483 Results
I posted this in the Lua section when you posted there, perhaps you missed it? It will solve your outlining issue. The artifacting is just Mipmap compression. [QUOTE=FluxMage;28083081]When you save the texture as a vtf you need to disable mip maps. This prevents the texture...
FluxMage Modelling Reply
I find it odd that anybody is allowed to vote until they've played all the entries in the first place.
FluxMage Developing Reply
[QUOTE=Shadow_Hedgehog;23732126]Can I ask if this works without fretta? Like the old one, just win a round and just play again instead of having to stop for a new fretta gamemode and voting and all that, I don't have much knowledge of fretta and I would like to just play this ...
FluxMage Addons Reply
Hooray, hope you guys enjoy it. We've got more to show I swear.
FluxMage Addons Reply
[QUOTE=Jen4;21925707]im tryng to animate a floor turret ... the problem? the blending ... anyone got a decent tutorial ?[/QUOTE] If you mean blending multiple animations through the source engine in real time, you gotta do some modifications to the .qc. I don't have the mean...
FluxMage Modelling Reply
[IMG]http://img75.imageshack.us/img75/1497/cpclocktown50001el7.png[/IMG] Just get the map in hammer as a model and use it as a reference. There are dumpers for n64 that can get you everything you need. 3dripperDX sucks. It skews shit. But I guess that can't be avoided in othe...
FluxMage Level Design Reply
Not sure. I can tell you however that you need to actually make that "testsphere" folder before you compile or else it crashes it. And just in case it helps here's an example of a really basic prop .qc file from something I made: [code]$cd "C:\Mod\modelsrc\pellets\" $modeln...
FluxMage Modelling Reply
Yeah, don't use your reference model as the physics. Would never compile. Make a custom simple collision model.
FluxMage Modelling Reply
[QUOTE=assassin21;20918238]how can i add a second skin to an existing mdl model?[/QUOTE] You could hex the model and create a second version entirely, with a different skin. If you want to add a second skin without making more model files, this is the only way: [URL]http://d...
FluxMage Modelling Reply
Yeah you might wanna try taking the model into a program with poly optimization methods in order to decrease it to something more along the lines of under 5k polys, that is however if you want to be practical. It can go higher but there's usually no point. You could use the h...
FluxMage Modelling Reply
You have to take it into a program like 3ds max, milkshake, or anything else that supports a .SMD exporter. And export the proper reference, physics, and animation .smd's needed to create a source model. Then you have to write up a .QC file which will tell studiomdl.exe (foun...
FluxMage Modelling Reply
[QUOTE=fury_161;20906039] EDIT: Found the problem, upon closer inspection, the head rotate blends that Valve made for some reason have the forward joint keyframed at the same position, thus causing my problem. Yay. Thanks Flux, I probably wouldn't have checked for that if you ...
FluxMage Modelling Reply
[QUOTE=Jaanus;20880773]the tie drops in MV when you turn Louis upside down.[/QUOTE] That's interesting. As far as I'm aware their is currently no jigglebone codes that reacts to gravity without first receiving input. What I mean is that some jigglebone parameters will effect...
FluxMage Modelling Reply
I haven't had this issue myself. And I've made NPC's with jiggleboned features branching from the head (with head tracking) multiple times before. As long as the bones that will be jiggling are parented to the head. There shouldn't be a problem. You may be able to fix it by r...
FluxMage Modelling Reply
A is best (with func_details). Funny thing is you could have achieved the same result as B with only 5 brushes. It appears to have taken you about 33. Brushes start as base world geometry. The default entity they become when you change them to a brush-based entity is func_de...
FluxMage Level Design Reply
What you're essentially trying to fix is explained in depth here: [URL]http://developer.valvesoftware.com/wiki/Locking_Npc_Animations[/URL] The animations for the Zombie are already locked of course. But what you need to do is add the "LX" and "LY" commands to your animation...
FluxMage Modelling Reply
Aska forgot to include the normal map in the download.
