A GIFT TO ALL TWHLer's Created 16 years ago2007-05-07 13:48:46 UTC by Rimrook Rimrook

Created 16 years ago2007-05-07 13:48:46 UTC by Rimrook Rimrook

Posted 16 years ago2007-05-12 01:43:29 UTC Post #221707
Gimme your girlfriend and I will bare my own.
Ok its all yours Rimrook...

Its name is World Crafter....

Sexiest Hermaphrodite I ever seen....

Just turn the lights out and put a paper bag on its head..and use alot of imagination....lots of lube and chocolate body paint helps.

And if all else fails just tell it to go fuck itself.. its rather disturbing but fun to watch...

Best of luck old chap ! :zonked:
Posted 16 years ago2007-05-12 03:04:02 UTC Post #221709
Damn skippy! I'm ready, let's do this!
Posted 16 years ago2007-05-13 13:58:31 UTC Post #221839
:(
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-13 17:30:35 UTC Post #221881
this thread just went wierd.

Thanks again rimrook.
Posted 16 years ago2007-05-13 17:58:37 UTC Post #221888
This is brilliant, Rim.

Thank you.
Posted 16 years ago2007-05-13 19:10:29 UTC Post #221897
Posted 16 years ago2007-05-13 21:18:54 UTC Post #221900
Garg, what's so weird about it? Procreation is a part of life.
Posted 16 years ago2007-05-14 17:23:36 UTC Post #221998
is luke going through an idiot phase? It seems to start when he wasn't Ieatmonkeychow anymore...
Posted 16 years ago2007-05-14 18:40:37 UTC Post #222000
Ieatmonkeychow was the idiot, you fool!
Luke LukeLuke
Posted 16 years ago2007-05-18 11:13:31 UTC Post #222541
One Day Left until this is taken off. :nuke:
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-18 18:41:38 UTC Post #222583
This is an even more awesome package of resources!

http://cubed.dk/nobody/
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-19 09:14:40 UTC Post #222620
Fatal error: main(): Failed opening required '..mysql-funktioner.php' (include_path='.:/hsphere/shared/apache/libexec/php4ext/php') in /hsphere/local/home/samurai/cubed.dk/nobody/index.php on line 3
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-19 11:37:13 UTC Post #222630
Awesome. :sarcastic:
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-05-19 12:01:18 UTC Post #222632
Rimrook, i need a request key. But there's no request key in the rar. The only way to get a request key, is to register Max the legal way, which is not what i want. So what to do now?
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-19 12:55:12 UTC Post #222640
the request code is listed at the top during the registration. Go to Enter Key and look at the top for it.
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-19 12:57:51 UTC Post #222641
Crap. Never saw that. :/
Edit: Installed!

Omfg i got Max installed again. I wonder why... Oh right, i need some model based pipes/tubes...
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-20 13:07:04 UTC Post #222721
(Wtf...I swear I posted in here...)

I thoroughly enjoyed the books. Must have taken quite a while to get this package together, thanks a lot!
Posted 16 years ago2007-05-20 14:36:29 UTC Post #222733
Level design.
Luke LukeLuke
Posted 16 years ago2007-05-20 15:36:47 UTC Post #222749
cant ruin the surprise.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2007-05-21 19:36:28 UTC Post #222881
Ya know, Just for kicks i should release the source files for the Ferret I did for Rigging class so you guys have something to go by in terms of animation, bones, and simple skinning.
What areas of level design, nincompoop.
How to make it good.

I also need to rehost the package from the above link. Its a zip of all of the tools for HL 1 stuff. All in one pack! only 5~mb too.
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-22 04:02:54 UTC Post #222911
Just for kicks i should release the source files for the Ferret .
YES PLEASE! It will be like... an icon. Like the crowbar, which is HL's icon.

Anyway, could you explain those... what are they called again... Argh, those things that makes it easier to move and place bones for animating... IK-chains?
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-23 10:04:34 UTC Post #223121
When you decompile the model, all the qc/smd/bmp files will be placed in the directory the model is in. Just re-compile the qc file.
Posted 16 years ago2007-05-23 12:15:47 UTC Post #223144
Link to the ferret max file.

As far as recompiling it, you can load the SMDs into max and change them, then recompile it. Like if you want to use your own model for the crowbar instead or something. If you keep the same bone structure, you won't have to reanimate all of the animations manually. If you have something new, have fun animating.

I suggest picking apart the hl models and see how they were done. They are very nicely done. However I think they use the Physique meshing mode, I use Skin meshing mode because its easy and a more up to date system.
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-23 13:11:33 UTC Post #223154
Head_controller?
Shoulder_controller?
Hip_controller?
Master?
Omni01, Omni02, Omni03, Omni04?

