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[TUT]Getting Player Models InGame

Re: [TUT]Getting Player Models InGame

Postby Graverobber » 30 Jun 2009 21:26

Its always good to meet repo fans
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Re: [TUT]Getting Player Models InGame

Postby Yokomoko » 30 Jun 2009 22:31

Umm ill just wait for the higher poly one. THANKS :) and yes im a fan
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Re: [TUT]Getting Player Models InGame

Postby MTL » 02 Jul 2009 20:38

can you make the Models for us it would be thankful please i cant do this i give up please can you at list do one model for me please :(
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 02 Jul 2009 21:04

MTL wrote:can you make the Models for us it would be thankful please i cant do this i give up please can you at list do one model for me please :(


I really don't have the time to make models for people right now. Sorry.

High poly models from scratch can take a bit of time to create, and I am also working on redoing my hl2 mod's website, working on models and textures for that mod, I am being paid to work on some other websites, and I am slowly working on my own L4D (might end up being L4D2) mod as well. I would love to help everyone that I could but.. I just have a lot on my plate right now.

:(
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Re: [TUT]Getting Player Models InGame

Postby MTL » 02 Jul 2009 22:45

o ok but do you have any models you could send like soldiers i dont know if you have one can you send them please :)
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 02 Jul 2009 23:52

I don't have any soldiers. Sorry.
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Re: [TUT]Getting Player Models InGame

Postby MTL » 02 Jul 2009 23:54

who do you have
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 03 Jul 2009 03:08

I'm working on 2 characters from the movie Repo! The Genetic Opera. Doubt they would be something you could use as they are very specific.
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Re: [TUT]Getting Player Models InGame

Postby Oilcake » 04 Jul 2009 14:42

Hi, Shilo! Thanks in advance for any help you can provide with my (stupidity) issue... :)
I guess this is along the same lines as what has been discussed here already. I should start by mentioning that I'm pretty new to all this mapping/modeling stuff. Been at it around 3 weeks now, so forgive me if I say anything really dumb.

I'm having major issues with getting textures on my custom models. Here's a screen, followed by as many details as I think you need to know...?:

*EDIT* Let me work on these screens... Ugh. If you're using Firefox, you can right click and View Image... */EDIT*


Image


Texture address: (This is the folder my custom textures reside in)

Image

C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\materials\models\props_escapefromparkdale

FYI: The bottom file (raw_wood_planks_5_brush.vmt) is a working texture ingame (LightmappedGeneric), using the same .vtf as the model texture, which is basically the same file but VertexLitGeneric instead.

Here's the .vmt:

"VertexlitGeneric"
{
"$basetexture" "models\props_escapefromparkdale\raw_wood_planks_5"
"$surfaceprop" "Wood_Plank"
}



Models address: (This is the folder my custom models reside in, particularly the upper landing i'm working on)

Image

C:\Program Files\Steam\steamapps\common\left 4 dead\left4dead\models\props_escapefromparkdale\landing_upper


Models work folder address:

Image

C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\modelsrc\props_escapefromparkdale\landing_upper

Here's the .qc:

$cd "C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\modelsrc\props_escapefromparkdalezzz\landing_upper"
$modelname "props_escapefromparkdale\landing_upper\landing_upper.mdl"
$body Landing_Upper "landing_upper_ref.smd"
$upaxis z
$staticprop
$surfaceprop "wood_plank"
$cdmaterials "models\props_escapefromparkdale"
// --------- Animation sequences -------
$sequence idle "landing_upper_ref.smd" loop fps 15
//----------- Collision Values ------------
$collisionmodel "landing_upper_ref.smd" { $concave }


GUIStudioMDL output:

SMD MODEL C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\modelsrc\props_escapefromparkdale\landing_upper/landing_upper_ref.smd
Processing LOD for material: models\escapefromparkdale\raw_wood_planks_5


This seems to be finding the texture ok during the compile...?


Hammer/Game

Model comes into hammer with the good ol' purple & black chequer board... appears ingame same way...

Here's an error from the l4d console:

props_escapefromparkdale\landing_upper\landing_upper.mdl : material "models/props_escapefromparkdale/models/escapefromparkdale/raw_wood_planks_5" not found.


So there it is... Again, any help is incredibly appreciated. I know it's just some dumb pathing crap, but I've changed so many things so many times and I still can't get it to work, that I kinda think I need to get some outside help on this one.

Cheers!

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Re: [TUT]Getting Player Models InGame

Postby Shilo » 04 Jul 2009 21:56

Funny... all those look fine and yet that path in the error console repeats... the only thing I can think is try to open the model with the model viewer and see if the texture displays there.. and try to compile using the mdlcompiler that came in the l4d sdk instead of GUIStudioMDL...

