1. Post #681
    (Banned Depressed user.
    Dennab
    July 2010
    4,828 Posts


    he will eat you
    Sweet mother of christ.
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  2. Post #682
    Gold Member
    Griffster26's Avatar
    November 2011
    12,235 Posts
    He went and posted them anyways.
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  3. Post #683
    Formerly Shotgunguy49
    Captain Charles's Avatar
    July 2008
    4,464 Posts
    He went and posted them anyways.
    I don't see why though, His don't look like they have any of the stuff I added like bumpmaps, phong, envmaps, selfillum, skingroups, bodygroups, and fixed world model textures.
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  4. Post #684
    beat the zombie's Avatar
    August 2009
    1,421 Posts
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  5. Post #685
    Gold Member
    highvoltage's Avatar
    May 2009
    1,776 Posts
    it's too bad not much can be done about the leg pistons. oh and if you look carefully you'll see that the legs aren't actually connected to the pelvis, but you won't really notice that in poses anyway so who gives a fuck
    You could quite possibly use $proceduralbones to animate the pistons as the legs move. But I think it would cause more trouble then its worth
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  6. Post #686
    Better Than Jacknife
    Minimole's Avatar
    December 2009
    8,853 Posts
    Something from Beat the Zombie that isn't german?! What tomfoolery are you trying to pull here?
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  7. Post #687
    Gold Member
    Joazzz's Avatar
    June 2008
    23,933 Posts
    You could quite possibly use $proceduralbones to animate the pistons as the legs move. But I think it would cause more trouble then its worth
    so it can be done through commands and a specific conf file?


    worth a try
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  8. Post #688
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,315 Posts
    You could quite possibly use $proceduralbones to animate the pistons as the legs move. But I think it would cause more trouble then its worth
    Sound interesting, but wouldn't this just repeatedly the animation constantly? Would be annoying seeing them move on it's own, when all you want, is just the piston to move with the leg, without looking odd.
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  9. Post #689
    Gold Member
    highvoltage's Avatar
    May 2009
    1,776 Posts
    Sound interesting, but wouldn't this just repeatedly the animation constantly? Would be annoying seeing them move on it's own, when all you want, is just the piston to move with the leg, without looking odd.
    What I'm pretty sure it does is when a bone is rotated one direction it tells the other bone to move to the specified position. An example would be the wrist bone, when you rotate the hand it caused the wrist to rotate slightly, preventing it from looking like you broke the wrist.

    I see the above issue all the time and here is the easy way to fix it:
    Add this line to your models .qc, but with the correct path to your steam folder:
    Code:
    $proceduralbones "C:\Program Files\Steam\steamapps\*Steam username*\sourcesdk_content\hl2mp\modelsrc\humans_sdk\male.vrd"
    Remember this will only work if you have the valve biped wrist bone on your models skeleton and rigged to it properly (just look at a HL2 characters rigging)

    So this should be able to be adapted to work with pistons, once you figure out how it works because this:
    Code:
    <helper> Bip01_R_Wrist Bip01_R_Forearm Bip01_R_Forearm Bip01_R_Hand
    <display> 1.5 3 3 100
    <basepos> 0 0 0
    <trigger> 90 -90 0 0 0 0 0 0 0 0
    <trigger> 90 -90 90 0 0 0 0 0 0 0
    <trigger> 90 -90 -90 0 0 0 0 0 0 0
    <trigger> 90 0 0 -90 90 0 0 0 0 0
    <trigger> 90 0 0 90 90 0 0 0 0 0
    <trigger> 90 0 0 0 90 0 0 0 0 0
    <trigger> 90 180 0 0 -90 0 0 0 0 0
    doesn't make much sense (thats the configuration code fore the right wrist)
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  10. Post #690
    Gold Member
    Joazzz's Avatar
    June 2008
    23,933 Posts
    uuuuh okay, maybe i'll try that some other time
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  11. Post #691
    beat the zombie's Avatar
    August 2009
    1,421 Posts
    Something from Beat the Zombie that isn't german?! What tomfoolery are you trying to pull here?
    Oh well I guess I went over all the german that possibly exist :P (still some more in the corner I need to get)
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  12. Post #692
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,315 Posts
    What I'm pretty sure it does is when a bone is rotated one direction it tells the other bone to move to the specified position. An example would be the wrist bone, when you rotate the hand it caused the wrist to rotate slightly, preventing it from looking like you broke the wrist.

