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(05-27-2012, 10:36 AM)LeleleleMAXIMUM Wrote: hope nobody will fap into it
Too late, Vipershark's here.
[Image: rpqoe.png]
The texture and the .obj file.
http://dl.dropbox.com/u/69942143/Vipershark.obj
[Image: U3hke.png]

and the .mtl because objs are broke without 'em
http://dl.dropbox.com/u/69942143/Vipershark.mtl
[Image: Mjp7o.jpg]
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(05-28-2012, 08:02 PM)Virt the Fox Wrote:
(05-27-2012, 10:36 AM)LeleleleMAXIMUM Wrote: hope nobody will fap into it
Too late, Vipershark's here.
[Image: rpqoe.png]
The texture and the .obj file.
http://dl.dropbox.com/u/69942143/Vipershark.obj
[Image: U3hke.png]

and the .mtl because objs are broke without 'em
http://dl.dropbox.com/u/69942143/Vipershark.mtl
WROOOONG vipershark was explicitly against fapping into clothing
nice model btw i'm not sure about the use of the texture space.
[Image: ZRdfkWQ.jpg]
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seriously, this makes me want a N64-styled tsr game....
also murderbeardbro, i get ideas mainly from viper's skypechat; all the strips were based on things that really happened in it (being banned for eating capybaras, me explaining TFR stuff and having trouble with it, me not wanting to sleep etc).

As for eating capybaras, I ate capybara sausages once. It was long ago, but I remember it being good. Although, it had a really strong smell when preparing it. I just exaggerated things a bit in the chat and yonkoma Wink
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
If you like my C+C, please rate me up. It helps me know I'm helping!
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(05-29-2012, 01:44 AM)LeleleleMAXIMUM Wrote: i'm not sure about the use of the texture space.
I'm not good with texturing, and I didn't actually unwrap the model. I used an alternative method.
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(05-29-2012, 08:04 AM)Virt the Fox Wrote:
(05-29-2012, 01:44 AM)LeleleleMAXIMUM Wrote: i'm not sure about the use of the texture space.
I'm not good with texturing, and I didn't actually unwrap the model. I used an alternative method.

oh snap! wait, don't tell me... are his glasses more than one face per umm lens?
[Image: ZRdfkWQ.jpg]
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Anybody know how to port this model for GMod? I really want to see if I can get this working, but I'm hopeless at modelling or editing models.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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source SDK
Thanked by: Previous, puggsoy, Kitsu
Source SDK Developer Wiki
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I've had a look, doesn't look as simple as I thought. Still, I'll see if I can do it with Blender.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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(06-01-2012, 05:15 AM)puggsoy Wrote: I've had a look, doesn't look as simple as I thought. Still, I'll see if I can do it with Blender.
I have a program (fragmotion) that can export models as a Half-Life 2 .smd file. Would that help anything?
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Actually, while Source SDK is really good to have as a checker, you don't need it at all to port models into GMod~

You'll need at least Notepad++, MDLdecompiler, and a 3D program that can export .smd files (Blender is very good with the imports AND exports [plugins are available on the wiki] and I personally use it). GCFScape is a plus, since it can rip out the hidden .qc files from various Source games for you to edit.

For a tl;dr of what you need to do, you'll need to:
1) export your .smd file
2) write/edit an appropriate .qc file
3) have MDLdecompiler run the .qc and churn out a usable GMod model
4) package the files into the appropriate GMod directory with their appropriate texture .vtfs and .vmts in their required folders (defined in the .qc)
5) run GMod

It's not a terribly complex process, but I might have forgotten to mention a step in there (if someone would so kindly correct me CSmile. The hardest work involves making sure you export the correct models (they need to include the skeleton rigging) and writing out a good .qc file.
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Thanked by: Garamonde, Kitsu
(05-28-2012, 08:02 PM)Virt the Fox Wrote:
(05-27-2012, 10:36 AM)LeleleleMAXIMUM Wrote: hope nobody will fap into it
Too late, Vipershark's here.
[Image: rpqoe.png]
The texture and the .obj file.
http://dl.dropbox.com/u/69942143/Vipershark.obj
[Image: U3hke.png]

and the .mtl because objs are broke without 'em
http://dl.dropbox.com/u/69942143/Vipershark.mtl
i just saw this

aaaaaaaaa thank you
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(06-01-2012, 06:08 PM)Rosencrantz Wrote: Actually, while Source SDK is really good to have as a checker, you don't need it at all to port models into GMod~

You'll need at least Notepad++, MDLdecompiler, and a 3D program that can export .smd files (Blender is very good with the imports AND exports [plugins are available on the wiki] and I personally use it). GCFScape is a plus, since it can rip out the hidden .qc files from various Source games for you to edit.

For a tl;dr of what you need to do, you'll need to:
1) export your .smd file
2) write/edit an appropriate .qc file
3) have MDLdecompiler run the .qc and churn out a usable GMod model
4) package the files into the appropriate GMod directory with their appropriate texture .vtfs and .vmts in their required folders (defined in the .qc)
5) run GMod

It's not a terribly complex process, but I might have forgotten to mention a step in there (if someone would so kindly correct me CSmile. The hardest work involves making sure you export the correct models (they need to include the skeleton rigging) and writing out a good .qc file.

Thanks, I'll see what I can do. The .qc file editing might be hard, but if I can't figure it out myself I can probably find some tutorials online. I'm not sure about the skeleton rigging though.

I'd use Blender for .smd exporting, but I don't want to download the entire program for this single purpose. I'll see if I can find another program, but if not I'll use Blender.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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