If that doesn't work, try changing the "props_escapefromparkdale" line to maybe "props_escapefromparkdale_1" in the qc also, and recompile and check the error again, if it says "material "models/props_escapefromparkdale_1/models/escapefromparkdale_1/raw_wood_planks_5" not found.", I would be stumped, but if the _1 only shows up for either the first or 2nd instance, then you could track down what exactly is causing the repeat.
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Re: [TUT]Getting Player Models InGame

Postby traggey » 05 Jul 2009 18:05

Awesome tutorial buddy! Too bad i'm such a complete newb when it comes to modeling.
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 05 Jul 2009 21:58

Thanks!
And everyone has to start somewhere lol. When I first started modeling years ago, I read tutorials, asked my friend who had inspired me to try, for help all the time. Just takes some learning and practice. But it's worth it! =)
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Re: [TUT]Getting Player Models InGame

Postby MTL » 06 Jul 2009 01:56

please can you give me one of your models please
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Re: [TUT]Getting Player Models InGame

Postby Eccentricity » 06 Jul 2009 02:18

MTL, you've been given so much information, and have been tolerated way more than most people might give you. Don't badger authors for content.
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Re: [TUT]Getting Player Models InGame

Postby MTL » 06 Jul 2009 03:22

im sorry but its just its to hard
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Re: [TUT]Getting Player Models InGame

Postby Oilcake » 06 Jul 2009 13:11

Hey again! Thanks for the input! Tried opening model w/ model viewer. No dice. I've been compiling w/ the L4D version of studiomdl as well, but that doesn't appear to affect the issue either. Changed the .qc to "props_escapefromparkdale_1" (great suggestion, btw, made me think in ways I hadn't been), but also no dice. Oddly i get the exact same error msg in the console I was getting before... No "_1" anywhere...

Here's a question, tho. Is there any texture info of that sort that would be included in the .smd file i've created in SketchUp? I think, for that matter, that I'll have a go with XSI Mod Tool instead of SketchUp to see if it makes any difference. I was kinda trying to avoid that because for a noob like me XSI is far more intimidating than SketchUp. Haha.

In any case, I'm gonna set this aside for a couple of days... Concentrate on some other things, see if anything clicks in my head in the meantime. I'll definitely post here again when there's some change in the situation, though, just in case it can help others.

Cheers!
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 06 Jul 2009 17:47

Hmm. Well, I've never used SketchUp... so I don't know about that..
What you could try though is opening up your smd in notepad, look for the texture entries and see what they are called. There should be one entry for every vertex. Try renaming them to "raw_wood_planks_5.tga" if they aren't named that... if they are ... :-?
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Re: [TUT]Getting Player Models InGame

Postby redspike » 09 Jul 2009 07:33

i dont wish to sound rude but everything is coverd in this tutorial, and shilo is helping those that have problems, im sure that this isnt to difficult for you 1sg heartless, just give it a try and we will all be more than willing to help you out, but this isnt a request others to do it for you thread,

@shilo nice tutorial worked great for me, i had a problem with my eyes but its all fixed and sweet now.
Sorry. For any mistakes in this post. It was made from a andriod g1 phone. With a small keyboard and my fat thumbs.
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Re: [TUT]Getting Player Models InGame

Postby fatdogm » 09 Jul 2009 11:41

redspike wrote:i had a problem with my eyes but its all fixed and sweet now.


how did u fix the eye problem?
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 09 Jul 2009 19:03

1SG_Heartless wrote:oh ya, dont cover everything for someone who dont know how to model, but thanks for the advice....lol


When I was asked to make this tutorial, they said it should not be about making models but just about getting them into the game lol. I went around a few days ago and gathered up a few tutorials I could find. These are all for 3ds max, but other modeling program tutorials can also be found at www.3dtotal.com

Modeling
http://www.3dtotal.com//team/Tutorials_3/Clone_modelling/clone_modelling_01.php
http://www.3dtotal.com/team/Tutorials_3/Box_modeling_video_tutorial/Box_modeling01.php
http://www.3dtotal.com/team/Tutorials_3/head_modeling_3dsmax/head_modeling_3dsmax_01.php

UV Mapping
http://www.3dtotal.com/team/Tutorials_3/head_mapping/head_mapping_01.php

Rigging

http://www.youtube.com/watch?v=MRikV-jTFfc

redspike wrote:@shilo nice tutorial worked great for me, i had a problem with my eyes but its all fixed and sweet now.


