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Author Topic: Custom xmodel pack WIP  (Read 954 times)

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Offline BlazinAmmo

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Re: Custom xmodel pack WIP
« Reply #15 on: July 11, 2012, 10:17:43 pm »
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Great job on the xmodels!  I think that some great models to make would be snowy trees.  I've just always thought that cod waw was missing some snowy tree models, and if someone were to make them it'd open up a world of possibility for custom maps.  Just a suggestion. 

Offline RappiidZz [Apex]

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Re: Custom xmodel pack WIP
« Reply #16 on: July 12, 2012, 04:58:26 am »
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Lol look pretty good :) try some models with a.little more tris now ;)

the low-poly models at  the bottom are supposed to be that blocky. they were designed to be like that by nintendo :P

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Offline joeybbb

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Re: Custom xmodel pack WIP
« Reply #17 on: July 12, 2012, 04:16:35 pm »
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the low-poly models at  the bottom are supposed to be that blocky. they were designed to be like that by nintendo :P
Ah :)
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Re: Custom xmodel pack WIP
« Reply #18 on: July 12, 2012, 04:29:24 pm »
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I love the porting but you should bind the zombie skeleton (joints via maya) to mario and use it for the defult model, if you have gibbing it yoj would hqve to make the models for that but it would be worth it

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Re: Custom xmodel pack WIP
« Reply #19 on: July 12, 2012, 04:38:46 pm »
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I love the porting but you should bind the zombie skeleton (joints via maya) to mario and use it for the defult model, if you have gibbing it yoj would hqve to make the models for that but it would be worth it

i have so many models i'm trying to do this with but i can't get ahold of the skeleton

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Re: Custom xmodel pack WIP
« Reply #20 on: July 12, 2012, 04:39:38 pm »
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I love the porting but you should bind the zombie skeleton (joints via maya) to mario and use it for the defult model, if you have gibbing it yoj would hqve to make the models for that but it would be worth it

I dont have maya :/ i'd love to be able to do that though :/
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Re: Custom xmodel pack WIP
« Reply #21 on: July 12, 2012, 04:56:16 pm »
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I dont have maya :/ i'd love to be able to do that though :/
Yea that the bad thing abt blender I dont think you can rig/tag model parts :(
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Re: Custom xmodel pack WIP
« Reply #22 on: July 12, 2012, 05:16:29 pm »
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Yea that the bad thing abt blender I dont think you can rig/tag model parts :(

Sure you can. That is how I was able to animate the gun I made in blender. It may be difficult, but it is indeed possible.

Offline joeybbb

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Re: Custom xmodel pack WIP
« Reply #23 on: July 12, 2012, 05:23:37 pm »
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Sure you can. That is how I was able to animate the gun I made in blender. It may be difficult, but it is indeed possible.
Oh really ? :) I've been using stock animations. This will be a huge setback but wip probs make it look better. How did you do it?
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Re: Custom xmodel pack WIP
« Reply #24 on: July 13, 2012, 05:47:52 pm »
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i have so many models i'm trying to do this with but i can't get ahold of the skeleton

For zombie models use the zombie_crawler's joints and for player models use a cod 4 player models joints.

Offline RappiidZz [Apex]

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Re: Custom xmodel pack WIP
« Reply #25 on: July 13, 2012, 06:21:21 pm »
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For zombie models use the zombie_crawler's joints and for player models use a cod 4 player models joints.
does this mean you can import new zombie models without having to rig? as long as the model fits the same shape of the default zombies? or am i waaay off the mark here?
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Re: Custom xmodel pack WIP
« Reply #26 on: July 13, 2012, 08:08:37 pm »
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does this mean you can import new zombie models without having to rig? as long as the model fits the same shape of the default zombies? or am i waaay off the mark here?
I think what he Is saying IS to rig it. Anyways which of these are your models and which have been ported?
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