FluxMage Addons Reply
Hi I ported the model and went through the mishegas of animating it and fixing up the materials and junk. I also helped test and debug, but mostly I just made that part of the work take longer.
FluxMage Addons Reply
Should already be F2 by default. That's probably why it happened in the first place. He hit it by accident. I do it all the time, because it's right next to wire-frame (F3). Another one that gives people problems often is X, which toggles gizmos. (the 3d display of your tools...
FluxMage Modelling Reply
[QUOTE=Lemsip;20235796]Anyone know would I go about spawning the individual rank as separate models? Attempting to pose for a little video, but I can only spawn the Ensign (the others are different materials?)[/QUOTE] Get a tool that can set the skin and bodygroups on a model...
FluxMage Garry's Mod General Reply
[url]http://developer.valvesoftware.com/wiki/$texturegroup[/url]
FluxMage Modelling Reply
The issue here is that you have 2 non-physical bones in between your 2 physical parts. What I mean is that, in a model/ragdoll, a bone can be used for animation, but may or may not have a physical part attached to it in the physics model. For the model to stay together, you c...
FluxMage Modelling Reply
[QUOTE=BenjaminTennison;19996649]I don't see a new thread, wherever FluxMage is I hope he gets one[/QUOTE] This has been fixed for a while now. No need to bump this.
FluxMage Garry's Mod General Reply
Bah. Don't need this awful thread on my conscious. Let it die.
FluxMage Modelling Reply
[QUOTE=Aska49;19563226]There was a time where we thought of using a canned death animation for the UC, and not a ragdoll. Then when the new round started you'll see the bird turn him back on. Didn't really pan out though.[/QUOTE] I still want to do that round start animatio...
FluxMage Garry's Mod General Reply
[QUOTE=AzLaN;19506360]The model has no eye "bones".[/QUOTE] ... What does... that have to do with anything? 1: The model has no visual eyes. 2: Eyes aren't controlled by bones... they're controlled by a system of attachment points and scrolling UV maps.
FluxMage Garry's Mod General Reply
[QUOTE=Fire and Ice;19502586]I managed to join a server at the end of the round, survived another round, was chosen as the Chimera and as soon as I kill someone. Crash. That bug needs to be fixed, badly.[/QUOTE] Trust me. I REALLY want to. Someone suggested the head is to m...
FluxMage Garry's Mod General Reply
[QUOTE=dill6869;18979990] if you're wondering why the white piggy doesnt have the cape it's because i cant find the model[/QUOTE] Same model. You gotta use Lua (Maybe there's a stool for it somewhere) In order to change the bodygroups.
FluxMage Garry's Mod General Reply
[QUOTE=blackops7799;18978138]Uhh, about the swimming animations. It would be really easy to implement.. You would just override the gamemodes SetPlayerAnimation function with your own adding in a check if they are under water or not.. Example of fully working TF2 animati...
FluxMage Garry's Mod General Reply
[QUOTE=Yearrlz;18968495]Spacebuild activates a Hud when the player is underwater, doesn't it ?[/QUOTE] It's hard to explain, but even though you can tell when you're underwater with lua, It won't help us get the animations working the way we want them too. You can't forc...
FluxMage Garry's Mod General Reply
[QUOTE=Skullpepper;18962024]The ragdoll does spaz out sometimes or freeze for a second during collisions with things. A suggestion I think everyone can agree on would be more taunt animations. And maybe a swimming animation. Those pig guys crack me up.[/QUOTE] Ragdoll spaz...
FluxMage Garry's Mod General Reply
[QUOTE=Empty_Shadow;18960496]Bla bla[/QUOTE] He has his own taunt. [QUOTE=Gamerboy81;18960496]Bla bla[/QUOTE] Trust me. It is the pigmask ragdoll. Every time you crash I can assure you either: A: A Pig was eaten. or B: A Pig committed suicide. Hell spawning it in sandbo...
