Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Primarina

#1
Hi, I am having trouble trying to get the face flexes to work with my model.

Max:
http://i.imgur.com/frNJsa6.png
http://imgur.com/0xbqmTv

HLMV:
http://i.imgur.com/8UkZmmR.png

Note that the "MouthClose" slider is set to 1, so it's supposed to have the jaw to close, but it isn't in HLMV.

Now, I followed the Valve Developer Wiki on how to implement face flexes and I have tried pretty much everything there, but it resulted in the same result. And yes, I have set the MouthClose flex to 100% in frame 1 only, so I am not too sure why it isn't working.

QC File:
$cd "C:\Users\Dev\Desktop\Bayleef SFM & GMOD"
$cdmaterials "models\pokemon\Gen 2\Bayleef"
$model studio "Bayleef.smd"{

flexfile "bayleef.vta"
{
defaultflex frame 0
flex "MouthClose" frame 1
}

flexcontroller "phoneme" "MouthClose" "range" 0 1

%MouthClose = MouthClose
}
$modelname "yunpolmodels\pokemon\gen 2\Bayleef.mdl"
$bodygroup LEye
{
studio LEye1.smd
studio LEye2.smd
studio LEye3.smd
studio LEye4.smd
studio LEye5.smd
studio LEye6.smd
studio LEye7.smd
}
$bodygroup REye
{
studio REye1.smd
studio REye2.smd
studio REye3.smd
studio REye4.smd
studio REye5.smd
studio REye6.smd
studio REye7.smd
}
$bodygroup Leaf
{
studio Leaf.smd
blank
}
$bodygroup LLeaf1
{
studio LLeaf1.smd
blank
}
$bodygroup LLeaf2
{
studio LLeaf2.smd
blank
}
$bodygroup LLeaf3
{
studio LLeaf3.smd
blank
}
$bodygroup LLeaf4
{
studio LLeaf4.smd
blank
}
$bodygroup RLeaf1
{
studio RLeaf1.smd
blank
}
$bodygroup RLeaf2
{
studio RLeaf2.smd
blank
}
$bodygroup RLeaf3
{
studio RLeaf3.smd
blank
}
$bodygroup RLeaf4
{
studio RLeaf4.smd
blank
}
$texturegroup "skinfamilies"
{
{
"pm0153_00_BodyA1.vmt" "pm0153_00_BodyB1.vmt" "pm0153_00_Eye1.vmt"
}
        {
"pm0153_00_BodyA1_shiny.vmt" "pm0153_00_BodyB1_shiny.vmt" "pm0153_00_Eye1_shiny.vmt"
}
{
"pm0153_00_BodyA1_NoLW.vmt" "pm0153_00_BodyB1_NoLW.vmt" "pm0153_00_Eye1_NoLW.vmt"
}
{
"pm0153_00_BodyA1_shiny_NoLW.vmt" "pm0153_00_BodyB1_shiny_NoLW.vmt" "pm0153_00_Eye1_shiny_NoLW.vmt"
}
}
$surfaceprop "flesh"
$sequence ragdoll "ragdoll.smd" FPS 30 activity ACT_DIERAGDOLL 1





#2
I have been using $upaxis "y" to change the position of the model for some time. While it does work for the most part, I just found out that it doesn't apply to the collision models. As a result, the model always end spawning the sideways not upwards as it suppose to in GMOD

http://image.prntscr.com/image/16f6187ac41a4579bd814d797fe16721.png
http://image.prntscr.com/image/3db74c1cf4764fa889fe9d882bf4def9.png

Oh, and simply rotating and moving the model to the center doesn't work as it will result in the normals/model lighting breaking. I am suspecting it has something to do with the exporter since normals/model lighting looks fine in Max, but in game or HLMV, the normals/model lighting breaks.

In 3DS Max:
http://i.imgur.com/eLUTaG4.png

In HLMV:
http://i.imgur.com/tBdzaqS.png
http://i.imgur.com/MZ3QKjQ.gif

So, does anyone know how to change the way a model is spawned without encounter these issues?
#3
FYI, I am using Windows 10 and Max 2015.

