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Published: 2010-05-17 03:14:29 +0000 UTC; Views: 1265; Favourites: 3; Downloads: 28
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Description
So I've been making a bunch of mods for l4d2 lately, converting weapons, characters, etc. and Zombie Bill here is my first attempt at anything remotely custom...basically I just frankensteined a bunch of things together and compiled it to see how it would work out. Overall I was pleased with the results...it's still in beta, and has a couple anim glitches that need to be worked out but otherwise works well and looks pretty good for about an hour or so worth of effort.Related content
Comments: 4
thecolabaron [2010-05-17 11:10:05 +0000 UTC]
haha nice work, hmmm, Ie'm yet to try reskinning stuff in L4D2, complicated or no?
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go-kun In reply to thecolabaron [2010-05-17 14:34:18 +0000 UTC]
re-skinning stuff is fairly easy. a re-model like this however is a little more complicated...basically you have to decompile the original model to get the parts you will need later, then get your new model ready in 3dsmax, etc.then re-rig the new model to the old bones(tweak the envelopes, etc), then you export an smd of that, then you edit the qc file to point to your new model making sure to load anims inline cause they're broke when you decompile the original, then run guistudiomdl to recompile it and pray to your god of choice that there are not any errors lol! and of course I left out some steps, but you get the idea...
skinning on the other hand, you just load the VTF file into photoshop, change it, save it, and then drop a vpk of it into the addons folder-easy! There is a vtf plugin you will need to let photoshop open the files but otherwise pretty straight forward.
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thecolabaron In reply to go-kun [2010-05-18 06:11:55 +0000 UTC]
Looks like i'd better learn 3DSmax, I've always been wanting to do stuff for source, but Maya really doesn't like it. I hear about something called XSI mod tool or something, so it's easier to import, I guess I could just export as an .obj from maya and send it into max or XSI.
Hmmm, same workflow for other source games?
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go-kun In reply to thecolabaron [2010-06-15 02:10:41 +0000 UTC]
yeah softimage is the xsi one you heard about...they seem to like it, and indeed, it is very powerful software, but it's also expensive and the learning curve can be steep. Anyways, yeah, I basically do what you're talking about on my original stuff...export from a modelling program I'm comfortable with, then import that into max and do the rest. And yeah, workflow is pretty similar for all the source games, which makes things easier thankfully
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