FluxMage Garry's Mod General Reply
What I did for ClockTown was convert it to a model and imported it into hammer for reference. A tip I could give Is to apply a material with the "eyeball" texture type to the model, and purposefully forget to include $model in the .vmt, the result is that the model will sh...
FluxMage Level Design Reply
[QUOTE=Hawt Koffee;18751302]Stuff[/QUOTE] I know what's off. He's lighting the map with a powerful radial light in the center instead of a light_environment. I highly suggest you change this.
FluxMage Garry's Mod General Reply
.___________________. I made swimming animations. Can't use them. Gmod player models have no foundation for such things.
FluxMage Garry's Mod General Reply
[QUOTE=Dragon;18726087][img]http://www.facepunch.com/image.php?u=8678&dateline=1259997982[/img][/QUOTE] Oh wow, Shiron + The Ultimate Chimera? Didn't see that coming.
FluxMage Garry's Mod General Reply
[QUOTE=Hawt Koffee;18724421]Pakrat?[/QUOTE] Nevermind. You don't have to Pakrat it if it's already in the gamemode files. Which it is.
FluxMage Garry's Mod General Reply
[QUOTE=Hawt Koffee;18723665]thanks but i would still like a radio loop sound scape[/QUOTE] Do you want music, or just to loop the radio sound. For the radio all you need is an ambient generic set to emit from a single point, select Aska's sound, and set it to loop.
FluxMage Garry's Mod General Reply
[QUOTE=Santz;18688258]You probably have been long enought here to know how the FP scum works. And you shouldnt be worried, most people will download the Gamemode because its awesome.[/QUOTE] I know. It's no big deal. I just don't understand the logic behind these guys.
FluxMage Modelling Reply
[QUOTE=Kumari24;18688198]hi fluxy[/QUOTE] Hi
FluxMage Modelling Reply
Why'd you even do this. We have an SVN now and I'm not done updating these. On top of that, if you just download the game you get the models and can spawn them In sandbox anyhow.
FluxMage Modelling Reply
Those are awesome.
FluxMage Garry's Mod General Reply
[QUOTE=arleitiss;18659758]Well there is about 400 models and materials mixed up in folder. It will take like a day to sort them all out.[/QUOTE] Programs like Pakrat will automatically find the custom content you're using In your map and package it for you.
FluxMage Level Design Reply
[QUOTE=PieClock;18655705]fix the fucking crashes. That's my only complaint about this, everything else, maybe aside from too many pigs, is perfect.[/QUOTE] I'm sorry about the crashes. It's directly connected to my PigMask model but I don't know who what where when why, or ...
FluxMage Garry's Mod General Reply
My PigMask model is crashing people. I don't know why though.
FluxMage Garry's Mod General Reply
Whoo hai there.
FluxMage Garry's Mod General Reply
[QUOTE=nubblecakes;18549237]The picture wasn't meant to perfect the idea, just demonstrate it. Anyone who wants to pursue this, just save the diffuse and alpha and make it in to a texture. I will be working on the texture some more when I get the time.[/QUOTE] Yeah, I ...
FluxMage Level Design Reply
Yeah, it's not a totally exaggerated effect. It actually happens, but only when there is a lot of particles in the air for the light to reflect off of. Creating an area in the air that appears darker because of the lack of reflecting light. In his picture for example, it lo...
FluxMage Level Design Reply
[QUOTE=Dlaor;18279614]Well, looks like this ain't possible. :crying:[/QUOTE] Just break the parts up before you export your physics model, then attach the parts, set all smoothing groups to 1, and export as your phymodel. Then when you're compiling, where you add the par...
FluxMage Modelling Reply
[QUOTE=OpethRockr55;17683527]I remember a model here on facepunch a long time ago where they had a 100+ million polygon model in Source... ... except it was a picture of it plastered to a poster. There's no way in hell Source could handle that many polygons in one model.[/QUO...
FluxMage Modelling Reply
Actually source can handle a model with a Million+ polygons. It's been done. (Maybe?) The question is if you can manage to compile it.