So I was using the Wallworm importer as usual. When I imported the model into Max, the model loaded up very quickly, which made me suspect that something was wrong with the Weld Vertices function as it generally takes a lot longer to load the model into Max.

Then I decided to check out this issue by using Select Element and it turns out the vertices aren't welded even through I checkboxed Weld Vertices in the importer settings as seen below here.




#4
I have fully weighed every part of the model properly that means each part has a weight value of 1 and each part of the model has been assigned to each individual bone.
At first I wasn't sure why my model is still showing some stretching on the ears.
http://i.imgur.com/9AAlODc.png
Upon much closer inspection, it seems that the compiler is adding new bones that I have never seen in Max at all.
http://i.imgur.com/JHoww6o.png
http://i.imgur.com/68SUgNb.png

This issue is weird as the issue sometimes appears in some models, but not in others models I have done.
#5
https://i.imgur.com/0I1x6XT.png

So I have attempted to import this model into 3DS Max, but upon import, the imported model is messed up in some parts.

Note: The model originally was a .dae file. There were no other file types when I originally got the models. Then, I imported the model and then I exported as an .smd. Only when I imported the model into 3DS Max as an .smd is when the problem the appeared.
#6
I have been trying to look for tutorials about this subject, but I can't seem find a good tutorial on this topic. I have asked Facepunch about this topic, but they didn't really help me that much. So I have tried to using wallworm model tools to make a collision mesh, but all it was to pretty much clump the collision mesh and I am confused on what to do next.

#7
I am using Windows 10 and 3DS Max 2015 FYI.

Somehow, the WW Importer messed up the textures and the exporter is also creating new materials as well.





The method I am using to implement the textures is stated here.

Quote from: CarbonCopyCat on January 19, 2016, 10:35:53 PM
If you're using the Slate Material Editor, the material you picked from the model should either look like this (ignoring the number of standard materials):



If it's the first, then double-click the Bitmap you want to change. This menu should pop up to the side; click the circled box and you should be able to change the path.



Other minor bugs that I am getting is that I am getting a blank message when exporting a sequence



And I am not too sure why this error message keeps popping up every time I export a model.



Anyways, I was wondering if there's a fix for these issues I stated.
#8
I generally use wunderboy's importer/exporter in 3ds Max 2012 in my other computer, but since I currently don't have access to it now, I currently use Max 2015 with the use of wallworm's importer/exporter.

In 3DS Max 2012 when I used wunderboy's importer/exporter, I was able to easily get textures immediately when I prompted with a missing external files prompt. All I need to do was just find the right texture folder and I was able to get the textures easily. But my question is that how do I apply textures to the models in Max 2015 without drag and dropping the materials in the model as that will add extra materials to exported .smd file? Because I can't seem to get the textures the same way as I did in Max 2012.





However, the Select Element for Max 2015 doesn't seem to function properly as it will just function as if I am using select polygon unlike in Max 2012 where select element seems to function just fine as I can select whole pieces of the model. This issue also extends to functionally of the edit envelopes function as I seem can only select three vertices in Max 2015, whereas in Max 2012, I can select whole parts of a model.

3DS Max 2012


3DS Max 2015


3DS Max 2012


3DS Max 2015
#9
WWMT Questions / [SOLVED] Physics Mesh Issue
December 09, 2015, 10:52:00 AM
Since I getting no replies from Facepunch about this issue, I am going to post here because I think wallworm importer is the culprit of this problem.

Anyways, for some odd reason, my physics mesh is being messed up despite properly weighting the model twice. I realized that wallworm importer is making the mesh as another bone for some unknown reason, but I can't delete the bone as it will end deleting the mesh itself. I don't know why wallworm importer is doing this, but if anyone can help me out, that will be great.

Some pictures detailing the problem.
http://imgur.com/a/TXlvy
http://imgur.com/a/IFzIR


SMF spam blocked by CleanTalk