Thanks, and I'm really glad to have helped =)

fatdogm wrote:
redspike wrote:i had a problem with my eyes but its all fixed and sweet now.


how did u fix the eye problem?


Indeed, I would like to know this too as I am making 2 versions of my Repoman model, and one will be without his mask..
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 09 Jul 2009 22:07

Well really, whatever program you are most comfortable with. I personally love to use 3ds max because I know it. Milkshape is a good one (I do believe it can work with hl2 files now, it was good for hl1 in the past). Its got a 30 day free trial and is pretty cheap. It's also somewhat easier to learn.
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Re: [TUT]Getting Player Models InGame

Postby fatdogm » 10 Jul 2009 15:17

i've got my character in game now but have a few issues

the character doesn't cast a flashlight shadow, so you just see medpack and gun shadows hovering

the characters hair goes transparent in the light, if i set translusent to 0 in the vmt it stays visible but it disables the alpha channel
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 10 Jul 2009 17:47

Well it seems that the original characters's hair files used both of these
$translucent 1
$nocull 1

I'm not sure but I'm guessing the nocull might help?

And weird that your character doesn't cast a shadow.. mine does.

one fix.. maybe.. at least it is for hl2 though of course, a lot of the hl2 qc commands don't work for l4d.. but worth a try.. try putting this in the qc with your names. This apparently is used to force a model to use a certain smd for the shadow.

$shadowlod
{
replacemodel "mymodelreference.smd" "mymodel_shadow.smd"
}

If that doesn't work, I can only assume it was something with the texture or the compile. Texture is the easiest thing to test so try just linking your model's main texture to an original character texture and see if it then casts a shadow or not. Probably easiest just to copy the info from one of the original vmt's and just put that in your own vmt so it points to an original vtf and has the original's settings.
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Re: [TUT]Getting Player Models InGame

Postby fatdogm » 11 Jul 2009 08:10

seems if i use $alphatest instead of $translucent i can avoid the hair issue, probably not a perfect solution but does the job for now

are there any guides on how to get the character blinking, is this done in the face poser tool?
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Re: [TUT]Getting Player Models InGame

Postby MTL » 11 Jul 2009 16:56

when you guys are done are sending for download because that would be cool and any pictures of you character in game please
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Re: [TUT]Getting Player Models InGame

Postby fatdogm » 11 Jul 2009 18:33

mines nowhere near ready for release but heres a pic to show some progress, going with the title left in pajamas

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Re: [TUT]Getting Player Models InGame

Postby Shilo » 11 Jul 2009 20:58

Well done!
Lol, fighting zombies in pajamas... that's gotta be different lol
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Re: [TUT]Getting Player Models InGame

Postby MTL » 11 Jul 2009 21:39

it would be cool if you make resident evil model i lots if you need some let me know
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Re: [TUT]Getting Player Models InGame

Postby monoid_kid » 12 Jul 2009 05:25

Hello peeps, first of all big thank you to Shilo. Absolutely awesome contributions, I would love to see a video of any characters you have in game. Doesn't matter if it's a low-poly model, anything will be much appreciated ;)

I have one question, is there any way to import custom animations as well or is it only character rigging you can do to your custom models? (therefore limited to L4D animations).
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Re: [TUT]Getting Player Models InGame

Postby Shilo » 12 Jul 2009 19:20

monoid_kid wrote:Hello peeps, first of all big thank you to Shilo. Absolutely awesome contributions, I would love to see a video of any characters you have in game. Doesn't matter if it's a low-poly model, anything will be much appreciated ;)

I have one question, is there any way to import custom animations as well or is it only character rigging you can do to your custom models? (therefore limited to L4D animations).


You are very welcome! =) I am happy to help out the modding community.
If you would like to see a video of, at least, my one model so far in-game, I'll see what I can do.

And in answer to your question, I really don't see why you wouldn't be able to make custom animations. After all, it is just the Source engine. I haven't really looking into that as I am soo.. not an animator lol, but.. I believe this *should* work...

Export each animation you make as a separate smd file (animation, not reference smd of course). Then for the QC file, add this line for each custom animation, replacing the 'idle' with the animation name and '"myfirstmodel-idle.smd"' with your animation smd. And play with frame speed number at the end as you see fit.

$sequence idle "myfirstmodel-idle.smd" loop fps 15

I'm not sure if you can mix original animations and custom ones but you can try lol. If you have a new skeleton though, it will have to be all custom animations. The only problem I can think of is where to find a list of all the animations used in the game. I don't know if anyone has been able to decompile any of the original animation models.
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