What are those for?
And how do you get more than 30 frames on the timeline!? Its 250 in your file.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-23 13:32:03 UTC Post #223160
The controllers help you move the bones in groups, its easy to move it and animate it using those. In some of the smd files from HL, you'll find "dummies" which are the same as the controllers I used.

I got nagged by my professor because my Master Node (which moves the whole rig) wasn't on the ground but was infact above my rig. It should be on the ground. The HL rigs have 1 master bone located beneath the character between the feet. This point lines up to the nodes you place in the maps to make them move.

Omnies are lights. An Omnie is a single point light. If you look at them, they're nearly Identical to the point lights of HL.

About the Frames thinng, I'll post an image of the button that changes that in a minute.
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-23 13:45:45 UTC Post #223162
The controllers help you move the bones in groups, its easy to move it and animate it using those.
I thought IK-chains did that. Or something. Don't know. How do they work and why?
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-23 13:50:10 UTC Post #223163
Yeah, there is an IK chain and the Controller aims the chain for simplicity and fluid movement.

here it is.
User posted image
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-23 13:52:42 UTC Post #223164
That changes the amount of frames on the timeline?

But how do you use IK-chains? I forgot how to get and use them. I don't feel leek moving every single bone one by one... You know. :cyclops:
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-23 14:24:33 UTC Post #223200
Make sure you curve the bones you want it to effect so when you apply the solver it knows which way to bend the bones.

click the starting bone, At the top menu bar - click [Animation] > [IK solvers] > [HI Solver] then click the ending bone. You see a band and a cross. When you move the cross, the bones respond respectively.
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-23 14:26:19 UTC Post #223201
Thanks! Thats what i wanted to know. :)

RIM FT WIN!
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-23 14:31:05 UTC Post #223202
Aye, long live IK animations!
Posted 16 years ago2007-05-23 14:31:54 UTC Post #223203
What are JIJ-chains then?

:P :nuts: :cool:
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-23 14:33:51 UTC Post #223204
idunno, never heard of JIJ-chains. Where'd you hear that? is it a Maya thing?
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-23 14:37:31 UTC Post #223205
Haha.

IK = me in Dutch.
JIJ = you in Dutch.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-23 14:40:39 UTC Post #223206
En die grap maak je op een forum waar netaan 2/3 mensen nederlands spreken, BAMILURK
Posted 16 years ago2007-05-23 14:41:51 UTC Post #223207
:P

Ok. Ontopic.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-23 14:48:14 UTC Post #223208
:o ooooh dutch. k.

Yeah, post questions and i'll answer.
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-23 14:50:52 UTC Post #223209
How to do proper texturing. Its still a pain in the butt.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-23 14:57:22 UTC Post #223211
Thehehe, practice i say.

Just observer indentents and rivets and you will notice that without lightning they wouldnt be visible.

Sourceblogs.net has a buch tutorials on skinning.
Posted 16 years ago2007-05-23 15:35:53 UTC Post #223212
Skin mapping is the way to go. The hardest part is organizing. after that, its cayk. The modifier for that is the UVW Unwrap.
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-23 16:05:41 UTC Post #223221
I prefer dropping in a UVW map first to define the size(required in G-max) usualy in a power of 2, so the width/height are equal to eachother, then i drop in a unwrap modifier to lay it alll out, and sometimes i use a mesh select before the sequence so i can do each part on its own way, then colllapse the stack and finaly drop in another unwrap so i can put it all on a single skin(or 2 skins of i like).
Posted 16 years ago2007-05-23 16:15:41 UTC Post #223222
ok... so you paint your maps first then unwrap it? Thats odd.

I find it better done by organizing the map and generating one, then painting it.

of course, powers of 2. HL models can go up to 512 which is nice.
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-23 16:22:48 UTC Post #223224
No, i dont, but i do need to do that first to proper unwrap it, otherwise G-max will destroy all of the proportions when unwrapping. Although threads and wheels and such are easier to texture first then tile them, though that is just a personal thing.
Posted 16 years ago2007-05-23 16:31:15 UTC Post #223225
Gmax seems weird. its the diet coke of max. :
Rimrook RimrookSince 2003
Posted 16 years ago2007-05-23 16:42:43 UTC Post #223227
It indeed is, but for programs like flightsimulator it works awkwardly enough much better then MAX.
Posted 16 years ago2007-05-23 16:58:30 UTC Post #223229
Yes, there is a qc file between the decompiled model files. Use StudioMDL to recompile the model.
Posted 16 years ago2007-05-24 04:30:07 UTC Post #223272
Its all in Rimrook's rar, espen. Just read the txt's.
The Mad Carrot The Mad CarrotMad Carrot
Posted 16 years ago2007-05-29 17:48:08 UTC Post #223764
I see that i missed a lot, while i was away.
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