them like with any addon.
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[QUOTE=wasabi324;25119279]There isn't an option for Alien Swarm in gm_mount 2, is there?[/QUOTE] You add it into the text file, there is a stuff about it in it's thread but i'll put the line for you as I wrote it: [code]Alien Swarm;630;swarm;pak01_dir.vpk;true[/code] ...
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[QUOTE=OneWingedAngel8;25117465]Indeed. Like Eevry other model I've found made by this guy, they Were designed for Counterstrike, Not Gmod/HL2DM. I Tested them And Found their Animations in PAC. I'm not %100 sure how Compling Works, but would it be possible to Simply Re-ass...
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Thats the one. Though Envmapmask should work with a bumpmap, but often it just doesn't.
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Edit: Found the actual links - [url=http://www.fileden.com/files/2008/4/29/1889515/tornado.rar]Tornado[/url] [url=http://www.fileden.com/files/2008/4/29/1889515/unleashed.fbx]Sonic[/url] [url=http://www.fileden.com/files/2008/4/29/1889515/eggdragoon.FBX]Eggdragon[/url] ...
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[QUOTE=redman23;25114250]They Work? if ye you can Relase?[/QUOTE] Just use gm_mount2, it has things to fix some of the problems in L4D and L4D2 so i'd guess some of them will help with Alien Swarm (as i'm sure most of it worked for me (though the newer textures are still a ...
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Did you make sure to change the name on the spawnlist to the new model's name? (as you don't usually get error models when hexing). If you did you will need to put a picture of the first few lines and the lest few lines of the MDL file and the folders the model and materials a...
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You just take the part of the model you want to have as the bodygroup (in a seaparate version of the model file in your modelling program prefereably) and remove everything else (if you already have your bodygroup made ignore the first bit), apply the alternate skin to the bod...
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You need to hex it ^^ [url]http://www.facepunch.com/showthread.php?t=880556[/url]
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If the sword has a separate texture you could add $nodraw 1 to the VMT which would make it invisible.
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[QUOTE=joebobtheblob;25097520]cublob or blurm?[/QUOTE] Whichever you are trying to compile.
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[QUOTE=LaughingOrange;25093096]You can also, as i'm sure you have VTFedit, make normalmaps. Just check the 'Generate Normal Map' when you import your tga.[/quote] Wow, somehow I never knew you could do that @.@ Nice description of how to do it also ^^ Though you shoul...
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Uploading it would be best. Though what is the problem your having when compiling it?
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I can't tell what's the problem from those pics.
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