[REQ] Models we need

Shurik3n

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Thothie said:
I've not worked out the details, but I figure midas well make em work for that bit.

TWO THINGS TO OFFICIALLY ADD TO THE TO DO LIST:

FINISH THIS: viewtopic.php?t=2249&start=75 Top credits for whoever gets me a .mdl of that first. :p

I've got A LOT more experience with modeling now, I will finish this project.
 

Shurik3n

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progress1ci3.png


Started again from scratch, only 226 polys so far. Should be done later tonight or tomorrow.
 

Shurik3n

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progress2so8.png



914 Polys, I don't think thats too bad.


progress3jd0.png


First attempt at texturing... Having to resize the 346x1633 image into something under 256x256 divisible by 16 is turning out to be a challenge.
 

Sabre

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Try cutting the original picture into pieces, and individually texturing each section. That will make each part much more clear :D
 

Shurik3n

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Thanks for the tip. I'll try that tomorrow, I got to go for tonight.
 

Gaz

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LOL, that texture looks like its 64x64 rather than 256x256!!!

Unwrap is your friend :)
 

Belmont

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The HP bar is done, 31 frames in total.

Link PM'd to Thothie.
 

Shurik3n

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progress4xm4.png


Having some trouble attaching the sword to the joint.

I have it attached to rview_ref.smd (name of the joint) but when I try to compile I get this:

Code:
illegal parent bone replacement in sequence "lift"
	"Bip01 R Hand" has "Bip01 R Forearm", reference has "Bip01 R Arm2"
illegal parent bone replacement in sequence "idle1"
	"Bip01 R Hand" has "Bip01 R Forearm", reference has "Bip01 R Arm2"
illegal parent bone replacement in sequence "attack1"
	"Bip01 R Hand" has "Bip01 R Forearm", reference has "Bip01 R Arm2"
illegal parent bone replacement in sequence "attack2"
	"Bip01 R Hand" has "Bip01 R Forearm", reference has "Bip01 R Arm2"
illegal parent bone replacement in sequence "parry1"
	"Bip01 R Hand" has "Bip01 R Forearm", reference has "Bip01 R Arm2"
illegal parent bone replacement in sequence "parry1_retract"
	"Bip01 R Hand" has "Bip01 R Forearm", reference has "Bip01 R Arm2"
illegal parent bone replacement in sequence "unsheath"
	"Bip01 R Hand" has "Bip01 R Forearm", reference has "Bip01 R Arm2"

Any suggestions?


EDIT: I was reading the thread I made the first time I attempted this sword..

Thothie said:
Go add him to your MSN and harass him like mad, plzkthnx:
[email protected]

Or follow the same tutorial he did:
http://graphics.migee.com/tutorials/Sword/

Thats not my email... and I didn't use that tutorial. For one, its not even for milkshape, and two, the end product from it would never work in the HL1 engine, Also it divides the sword into different parts a technique I wasn't familiar with when I made that first model.
 

Sabre

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Hrm...Try fitting it to the longsword smd reference, if you're not already. Looking at the bones, there's one sticking out in a weird place, all of your sword should be assigned to it...Hope that helps...

Also, I've got the polar bear thing...
screen.gif

screenback.gif

I didn't want to skin an armor for this...We would all look FABULOUS in our white fur vests :roll:
 

Shurik3n

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Figured out what I did wrong and got it to compile an rview with the longsword animations.

However, ingame where im viewing from is offset. It seems to be the same problem that there was with the flamelick.

[/img]
 

Sabre

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Do you have Jed's HalfLife Model Viewer? If not, go grab it...
Open up your sword with it, and go to the tab called weapon origin (stop the animation if need be). You can move your sword to get it to properly interact with the hands, so just keep moving it a tad, and checking it with HLMV until it looks good... Good luck :eek:
 

The Man In Black

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The polar bear skin.. It looks really bad.. I'm sorry, but that's about as nicely as I can put it.
 

Sabre

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Heh, can't say I didn't try...But for whomever wants to try, do NOT just add white fur to a leather vest...
 

Orochi

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No no no, don't use Jed's to realign it, or you'll never get it properly aligned, just send the files my way, my longswords seem to compile alright, and I need to add it to the lump model anyway.
 

Shurik3n

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Orochi what do you have for the $origin line in your .qc file? Using Jeds HLMV I found that $origin 3.0 -7.0 0.0 works pretty well. It compiled just fine now. I also made a floor model but I don't know what the next step is I should take in getting it ingame.

If all thats left is putting the sword in the p_swords thing then I guess thats Orochi's job so heres the .mdl files so far w/ source

http://files.filefront.com/newswordzip/ ... einfo.html
 

Orochi

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But the point is, mine compiles flawlessly at $origin 0 0 0 :wink:
 

Thothie

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Maybe you should tell someone how you did that. ;)
 

Belmont

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Thothie, did you get my PM with the health bar sprite?
 

Thothie

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Yeah, its more along the lines of what I was looking for, but harder to work with than Reboot's at 30 frames. So I'm all torn now.

Orochi said:
But the point is, mine compiles flawlessly at $origin 0 0 0 :wink:

You really need to tell someone how you do that.
 

Belmont

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I can do more/less frames or change it, just tell me how you want it, took me 20 minutes to do it so it's no biggie.
 

Orochi

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I honestly have no idea, in reality, how that works, and I'm not fucking with it, because I can't risk breaking it.
 

Shurik3n

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My attempt at reskining the leather vest for green and red scales.

Green
vestgreenti6.png



Red (I made it kinda orange because I thought it would look better)
redchestqe5.png
 

Dridmar

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Those are Okay I guess, the only problem(s) I have with them are the scales... They don't really look like they have scales maybe if you added some lines or something to make the vest more like scales. The colors of the orangish red one if fine in my opinion, but the green one reminds me of grass. Maybe if you could get a different color of green that might work. Of Course I've only got 31 posts, but you should listen to me. :p

Other then those problems its good. Keep up the good work..

-Dridje
 
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