FluxMage Modelling Reply
Thanks big time on the model. 1. I got the turning ACT from another QC. My mistake. 2. The attack animation does loop. This NPC grabs you and leaches life, Thanks anyhow. 3. They are actually 2 different walk and Idle animations used in different situations. Hence why I use...
FluxMage Developing Reply
Yeah, I handled the model and animations. I've been scouring around to find the problem, and I based my .QC and animation setup on the source files for other models that are currently used for fully working and fully custom SNPC's. At first it just couldn't move. I got the wa...
FluxMage Developing Reply
[QUOTE=Ryu-Gi;14958362]Is the download link fixed yet?[/QUOTE] Yeah i swapped it for a filefront download. Garrysmod keeps deleting my file for no reason what-so-ever.
FluxMage Modelling Reply
I can't download it either. I don't know what's wrong.
FluxMage Modelling Reply
Majora's Moon
FluxMage Modelling Thread
[release][tab]Name:[/tab] Majora's Moon [tab]Flavor:[/tab]Strawberry [tab]Description:[/tab]HOLY F*** THE MOON HAS A FACE [tab]Time Left:[/tab] 72 Hours [tab]Download:[/tab][url]http://files.filefront.com/MMoonzip/;13689787;/fileinfo.html[/url][/release] It was...
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[QUOTE=wiiario;13242656]Wait, wait, wait, one more thing. Does BMDview2 work in Windows, I can't find an executable file for it, unlike BMDview1 where I could at least open it. Can you tell me how to open BMDview2? That's probably the LAST thing I need to know, Then I'll be ab...
FluxMage Modelling Reply
[QUOTE=wiiario;13241093]Uhhhh, I took the Link.arc and converted it, but all I got were a bunch of .BDL and a few .BTI. Where's the .BMDs? Also, do you know a good converter for the BMDs? It would be nice for 3DS files, because I use Blender and can import, just something tha...
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[QUOTE=wiiario;13240505]Hey FluxMage, I got everything you said (Except bmdview2, I got the first one. I going to get it.) But when I extracted all the data (Which took less than said.) there no "Data" or Scene/Data" subdirs to do the next step. Could you help me understand wh...
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[QUOTE=wiiario;13229588]Hey... FluxMage... I- uh- was wondering... I can't access those Wind Waker models, darn MDLs, I can't decomplie them. I-- also don't have Gmod- but I just wanna access the files on my 3D animation program. ... Could you, if possible, release *Some at le...
FluxMage Modelling Reply
[url]http://www.garrysmod.org/downloads/?a=view&id=59799[/url]
FluxMage Modelling Reply
[QUOTE=Steffanic]It would've been awesome to have that crazy fisherman guy that teaches you how to use your sword :( But ah well...[/QUOTE] I've done everyone on Outset, so he would be included. [b]Edit:[/b] [QUOTE=lukebob1]you should just post the files already, at least...
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[QUOTE=babyeater23]since this whole thread is starting to get talked in again, is the project gonna release or even get worked on further?[/QUOTE] Eh maybe I should drop the entire pack your way some time. I don't really feel like doing this anymore.
FluxMage Modelling Reply
[QUOTE=luigimario]that is really awesome, that would make a cool npc I could never get the tools to work for me in 3ds max[/QUOTE] I don't know what version you're using, but they didn't work in 9 for me. I used 7.
FluxMage Modelling Reply
[QUOTE=lukebob1]What program is that called, I can't seem to open the animation files with any of the programs on his site[/QUOTE] That's just the half-life model viewer. I ported the animation files myself with a series of tools and plugins for 3ds max.
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[QUOTE=lukebob1]ok =( [b]Edit:[/b] I was so exited when i found my old laptop, but then i installed dolphin and it worked as expected, 2fps, then when i opened up 3d ripper x or whatever its called, i selected dolphin clicked launch and dolphin refused to work, but as so...
