Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Wed Feb 21st 2007 at 6:00pm
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I have several projects planned which will require alot of custom models.
I know maya a bit, I'm currently learning blender & milkshape 3D.
Anyone have experience making models specifically for Source games?
I would like to know which is the best to use in terms of ease of importing into
source and possibly UV texturing. I'm sure there's no 1 perfect program for all of this, but it doesn't hurt to ask I guess.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by fishy on
Thu Feb 22nd 2007 at 12:13am
Posted
2007-02-22 12:13am
fishy
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it would depend on the type of models that you're making. if it's mainly simple props, then learning a prog with lots of bells and whistles attached (like maya) is overkill, and something simpler (like milkshape) would be good enough.
i eat paint
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Thu Feb 22nd 2007 at 4:00pm
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ok cool. I've made a model or two with Maya and it was a serious pain to
export to source, that and I couldn't get the UV texturing right.
I just got Milkshape 3D. I noticed it works with Half-life, but I wasn't 100% sure it worked for source games too. I'm trying to make some wooden bridges, brake-able pots, merchandisers for a retail map, and some fancier detail work for an underground facility. Taking the "good enough" approach is what I'm looking for, whatever is simpler to use. Thanks.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Fri Feb 23rd 2007 at 4:59am
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I was using the Prall exporter for Maya 5.0, I just installed Maya 8 (not PLE).
What's the extra step if you don't mind telling me? I was afraid it wouldn't work at all with 8.
The compiling I think I have down, its the UV texturing I can't seem to get a handle on, if you can recommend any tutorials to do that. I appreciate the offer to help I may ask for help if I get stuck.
I plan to make static models for now and eventually some simple physics models,
the last thing I want to do is beg people to make models for me, I want to learn
to make my own.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Fri Feb 23rd 2007 at 4:41pm
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cool. I remember making the "physics" & "reference" layers.
So, you would use a "break" layer for brake-able objects I'm assuming?
That would be cool if it was that simple.
They seemed to have changed a few things for UV texturing in 8 also.
It automatically flattens out things which is bad if its a complex set of UV faces.
I learned the hard way that trying to UV texture polygons that have been modified with booleans doesn't work so well, unless there is a way to
erase the fact that it was a boolean, like delete history.
Thanks for the info, I will try this. I can tell I will get more confused. lol
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by fishy on
Fri Feb 23rd 2007 at 6:29pm
fishy
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for breakable props, you need to make all the seperate pieces as individual gib models. you make the bits in the model editor so that they are in the same position(relative to the root bone) as they would be in the unbroken model.
then, in the qc file, you set how much damage the model will take before being replaced by the broken bits, and whether the broken bits should fly off in any particular manner, whether they should fade after a set time, etc.
you can also sync various explosions and noises in the qc file, to whatever animation you give your models. the exploding barrel is a good example of that.
so breakable models aren't really breakable, they just get replaced by some gib models after they take some damage.
i eat paint
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Fri Feb 23rd 2007 at 8:08pm
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I figured you would have to make all the broken pieces, so you would put them
in the "brake" layer then set up the options in the compile file, gotcha.
I think I'll wait until I get a handle on the UV texturing thing before testing it.
I didn't know if deleting the history would work for that, now I know, sweet! the modifying transformations command is new to me.
I''ll have to give it another test. you guys know lots, thanks.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Mon Mar 19th 2007 at 7:53pm
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One of my friends has assisted me in my quest to model for HL2dm\CS:s.
He took one of my Maya models and UV textured it in Blender, very nicely I might add.
I exported it to .SMD files in Blender and compiled it...
The model shows up, but the textures do not (at least not on the model).
I've been hacking at it all morning trying to figure out what my mistake(s) was.
I hope it is as simple as a bad line in the .QC file or a misplaced or mis-pathed
directory.
I just want to get this right at least once so I know what not to do. The Maya exports that I attempted countless times failed, but the blender export didn't give me any compiling errors, go figure. i'm also giving the XSI mod tool a shot, I'm
gonna do this if its the last thing I do. lol
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Tue Mar 27th 2007 at 11:17am
Posted
2007-03-27 11:17am
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As hard as it is for me to say, I may have to dump Maya for Blender
at least for Source Models. Blender's UV texturing methods are pretty much "on the fly", while it is a tricky method to bake multiple UV textures together, it beats
trying to figure the "unwrapped mess" out in Photoshop. You can also bake
an "ambient occlusion" version of the UV, which makes very nice shading effect on the whole model, I blend the normal texture with it to get the final result.
Thanks again for the help guys, what should I build now? lol
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Tue Mar 27th 2007 at 1:35pm
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Thanks! I'll try my best-est not to suck at it.
I'm finally useful!
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Tue Apr 3rd 2007 at 4:47pm
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hehe... nvm... cancel.
found the line I needed in another forum somewhere, someone
decompiled the sawblade>
I added it to my QC.
