Multi Jul 20 @ 9:53pm
Looking for an expert on recompile the model
Looking for an expert on recompile the model with proper / no collision boxes.
I'm no expert on fixing models and I know it takes a while to fix. I tried everything with Pte Jacks tutorial of doing it, but failed to do so. If anyone whose an expert talk to me

Model I want to fix: http://www.mediafire.com/download/gcxldnxr9qlwui2/The+Red+Carpet+Arsonist.rar
Last edited by Multi; Jul 22 @ 2:17pm
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ClintonM0 | C: Jul 20 @ 11:42pm 
Collison boxes don't matter at all in SFM unless you want to use SFMPhys. You can just recompile the model without any lines to do with collision boxes and it would work. If the model is from GMod, it may also have joint constraints. Remove those lines, they don't matter either.
Vintage Jul 21 @ 12:44am 
There is no such thing as "collision boxes" in Source models. Either you mean hitboxes, in which case they're only required for SFMPhys, or physics mesh, in which case it does absolutely nothing in Source FilmMaker.
raptornx01 Jul 21 @ 3:18am 
And since the recent update broke sfmphys, they are both completely useless.

some modellers feel the need to add them anyway because of gmod.
ClintonM0 | C: Jul 21 @ 3:57am 
Any clues about physics simulations in any official update?
Vintage Jul 21 @ 3:59am 
None added.
raptornx01 Jul 21 @ 6:03am 
Not that I heard of. it's possible considering that color changing was added as a built in feature.
Vintage Jul 21 @ 6:52am 
Override materials have been changed so when a material has $cloakpassenabled 1, a $cloakfactor float at 0 is added, and a $cloakcolortint color at either white or the colour specified in the material is added. It seems to do the same for $colortint_base (as a color variable), but I don't know what it looks for to add that. (Maybe $colortint_base itself?)

Edit: But no physics.
Last edited by Vintage; Jul 21 @ 6:52am
Multi Jul 21 @ 7:08am 
Originally posted by Vintage:
Override materials have been changed so when a material has $cloakpassenabled 1, a $cloakfactor float at 0 is added, and a $cloakcolortint color at either white or the colour specified in the material is added. It seems to do the same for $colortint_base (as a color variable), but I don't know what it looks for to add that. (Maybe $colortint_base itself?)

Edit: But no physics.
I'll try that
Vintage Jul 21 @ 7:09am 
Originally posted by Multi:
I'll try that
...Try what?
raptornx01 Jul 21 @ 7:43am 
no phys yet, was my point. judging by expiration date someone there is using it, Or the script (which no longer works), either way, they see the need for it so hopefully.
Vintage Jul 21 @ 7:46am 
You know, VALVe has access to stuff other than Source FilmMaker, including I think 3DS Max, or some other tool with cloth simulation or something, which they just exported to Source.
raptornx01 Jul 21 @ 7:50am 
would be a hell of alot easier to use a script that procedurally animated the phys then to manually animate it in an exterior program, save it on a sequence in a model, then import it.

also, from what jack has told me, even simple vertex animations imported into sfm are MASSIVE resource hogs.
Vintage Jul 21 @ 7:53am 
They did NOT animate it manually. They used a thing in a program other than Source FilmMaker (sounds impossible, I know).

Also, we're talking about VALVe here. They can come up with doing anything at all.
raptornx01 Jul 21 @ 10:46am 
Proof?
Vintage Jul 21 @ 1:20pm 
For that they didn't animate it manually, I have proof. Look up "Exipration Date" on YouTube, and click on the first result. Bam. *Shot*

For that they can come up with anything, I have proof. Team Fortress 2. Well, they can come up with anything, except weapons.
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Date Posted: Jul 20 @ 9:53pm
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