And you need more blasphemy as well.
And you need more blasphemy as well.
I'll still have it as a bodygroup, though, and I have the other thing there too, and I'm going to do a ton of other bodygroups
but no blasphemy
I mean if i do a port i might as well do it properly
I AM planning to release it, after all
So you've added an incorrectly scaled M203 with no mounting brackets, an awkwardly shaped rear sight, a G3 magazine (which could not work whatsoever), a masterkey that doesn't actually attach by any means, and a frickin heartbeat sensor?? You confuse me.
you do realize i do this for fun and not to please you, right?
i hope you do
So are you
.22 calibre masterkey? That's a new one.
Aight I'll stop now.
also ported a usp
Well, while not exactly special at all, just ported GTA IV mods textures, but I thought it would be worth looking, since most don't have either GTA IV, or experience porting textures from it, althought I doubt it's the latter.
It isn't hexed, nor bodygrouped, so as I said, nothing special.
Sorry, images are tiny. I ported them long long time ago from COD:MW2, S.S.D.D.(as I remember), the Ranger Afghan campsite. Though I don't have much time for following few weeks, still I have enough time to turn on the computer. Which means, porting props would be easy as done. Incoming modelpack inform: MW2 Afghan Camp props and some crashed MW2 vehicles.
Still, if you immediatly need them, here's the link for ported ones, are gonna be ported again for more reasonable size, etc)
ps. there are Brazillian wagon and monster-sized truck in it.
Added Francis's hands
Picked up the Aspen project again. I think I figured out smoothing, although I can spot a few errors here and there. I'm going to get some texture work done on that soon. Each door is a component, so I guess I'll try out the stuff I've been reading up on bodygroups. I also rebuilt the headlights to better match the real deal's. The model sure is a heavyweight for source engine polycount, as far as I could tell. 16000 Tris. Trying to optimize this as best as I can.
This topic is a massive strip tease. I can look all I want, but I know I will never get my hands on most of these...
I'm back to porting after windows 7 killed it self, and a long week of my summer job. I still have to get banshee friend to convert the bump maps but other than that its pretty much done. The bloody dead bodies have something messed up with the skin texture were the decal is applied, so I'll see if i can fix it and then do skin groups.
I also did this, but I figure I should just release prop packs instead of individual ports
hnnnnnnnnngggggggggg could do with that on the trenchcoat lol
speaking of trenchcoats, still working on that update
more robber variants coming later, gotta fix the alphas for the gasmask though so the glass is actually glass as opposed to big black circles that obscure vision entirely
So I ported the scientist model from HL1 on the PS2. I gave it fingerposing, eyeposing, and faceposing. Since this is the first model I've attempted faceposing on, I'm surprised how well it worked out. Of course it still needs a lot of work.
Oh god watch it with captions on, this is hilarious. When Google hears "Lamarr" it translates to "bob".
Not sure if i should be asking here but how would i go about making an a eye pupil texture move according to a bone or is this not possible ?
making a sphere eye clips through my model.
Why are you trying to move it through bones? if you're going to do that, make the entire eye a sphere and then apply the texture to it. Just rotate the eyes independently. Look at some of the HL1 PS2 models for an example. Their eyes are similar to what you're trying to do.
the problem with that is the sphere eyes clip through the model
Here is the model
I wanted more variety MW2 Russian paratroopers that I started on them.
This time, I'll try to succeed in .qc files that I can make bodygroups and skins.
Can anyone give me a link for .qc scripts or teach me directly?