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FPSC Classic Models and Media / My new test = 100% Success

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Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 18th Sep 2008 21:23
That's right, I did a test!

What I did: Got VALVe's Headcrab model, Bond1's zombie model, modified them a bit, gave them the basic FPSC biped and imported them in to FPSC... The result:




Please note that I do not intend to release anything with this headcrab model, that is just a test marker until I have my own. Nor do I intend to give it the standard FPSC biped...

The Simon Cowell of TGC.
Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 18th Sep 2008 21:25
And dont take the FPS seriously, I'm not releasing the game i'm making until lag is fixed, even if it takes a year... I'll even use a mod if I must, but only if it uses the newest source code which Lee may give out... Until then, I'm just going to ignore the lag and admire the great quality graphics i've produced with FPSC...

The Simon Cowell of TGC.
McCrazy
16
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Joined: 7th Jun 2008
Location: Germany
Posted: 18th Sep 2008 21:29
Wow, he got a nice hat

McCrazy, Crazy4Games
Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 18th Sep 2008 21:32 Edited at: 19th Sep 2008 17:42
Ywah, except the hat kind of killed him in the process and turned him into a zombie

Oh and when and if I make my own headcrab model, i'll make a modification to the zombie model, and add the basic headcrab zombie claws and chest mouth etc...

The Simon Cowell of TGC.
Alucard94
17
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 18th Sep 2008 22:13
You do realize that you probably aren't allowed to use Valves headcrab models?


Aertic
17
Years of Service
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 18th Sep 2008 22:14
Okay, I guess. mainly all you did is decompile the MDL into a SMD, imported into max, imported the X, and did a re-rig...
also, have you deleted the head mesh, of the original zombie, that'll get rid of some poly's of course, also the headcrab looks good, kinda slanted anc could do with some colour alterations..
but it's a cool experiment, and a good choice on what to do too, hl2 stuff fits in perfectly. i mean... i see no resolution loss at all


[B]"Your greatest teacher is your harshest critic"-Butterfingers[/b]
darimc
17
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Joined: 19th Jan 2007
Location: Canada
Posted: 18th Sep 2008 23:00
Quote: "You do realize that you probably aren't allowed to use Valves headcrab models?"
He mentioned this a few times already.

Looks cool.



Alucard94
17
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Joined: 9th Jul 2007
Location: Stockholm, Sweden.
Posted: 19th Sep 2008 00:10
Quote: "He mentioned this a few times already.
"

Oh There goes my intelligence. Better start reading posts correctly.


TechNo VaLLey
17
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Joined: 14th Dec 2006
Location: Egypt
Posted: 19th Sep 2008 05:39
Nice try Aaagreen

Techno VaLLeY
Aaagreen
17
Years of Service
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Joined: 4th Sep 2007
Location: City 17
Posted: 19th Sep 2008 17:41
Quote: "I guess. mainly all you did is decompile the MDL into a SMD, imported into max, imported the X, and did a re-rig..."


Exactly right.

Quote: "also, have you deleted the head mesh, of the original zombie, that'll get rid of some poly's of course"


You read me like a book.

Quote: "kinda slanted"


It's like that in 3ds max, but only because I didnt connect it properly.

The Simon Cowell of TGC.
Cosmic Prophet
16
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Joined: 17th Mar 2008
Location: The Cosmos
Posted: 23rd Sep 2008 21:21
That's way cool. Great job Aaagreen.
Aaagreen
17
Years of Service
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Joined: 4th Sep 2007
Location: City 17
Posted: 23rd Sep 2008 21:30
You know if I can be bothered to animate it, I may use that headcrab in my compo entry... if i got the biped bond1 used for his hl2 zombie, i may also make a proper one...

The Simon Cowell of TGC.
SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 23rd Sep 2008 22:02
Quote: "You know if I can be bothered to animate it, I may use that headcrab in my compo entry... if i got the biped bond1 used for his hl2 zombie, i may also make a proper one..."

And that doesn't break the copyright?