    I see the above issue all the time and here is the easy way to fix it:
    Add this line to your models .qc, but with the correct path to your steam folder:
    Code:
    $proceduralbones "C:\Program Files\Steam\steamapps\*Steam username*\sourcesdk_content\hl2mp\modelsrc\humans_sdk\male.vrd"
    Remember this will only work if you have the valve biped wrist bone on your models skeleton and rigged to it properly (just look at a HL2 characters rigging)

    So this should be able to be adapted to work with pistons, once you figure out how it works because this:
    Code:
    <helper> Bip01_R_Wrist Bip01_R_Forearm Bip01_R_Forearm Bip01_R_Hand
    <display> 1.5 3 3 100
    <basepos> 0 0 0
    <trigger> 90 -90 0 0 0 0 0 0 0 0
    <trigger> 90 -90 90 0 0 0 0 0 0 0
    <trigger> 90 -90 -90 0 0 0 0 0 0 0
    <trigger> 90 0 0 -90 90 0 0 0 0 0
    <trigger> 90 0 0 90 90 0 0 0 0 0
    <trigger> 90 0 0 0 90 0 0 0 0 0
    <trigger> 90 180 0 0 -90 0 0 0 0 0
    doesn't make much sense (thats the configuration code fore the right wrist)
    Hmm, interesting, might work out. Though, would need to test it, and if this would work on ragdolls.
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  13. Post #693
    Gold Member
    jason278's Avatar
    February 2009
    12,432 Posts
    Some New Vegas crap



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  14. Post #694
    Gold Member
    bloocobalt's Avatar
    March 2006
    3,035 Posts
    I thought we agreed that you would stop porting firearms damnit.



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  15. Post #695
    OFFICIAL DEAN of MAX PAYNE
    Dennab
    July 2009
    9,002 Posts
    Bloo wants the monopoly over weapons.
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  16. Post #696
    Gold Member
    Griffster26's Avatar
    November 2011
    12,235 Posts
    It's an Arms Race.
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  17. Post #697
    Gold Member
    jason278's Avatar
    February 2009
    12,432 Posts
    and I said I was doing the guns for fun
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  18. Post #698
    Gold Member
    FloaterTWO's Avatar
    November 2008
    7,006 Posts
    Since i figured out how to port stuff from NV too, I call the monopoly on porting vehicles since nobody's done many of them without them being plagued with problems.

    And there's not many vehicles ported out of the shitload of them that are in NV.
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  19. Post #699
    #420 PRAISE IT
    pvt.jenkins's Avatar
    May 2010
    6,357 Posts
    Hope jerry don't mind us, Droppin in'.
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  20. Post #700
    Better Than Jacknife
    Minimole's Avatar
    December 2009
    8,853 Posts
    Since i figured out how to port stuff from NV too, I call the monopoly on porting vehicles since nobody's done many of them without them being plagued with problems.

    And there's not many vehicles ported out of the shitload of them that are in NV.
    Are you gonna get a properly scaled Pick up truck and the army truck?
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  21. Post #701
    Gold Member
    FloaterTWO's Avatar
    November 2008
    7,006 Posts
    Yeah, eventually. I requested the army truck years ago and nobody managed to do it. I'm working on the B-29 at the moment and it doesn't exactly seem like rocket science, so i might end up doing a vehicle pack again. Probably going to re-port all the cars with correct scaling and without the fucked up UVmaps on the undersides too.

    I need to start keeping tabs on all the shit i said i'd do, i've got 2 mass effect prop packs planned/being worked on and about 4 texturing projects i said i'd do.


    B29 Done except for physmodel which is too busy sucking dicks to work properly at the moment.


    It turned out nice.
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  22. Post #702
    TheFallen(TF2)'s Avatar
    September 2009
    2,020 Posts
    Yeah, eventually. I requested the army truck years ago and nobody managed to do it. I'm working on the B-29 at the moment and it doesn't exactly seem like rocket science, so i might end up doing a vehicle pack again. Probably going to re-port all the cars with correct scaling and without the fucked up UVmaps on the undersides too.

