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/3/ - 3DCG


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File: 307 KB, 1366x768, fs (1).jpg [View same] [iqdb] [saucenao] [google]
650915 No.650915 [Reply] [Original]

Yo, recently I've been trying to port a re-skinned bullsquid model from a GoldSrc Mod to Source and its being a bitch right now. The Model is unresponsive in most places when coming into contact with the ground, players or the physgun beam. I've provided some examples below and I can provide the .qc and .smd files if helpful.

>> No.650916
File: 227 KB, 1366x768, fs (2).jpg [View same] [iqdb] [saucenao] [google]
650916

>> No.650917
File: 232 KB, 1366x768, fs (3).jpg [View same] [iqdb] [saucenao] [google]
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>> No.650918
File: 204 KB, 1366x768, fs (4).jpg [View same] [iqdb] [saucenao] [google]
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>> No.650919

>>650915
Not really what this board is about, bud, but I would hazard a guess that this isn't actually about the 3D model itself, but rather the scripts attached to it in-engine.

>> No.650921

>>650919
Knew this would be the wrong place to post it, sorry about that. Anyway, the model is almost identical to the bullsquid's model with the only difference being the removal of 3 tailbones. I might need to build a new collision model if thats the case.

>> No.650922

>>650921
The model looks real low poly, you can probably just use the production mesh as the collision mesh if Source lets you do that. /agdg/ on /vg/ might be a better place to ask, those dorks probably have gmod experience.

>> No.650927
File: 15 KB, 370x400, milkshape.jpg [View same] [iqdb] [saucenao] [google]
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>>650922
Low poly yes. I might use the produc mesh, but the extra tail-bones may get in the way of the ragdoll. Also, wouldn't it be easier to build up the collision mesh in Milkshape3D? The model becomes fragmented when I try to port it to Blender and MS3D is basically built for Source.

>> No.650945
File: 55 KB, 485x884, Mr.Valve.jpg [View same] [iqdb] [saucenao] [google]
650945

Is that a bullsquid/Mr. Valve hybrid abomination?

>> No.651673

facepunch could be the right place to ask