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[QUOTE=m_d]FluxMage, do you have the yellow cobra image from the back of Tingle's suit? If so, would you mind posting it for me?[/QUOTE] I realize that this is really late, sorry i haven't been checking. But if you download the beta pack in the post above me you'll get ...
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You can rip animations now even. They don't always work but almost all of the piranha plants animations did. [img]http://img374.imageshack.us/img374/166/22152050gd0.png[/img] This would make a :krad: SNPC.
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I could give you guys the models. I'm just lazy. I've had them finished for awhile. In the mean time I ported a model from galaxy and gave it a TF2 styled shading model, looks cool, no? [img]http://img526.imageshack.us/img526/5318/tf2piranhalb6.png[/img] I'm actually ...
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[QUOTE=ForcedDj]If you mean it just replaces part of Alyx, then it isn't really hexed. I mean a full hexed one, that doesn't replace anything.[/QUOTE] That's what it is. Its the same model hexed, it doesn't replace Alyx. I even included a hexed NPC (although it doesn't do m...
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[QUOTE=ForcedDj]No, it can't be done, even though it says replacement on the topic. The real question is can this be hexed to where it doesn't replace Alyx.[/QUOTE] [img]http://img518.imageshack.us/img518/4850/facepalm8bu0.jpg[/img] That's kind of what the Gmod version i...
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[QUOTE=Kumari24]I think he did but he told me something about it being really buggy[/QUOTE] Yeah, I couldn't make the helmet see-through without the players head clipping straight through it as well as like half the props and stuff. It looked awful. Source doesn't handle...
FluxMage Addons Reply
[QUOTE=Bunniesbunny]Ok, I had old pikmin mod and I removed most of it because I can't find everything else. I go to pikmin entity and it comes up with old pikmin menu and I can't spawn any of those either! No new menu, no nothing. Please reply quickly!!![/QUOTE] Obviously y...
FluxMage Addons Reply
Hi everybody, Flux here. Modeler and animator for this project. Have fun, and make sure to report any problems you have and etc. There's hopefully more to come.
FluxMage Addons Reply
[QUOTE=cloud_strife]Technically it's a ragdoll. That's the only way jigglebones work.[/QUOTE] My models are ragdolls as well, and jigglebones are supposed to work on any model, not just ragdolls. Like the view and world model for the dildo swep, their not ragdolls OR pro...
FluxMage Garry's Mod General Reply
[QUOTE=cloud_strife]:words:[/QUOTE] That's nice and all, but even with the same configuration of the .qc, the problem persists. And there's zero reasons why Jigglebones which are perfectly funtional in other orange box games should simply cease to work in garrysmod. [...
FluxMage Garry's Mod General Reply
[QUOTE=FluxMage]I guess... But they work in episode 2 and i compiled directly through the source 2007 studiomdl. I've tried all the different types of jigglebones and various ranges of values... I guess I am doing something wrong but I remain baffled, I have no idea what I'...
FluxMage Garry's Mod General Reply
[QUOTE=garry]Do your models work in ep2? Do the normal ep2 models with jigglebones work? If it's just your models that are fucking up it's unlikely that I have to change anything.[/QUOTE] I guess... But they work in episode 2 and i compiled directly through the sourc...
FluxMage Garry's Mod General Reply
[QUOTE=nVidia]Maybe garry didn't bother with jigglebones too much.[/QUOTE] Kind of a shame, I'm sure it can't be all that hard to patch up considering that he probably has all the resources and code he needs right in the orange box, I could be wrong of course. As you can...
FluxMage Garry's Mod General Reply
As the title says... I'm aware the jigglebones work on the only two valve models that had them... (The Antlion Worker and Chell)... But on every custom model I've tried to incorporate Jigglebones into, it causes them to stretch and distort, and they don't jiggle. At the ...
FluxMage Garry's Mod General Reply
Fix Jigglebones?
FluxMage Garry's Mod General Thread
[QUOTE=TheLinxV3]The stabbed alyx is a different model. Just copy and paste the alyx.mdl and name it ep2alyx.mdl or alyxep2.mdl or whatever it's name is :S[/QUOTE] It shouldn't have that problem, I included all the re-named models. If it's happening you're doing somethin...