    I need to start keeping tabs on all the shit i said i'd do, i've got 2 mass effect prop packs planned/being worked on and about 4 texturing projects i said i'd do.


    B29 Done except for physmodel which is too busy sucking dicks to work properly at the moment.


    It turned out nice.
    Any chance you could make a Enola Gay skin for that?
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  23. Post #703
    Gold Member
    FloaterTWO's Avatar
    November 2008
    7,006 Posts
    I'll make the decal bodygrouped, that way it can just be used as a generic B-29. I'm not going to make any specific skins for it.
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  24. Post #704
    Gold Member
    bloocobalt's Avatar
    March 2006
    3,035 Posts


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  25. Post #705
    Gold Member
    Lt_C's Avatar
    March 2007
    3,055 Posts
    I thought we agreed that you would stop porting firearms damnit.

    I'm just going to say that they don't count if they're collecting dust in the recesses of your hard drive.
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  26. Post #706
    Gold Member
    jason278's Avatar
    February 2009
    12,432 Posts
    Some small stuff before bed

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  27. Post #707
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,315 Posts
    I thought we agreed that you would stop porting firearms damnit.
    Shut up with that.
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  28. Post #708
    VaciliNikoMav's Avatar
    January 2012
    1,231 Posts


    funk

    Texture updated (leather gloves and boots, which you can hardly see, also sharpen the uniform a bit) and normal maps. Courtesy to Ninja_Nub:

    Whoaaa! Is that soldier ragdoll done?
    May I please have a link? Please?
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  29. Post #709
    Gold Member
    Snood_1990's Avatar
    February 2006
    1,898 Posts
    Doom 3 models are ridiculously easy to port.



    Shame they look like big blobs without their bumpmaps. The view model comes with animations also from the game.
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  30. Post #710
    Formerly Shotgunguy49
    Captain Charles's Avatar
    July 2008
    4,464 Posts
    So I tried something out by porting from SW Republic Commando again. I've got working Droid models with animations and ragdolls now.
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  31. Post #711
    Gold Member
    Snood_1990's Avatar
    February 2006
    1,898 Posts
    Eww damn those textures ugly. Are you gonna attempt to spruce them up a bit?
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  32. Post #712
    Formerly Shotgunguy49
    Captain Charles's Avatar
    July 2008
    4,464 Posts
    Maybe, they were really just a test to see if I could get the animations exported and working properly in source.
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  33. Post #713
    Gold Member
    Joazzz's Avatar
    June 2008
    23,933 Posts
    someone was porting that D3 Cyberdemon. what happened to it?
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  34. Post #714
    Gold Member
    wraithcat's Avatar
    December 2007
    12,796 Posts
    Doom 3 models are ridiculously easy to port.



    Shame they look like big blobs without their bumpmaps. The view model comes with animations also from the game.
    Well use their bumpmaps then? :P
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  35. Post #715
    Gold Member
    FloaterTWO's Avatar
    November 2008
    7,006 Posts

    Bodygrouped the landing gear and propellers, probably going to release this today once i get the wrecked version and the parts ported.
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  36. Post #716
    Gold Member
    Snood_1990's Avatar
    February 2006
    1,898 Posts
    Well use their bumpmaps then? :P
    That's exactly what you see there. :D

    And I thought the Cyberdemon had already been done, otherwise I could have a go at doing it if ya want.
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  37. Post #717
    Gold Member
    Lt_C's Avatar
    March 2007
    3,055 Posts

    Bodygrouped the landing gear and propellers, probably going to release this today once i get the wrecked version and the parts ported.
    I think it could be a bit more reflective. I know it's worn down, but b-29s had a mirror finish.

    It might be worth making a skingroup.
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  38. Post #718
    Gold Member
    Joazzz's Avatar
    June 2008
    23,933 Posts
    And I thought the Cyberdemon had already been done, otherwise I could have a go at doing it if ya want.
    Yes


    YES
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  39. Post #719
    Gold Member
    Snood_1990's Avatar
    February 2006
    1,898 Posts


    Awww boy.
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  40. Post #720
    beat the zombie's Avatar
    August 2009
    1,421 Posts
    I'm not really good at posing.
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