Action's experiments

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Re: Action's experiments

Postby l-homme-d-action » Thu Jul 17, 2014 2:32 pm

Image testing Uv bake and texturing .
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Re: Action's experiments

Postby l-homme-d-action » Tue Jul 22, 2014 3:30 pm

Image

prop if needed ...
Last edited by l-homme-d-action on Wed Jul 23, 2014 3:33 pm, edited 2 times in total.
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Re: Action's experiments

Postby Black_Stormy » Tue Jul 22, 2014 3:34 pm

What's that map? And what are those gloves?
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Re: Action's experiments

Postby l-homme-d-action » Tue Jul 22, 2014 3:44 pm

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Re: Action's experiments

Postby l-homme-d-action » Wed Jul 23, 2014 2:59 pm

Image
animation done (i cant open hlmv so...)
Both done link :https://mega.co.nz/#!78YFjSoB!i5eiA5QbaDWerYL4LZIrlpQqLPpr6XJq5q-J2LE_MnE
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Re: Action's experiments

Postby Black_Stormy » Wed Jul 23, 2014 5:04 pm

What program is that?
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Re: Action's experiments

Postby Ott » Wed Jul 23, 2014 7:41 pm

That would be the Garry's Mod spawnicon editor.
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Re: Action's experiments

Postby l-homme-d-action » Thu Jul 24, 2014 7:36 am

specular attempt Image
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Re: Action's experiments

Postby Black_Stormy » Thu Jul 24, 2014 12:17 pm

It's a bit misleading using the blender GLSL shaders to preview your materials. Source has an entirely different way of shading everything. You're better off compiling your model and fiddling with the materials while previewing them in HLMV. Especially since you'll probably want to have some cubemaps on the shinier, metal parts.

Also the player will never be that close to the barrel of the viewmodel so the specular map needs to be a bit more violent (read: high contrast) than that, but for a beauty render it looks good.
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Re: Action's experiments

Postby l-homme-d-action » Sun Jul 27, 2014 7:21 am

thanks but in hlmv i dont have any materials :shock: .
update
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to do mag ans polish
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Re: Action's experiments

Postby l-homme-d-action » Mon Jul 28, 2014 2:22 pm

Image
done time to compile but is it necessary to rename the bones or not ? (for arms)
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Re: Action's experiments

Postby Dementei » Wed Jul 30, 2014 1:45 am

Looks good homme, I think for the reference you would just have to remove your arms and merge in arms from dab (v_brawl) just make sure you use the same arm names from your animations. I could probably have a go at it to get it in-game, I'm pretty good at figuring all that out, probably replace the colt to test it out.
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Re: Action's experiments

Postby l-homme-d-action » Wed Jul 30, 2014 6:57 am

Got a little prob with the shoot anim (might be because of something in qc)
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Re: Action's experiments

Postby Vino » Wed Jul 30, 2014 10:18 am

There is a bug that I really need to fix that prevents animations from playing twice in a row, we've been dealing with it by tripling up on the sequence in the .qc file.
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Re: Action's experiments

Postby clankill3r » Wed Jul 30, 2014 12:01 pm

btw, why didn't you use a bigger image size for the police car for example?
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