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[QUOTE=rockmanneo12]Hmmm I'm guessing since it already works as a ragdoll and player models that just by inserting this my mod (PMod) would add it automatically... It does! Ok this looks beautiful as a ragdoll, and npc but as a playermodel its kinda crooked. It has stretc...
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[QUOTE=Ledd_Bate]Thank you for sharing this with us Flux! Nice work! Err, by the way, are you aware that EvaExephon is trying to get your attention?[/QUOTE] Yeah, worked that out awhile ago. Also, all those t-pose issues you're getting, are more then likely issues on yo...
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[QUOTE=Phazonaddict]I've noticed a small problem with the playermodel Zamus. It might be my GMod, or else I don't know if it's designed to work in multiplayer, when when me or my friend use the playermode her animations are, weird, to say the least. She 'slides' in the air and...
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[QUOTE=kingdaniel97]How do I apply as a standalone, I loves my alex[/QUOTE] It is a stand-alone. Just delete the files and Alyx will come back. The Gmod version is not a replacement by the way.
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[QUOTE=Mind Man]Small problem, when you span ZSS as an NPC, she sometimes has the voice of a male citizen.[/QUOTE] Yeah, you can't specify gender.
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[QUOTE=Pennywise]I love all of the playermodel/npcs you make for gmod, but I'm noticing one oddity: your models apparently can't be "wounded" in my games. What I mean is that Samus and Zelda can eat enough bullets to serve as an overly macabre ammo pickup, yet they never ha...
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[QUOTE=Tk1138]The GMOD version of it doesn't appear to have Jiggle Bones.[/QUOTE] I took them off. I've attempted to insert jigglebones in gmod multiple times, and every time it fails.
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[QUOTE=Vector_Matt]menneb, what did you use to create your custom skin? Since I can't find the suit image in the materials folder, I assume that you had to edit the actual model file somehow. Would you mind posting a brief explanation of the process?[/QUOTE] :raise: The su...
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[QUOTE=ChickenHuntr]Well the only complaint i have at the moment is that the ragdoll is rather stiff. It's not very flexible and the legs can't cross well.[/QUOTE] Its the exact same ragdoll as Alyx. Uses the same limits and phymodel. Sorry.
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Fun fact: I have 2 sisters, both with red hair. Neither me, my parents, or any of my grandparents have red hair. Although both my great grand-mothers on both sides do. The point of this post is to point out that while they have red hair, their eyebrows remain blond/brown.
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[QUOTE=NINTENDUDECT]Huh? I swear MK's models use presets... Without them the faces go spazzy. Or is that not it?[/QUOTE] I mean in Gmod, where you can click the picture of a smile and it smiles. I've never seen those actually work on customs.
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5. The faceposing presets never work on customs.
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Silly forums and your glitches. [img]http://img201.imageshack.us/img201/7307/uhohzz5.png[/img] Or do i have that many? :derp: No way. Anyways, about some of your gripes. 1. The neck thing in Hl2, and that one thing about the EMP getting stuck in her hand, i DON'...
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[QUOTE=Exile]Getting the neck problem here too in EP2. Are all the polys sewn up properly around her face, Flux?[/QUOTE] Yeah... the verts there are even welded. I've heard if your model detail isn't on high it can fuck up stuff like this. Oh, i also just remembered. If...
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[QUOTE=generalgm]:words:[/QUOTE] Make them.
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[QUOTE=NINTENDUDECT]Her neck is fine in all the games for me... I don't have SMOD though, so maybe that's it?[/QUOTE] Everyone always complains about SMOD breaking things. I don't know what it is, and frankly i could care less. There's no reason it should pointlessly bre...
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[QUOTE=Glaber]This is going to sound silly but how would I go about using the replacement while keeping the original inact, or in other words how would I go about making a minor mod that just uses the replacements in place of the default npcs? The reason I ask this is I want t...
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