Hunter Studios
17
Years of Service
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Joined: 17th Jan 2007
Location: C:\\
Posted: 24th Sep 2008 05:23
I think he means if he makes his own headcrab he will use it as a compo entry. Nice job aaagreen.

Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 24th Sep 2008 19:50
Quote: "And that doesn't break the copyright?"


No more then bond1 releasing a model from half-life 2, and technically i'm not releasing it, only the game which uses it, which will have piracy protection. If people get past the potection then it's no different to valve using it because people can enter their protection.

The Simon Cowell of TGC.
KeithC
Senior Moderator
19
Years of Service
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Joined: 27th Oct 2005
Location: Michigan
Posted: 24th Sep 2008 20:01
Which Bond took down. Whether you're putting it up for download as part of a game, or as an entity...you're redistributing copyright property. If you put it in a game that's just for you...that's alright.

-Keith

Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 24th Sep 2008 20:17
Ok, i'll just use a custom headcrab.

The Simon Cowell of TGC.
Nomad Soul
Moderator
17
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Joined: 9th Jan 2007
Location: United Kingdom
Posted: 25th Sep 2008 01:46
Nice work

You could always ask Valve if you can use it for a non commercial project.

John Carmack wanted to make the Doom engine open source much earlier on than it actually happened. It was only corporate red tape that delayed it.

Half Life and Doom have always been intended for the mod community to use. You just need permission as you'll be using it in another engine. They don't prevent anyone from distributing stuff for people making mods of their engine.
Aertic
17
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Joined: 2nd Jul 2007
Location: United Kingdom
Posted: 26th Sep 2008 18:08
Quote: "Exactly right."


=) I do it all the time too, But I decompile it and import the SMD into XSI_mod_tool_6, then I export a 3ds of it, then I import the 3ds...
=S I use max 2008, which yet there is not a importer for, however Wunderboy is working one one slowly, but there's problems with bones...
Quote: "
[quote]Me: Hello. I’d like to make a bone please.
MaxScript: Sure, here you go.
Me: Great! Can I move it over there?
MaxScript: No problem. *moves*
Me: And rotate it a little to the left?
MaxScript: Anything you want! *turns*
Me: Fantastic! "
Now, lets re-enact that little scene as it went for most of Sunday afternoon between myself and the MaxSDK:
Me: Hello. I’d like to make a bone please.
MaxSDK: What sort of bone? *shifty eyes*
Me: Well you know. Regular bone in Max that you make skeletons with.
Quote: "MaxSDK: Like a helper?
Me: Err I guess, if that’s what it is.
MaxSDK: Ok. *creates*
Me: That’s not a bone! It’s just an object!
MaxSDK: That’s what you asked for a helper object bone!
Me: No, I meant a blue normal bone in Max.
MaxSDK: Oh you want a geometric object derived bone.
Me: Err yeah, whatever. Just make one please.
MaxSDK: Well you’ll have to tell me it’s class and super class.
Me: What? How the hell do I know that? Don’t you?
MaxSDK: Oh yes, but I just like to hear it. *sniggers*
Me: Oh FFS. *looks in SDK docs* I can’t find anything about that class!
MaxSDK: Well try harder!
Me: A clue? Nothing’s coming up when I search for “bone” or “bones”.
MaxSDK: Maybe I put it somewhere else…

Later that same afternoon…

Me: Ha! Found it! Make me a bone please.
MaxSDK: Oh very well….
Me: Can you move it over there?
MaxSDK: If you wish.
Me: And turn it a bit?
MaxSDK: Ok.
Me: What the hell? Why did you move it again?
MaxSDK: I didn’t!
Me: Yes you did it’s over there now!
MaxSDK: Oh yeah. Well I decided to reset the translation component of the matrix.
Me: Why you do that?
MaxSDK: …
Me: I f***ing hate you MaxSDK…
MaxSDK: What? Oh sorry I wasn’t listening, I was just over there eating some more memory.
Me: Sod this, I’m going to the pub…
MaxSDK: Can you get me some chips on the way back? "
[/quote]

=D Haha, Wunderboy is realy working hard on it =)


[B]"Your greatest teacher is your harshest critic"-Butterfingers[/b]

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