View Full Version : [GMOD] [WIP] Halo Pistol SWEP
p0lar_bear
June 16th, 2009, 06:18 PM
In some boredom I've picked up Lua and worked on a small SWEP project for Gmod. I've got the mechanics of the weapon down, but I need world and view models because the gun ain't the USP in HL2. I've tried it myself, but I can't make heads or tails of XSI at the moment. Can someone help me with replacing the pistol?
117
June 16th, 2009, 06:52 PM
Have you tried using the 3ds max tools for it? I found it easier to work with when I was working on converting the Halo 2 Sentinel to source. (I haven't made any models for guns that are in FP/World view, but I think that I might be able to assist you if I can remember how to do it all. But first, you might wanna look at the 3ds max tools. I believe they're on Cannonfodder's site, if I recall right...)
p0lar_bear
June 16th, 2009, 07:34 PM
I found the plugins for importing SMD files, however the weights get screwed; if I move the bone for the magazine, the gun's grip and some of Gordon's hand comes with it.
117
June 16th, 2009, 07:45 PM
Well, I'm not too sure about what the deal is with the rig, but I never bothered that much with the bones because all I did was make a prop_physics. Perhaps you should just re-rig it? It probably won't be too hard to do. ( I've never imported actual animated models before with it, but I assume it's just the SMD importer being buggy.)
p0lar_bear
June 17th, 2009, 08:48 PM
Bump.
How about a video of what I'm working on?
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n00b1n8R
June 17th, 2009, 09:01 PM
Steel the H1 pistol model (and animations) from one of many of the other halo SWEP packs?
p0lar_bear
June 17th, 2009, 11:44 PM
Steel the H1 pistol model (and animations) from one of many of the other halo SWEP packs?
From what I've seen of the other SWEP packs (and after figuring out how viewmodels work), I might as well just rip the models and animations with bluestreak and compile them into a MDL.
The thing is, I want Gordon to be holding the weapons, and not the Chief.
When you make a SWEP, you define what viewmodel to use. That MDL contains the weapon, arms, and animations. Without any third-party/unofficial tools, I would have to re-create Gordon's arms, rig them, and then add the gun into the whole mix, as well as create all animations. It's not like Halo where you simply replace a model file and the held weapon changes.
p0lar_bear
June 18th, 2009, 08:07 PM
Update: got a viewmodel in-game. Can't test the materials fully because my computer is shithouse.
Need to make a world model, and some HUD elements (crosshair, scope), as well as figure out how to make it play the gun's idle animations. Unfortunately, Facepunch is down when I need to post there for once. :v:
e: I could use a texture artist to help me create a height/normal map for the pistol...
http://www.modacity.net/forums/picture.php?albumid=114&pictureid=790
http://www.modacity.net/forums/picture.php?albumid=114&pictureid=791
Delta4907
June 18th, 2009, 08:49 PM
I found the plugins for importing SMD files, however the weights get screwed; if I move the bone for the magazine, the gun's grip and some of Gordon's hand comes with it.
For 3ds Max 8 right? you have to change the bone affect limit to 2, it imports at 3 and screws up the weights. So just set it to 2 and it should be fine.
p0lar_bear
June 18th, 2009, 09:24 PM
For 3ds Max 8 right? you have to change the bone affect limit to 2, it imports at 3 and screws up the weights. So just set it to 2 and it should be fine.
Yeah, it's Max 8.
Where do I do that?
TVTyrant
June 18th, 2009, 09:52 PM
Do a CS:S version too. I'd love you forever :iamafag:
p0lar_bear
June 18th, 2009, 09:54 PM
Do a CS:S version too. I'd love you forever :iamafag:You forget the part where CS:S is a horrible game and I wouldn't waste my time with it. :v:
Roostervier
June 18th, 2009, 10:08 PM
Yeah, it's Max 8.
Where do I do that?In the skin modifier, scroll down. Advanced Parameters -> Bone Affect Limit: 2.
TVTyrant
June 18th, 2009, 10:26 PM
You forget the part where CS:S is a horrible game and I wouldn't waste my time with it. :v:
:'( Your making me hurt bad inside Polar. Real bad.
n00b1n8R
June 19th, 2009, 07:22 PM
You forget the part where CS:S is a horrible game and I wouldn't waste my time with it. :v:
:glomp:
Sargent_Hawk
June 26th, 2009, 03:03 PM
Bump...
I've been working with plently of reskins lately, I could help you out with the bump map, crosshair, and scope if you want.
I'll take some pics of my reskins and post them later.
p0lar_bear
June 26th, 2009, 05:07 PM
Actually I should have bumped a while ago.
I've gotten a good normal map on it and I've worked out how to make a scope mask.
My issue now lies with the HUD. I'm trying to add a box to the left of the ammo counter that shows you the current zoom level. I've got a hackjob version in place, but I'd really like it to look and act like it's part of the HL2 HUD, meaning that the panel glows yellow when you switch to the weapon, and that the number glows with that scanline effect when it changes.
I've posted on Facepunch about this, but nobody knows or cares enough. 2000 users online at any given time and nobody knows anything. Makes Modacity look useful wait, shit, did I say that out loud? %-)
Sargent_Hawk
June 26th, 2009, 05:27 PM
Hmm...
I think I might have an idea, not a very good one but it's worth tossing out there.
Mabey make another part of the model, not attached to the hands or the gun, and attach a transparent texture on it so that it's in the right place? I've seen some custom laser sight crosshairs made like that so when its animated it moves with the gun in an effort to make it more realistic.
E: I just realised that difrent FOV's would cause a problem with this.(even though its only 70-90)
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