$keyvalues { prop_data { "base" "Metal.Small" } physgun_interactions { "onlaunch" "spin_zaxis" "onfirstimpact" "lose_energy" "onworldimpact" "stick" } }
sweet! my models hurts alot now.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Wed Apr 4th 2007 at 5:29am
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I would like to know what lines I need to add to the QC file and where to make
a prop explosive. If anyone can tell me, thanks.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by FatStrings on
Wed Apr 4th 2007 at 1:44pm
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awesome, i've been needing a pool table but never got around to asking anyone
edit:, some physics pool balls would be a nice addon
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Wed Apr 4th 2007 at 4:30pm
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yeah, making sense of that was not something I was good at. lol
I tried variations with
"Explosion Damage" "#"
"Explosion Radiation" "#"
The model was definitely not explosive... even though I had no error listed in the compile file. I was also trying to decompile a couple models I knew were explosive but I could not get the mdl decompiler to work.
I found a line in a random forum that said "use this line to make a prop explosive", but it didn't do anything, which makes me a sad panda>
$keyvalues { prop_data { "dmg.explosives" "1.0" "health" "1" "explosive_damage" "<amount to damage other objects/players, if you don't want it, set to 0 to be safe>" "explosive_radius" "<this is relative to the size of the model>" } }
Either that or I have to make it breakable with gibs first or something.
Thanks, though fishy. Maybe I'm trying to learn too much at once.
about the pool table, I did make a pool rack and a pool light, next are the balls, sticks, and wall mounted rack for the sticks.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Thu Apr 5th 2007 at 8:44am
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after much random hopeless searching, decompiling & testing... this worked>
$keyvalues { prop_data { "dmg.bullets" "X" "dmg.club" "X "dmg.explosive" "X" "health" "X" "explosive_damage" "X" "explosive_radius" "X" } physgun_interactions { "onfirstimpact" "break" } fire_interactions { "flammable" "yes" "explosive_resist" "yes" "ignite" "halfhealth" } }
sweet dizzle! also, the prop must be a "prop_physics" or "prop_physics_multiplayer".
It can't be a "prop_physics override". some models I was using would only show up using the "override" tag for some reason, so they were bad tests. oops.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by Naklajat on
Thu May 24th 2007 at 8:51pm
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Not sure what app you're using to bake the ambient occlusion (looks like blender?), but try lowering the spread amount and raising the number of samples a little bit. Also lower the opacity of the AO layer in whatever app you're texturing in, the way it is now makes a lot of the skins too dark IMO (ex: the store display shelf).
The pumpkin looks great, can't wait to see it in action :smile:
o
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Fri May 25th 2007 at 6:58am
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Thanks fellas. I'll have to do some hunting for the paint can model file or
info on it somewhere. Ambient Occlusion (yes, in Blender) doesn't always work as well as it should, I'm playing around with some of the settings.
The texture of the pumpkin seems off, I'll have to play around with the coloring
vs. some reference shots of real pumpkins. I'll send it to you to test if you want Baron, once I get it better. Its fun spawning stuff over and over in Gmod10 to test. lol
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Tue Jun 26th 2007 at 8:38pm
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another question if anyone might know off hand...
I'm trying to make items or weapon ammo spawn when a model is broken.
Perhaps make a health vile or an smg grenade pop out when the pumpkin breaks.
$collisiontext
{
break { "model" "smack/pumpkin_break_gib1" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib2" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib3" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib4" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib5" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib6" "health" "20" "fadetime" "10" }
}
I would imagine that you could add a line in the gibs list for the item.
Searching for info like this with google is rendering no results whatsoever.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by FIDDLER on
Thu Jun 28th 2007 at 6:27am
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Hmm...
Can you put the model into the editor as a func_breakable?
<div class="abouttext">Message submitted 3 minutes after original post:</b></div>
Another editor you could try for modelling is XSI.
If you want you can also purchase Neosis Interactive's instructional DVD that teaches you EVERYTHING about modelling with XSI for Source based games.
Very good purchase if you ask me.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on
Thu Jun 28th 2007 at 5:05pm
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The model is already breakable, in fact it breaks into 6 separate chunks that
appear at the right positions when it shatters.
I'm thinking that I may be able to sidestep adding anything into the QC by
making a func_breakable entity, (parented to the model and also with no draw texture), then telling the func_break entity to spawn X item or ammo when the model breaks. This way I could spawn different stuff for other copies of the model. This will be tricky I can tell.
I have XSI (Source Version) but I can't get a handle on it. I prefer Blender right now, but I may try to use that or Milkshape 3D when I want to do character rigging for Garry's MOD.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by Cash Car Star on
Thu Jun 28th 2007 at 5:22pm
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Oh geez. It's "Smashing Pumpkins into Small Piles of Putrid Debris: Source"