Kirtide

Kirtide

@kirtide

bunger

Joined 22 Sep 2023
Follow
And already I decided to give this a super quick revisit, now the results are far more palatable. The first two and final images show the model having each body part separated by vertex groups, basically resulting the model appearing something out of some of those earlier 3D games (SM64, FF7 etc).

Although still somewhat sloppy it allowed me to quickly decimate the model more without it looking like my previous post, plus it's under the303's 9k tri "limit", so that's cool I suppose... (for Sven Co-op)

The second last image shows the model in its unholy entirety, where I set the weights for each vertex group as 1/weighted. For GoldSrc limits its way overkill, but still nowhere as near the original model's poly count, and likely enough to make an old MMX Pentium explode... (the 7k model would probably still do that too honestly)

Also a disclaimer or something, this isn't meant to be a guide or recommendation lol, though in some cases I believe it might be a good enough starter approach in terms of porting (some) rigged models over to GoldSrc.
And already I decided to give this a super quick revisit, now the results are far more palatable. The first two and final images show the model having each body part separated by vertex groups, basically resulting the model appearing something out of some of those earlier 3D games (SM64, FF7 etc).

Although still somewhat sloppy it allowed me to quickly decimate the model more without it looking like my previous post, plus it's under the303's 9k tri "limit", so that's cool I suppose... (for Sven Co-op)

The second last image shows the model in its unholy entirety, where I set the weights for each vertex group as 1/weighted. For GoldSrc limits its way overkill, but still nowhere as near the original model's poly count, and likely enough to make an old MMX Pentium explode... (the 7k model would probably still do that too honestly)

Also a disclaimer or something, this isn't meant to be a guide or recommendation lol, though in some cases I believe it might be a good enough starter approach in terms of porting (some) rigged models over to GoldSrc.
And already I decided to give this a super quick revisit, now the results are far more palatable. The first two and final images show the model having each body part separated by vertex groups, basically resulting the model appearing something out of some of those earlier 3D games (SM64, FF7 etc).

Although still somewhat sloppy it allowed me to quickly decimate the model more without it looking like my previous post, plus it's under the303's 9k tri "limit", so that's cool I suppose... (for Sven Co-op)

The second last image shows the model in its unholy entirety, where I set the weights for each vertex group as 1/weighted. For GoldSrc limits its way overkill, but still nowhere as near the original model's poly count, and likely enough to make an old MMX Pentium explode... (the 7k model would probably still do that too honestly)

Also a disclaimer or something, this isn't meant to be a guide or recommendation lol, though in some cases I believe it might be a good enough starter approach in terms of porting (some) rigged models over to GoldSrc.
And already I decided to give this a super quick revisit, now the results are far more palatable. The first two and final images show the model having each body part separated by vertex groups, basically resulting the model appearing something out of some of those earlier 3D games (SM64, FF7 etc).

Although still somewhat sloppy it allowed me to quickly decimate the model more without it looking like my previous post, plus it's under the303's 9k tri "limit", so that's cool I suppose... (for Sven Co-op)

The second last image shows the model in its unholy entirety, where I set the weights for each vertex group as 1/weighted. For GoldSrc limits its way overkill, but still nowhere as near the original model's poly count, and likely enough to make an old MMX Pentium explode... (the 7k model would probably still do that too honestly)

Also a disclaimer or something, this isn't meant to be a guide or recommendation lol, though in some cases I believe it might be a good enough starter approach in terms of porting (some) rigged models over to GoldSrc.

And already I decided to give this a super quick revisit, now the results are far more palatable. The first two and final images show the model having each body part separated by vertex groups, basically resulting the model appearing something out of some of those earlier 3D games (SM64, FF7 etc). Although still somewhat sloppy it allowed me to quickly decimate the model more without it looking like my previous post, plus it's under the303's 9k tri "limit", so that's cool I suppose... (for Sven…

(Edited)
barnpog1
A simple sandbox map I whipped up called "gm_bungavoir", somewhat inspired by "gm_construct" instead with more water, and a bridge you can hit your head on under. :)
A simple sandbox map I whipped up called "gm_bungavoir", somewhat inspired by "gm_construct" instead with more water, and a bridge you can hit your head on under. :)
A simple sandbox map I whipped up called "gm_bungavoir", somewhat inspired by "gm_construct" instead with more water, and a bridge you can hit your head on under. :)
A simple sandbox map I whipped up called "gm_bungavoir", somewhat inspired by "gm_construct" instead with more water, and a bridge you can hit your head on under. :)

A simple sandbox map I whipped up called "gm_bungavoir", somewhat inspired by "gm_construct" instead with more water, and a bridge you can hit your head on under. :)

(Edited)
loading3
So I was testing out porting a DM playermodel for GoldSrc, that being Half-Life in this case, and the end result was kinda trash due to (many things) this model's topology being massively messed up while decimating, also weight levels not being 0/1. Might one day revisit this and perhaps redo some of the meshes via retopology, so uh heres a funny (and awful) kitbash lol... 

also have a question regarding goldsrc playermodels which I can't really find anywhere else. In terms of porting can we reposition the bones such as from another pre-existing .smd model to match proportions, or has the GMod proportion trick script spoilt me?
So I was testing out porting a DM playermodel for GoldSrc, that being Half-Life in this case, and the end result was kinda trash due to (many things) this model's topology being massively messed up while decimating, also weight levels not being 0/1. Might one day revisit this and perhaps redo some of the meshes via retopology, so uh heres a funny (and awful) kitbash lol... 

also have a question regarding goldsrc playermodels which I can't really find anywhere else. In terms of porting can we reposition the bones such as from another pre-existing .smd model to match proportions, or has the GMod proportion trick script spoilt me?
So I was testing out porting a DM playermodel for GoldSrc, that being Half-Life in this case, and the end result was kinda trash due to (many things) this model's topology being massively messed up while decimating, also weight levels not being 0/1. Might one day revisit this and perhaps redo some of the meshes via retopology, so uh heres a funny (and awful) kitbash lol... 

also have a question regarding goldsrc playermodels which I can't really find anywhere else. In terms of porting can we reposition the bones such as from another pre-existing .smd model to match proportions, or has the GMod proportion trick script spoilt me?
So I was testing out porting a DM playermodel for GoldSrc, that being Half-Life in this case, and the end result was kinda trash due to (many things) this model's topology being massively messed up while decimating, also weight levels not being 0/1. Might one day revisit this and perhaps redo some of the meshes via retopology, so uh heres a funny (and awful) kitbash lol... 

also have a question regarding goldsrc playermodels which I can't really find anywhere else. In terms of porting can we reposition the bones such as from another pre-existing .smd model to match proportions, or has the GMod proportion trick script spoilt me?

So I was testing out porting a DM playermodel for GoldSrc, that being Half-Life in this case, and the end result was kinda trash due to (many things) this model's topology being massively messed up while decimating, also weight levels not being 0/1. Might one day revisit this and perhaps redo some of the meshes via retopology, so uh heres a funny (and awful) kitbash lol... also have a question regarding goldsrc playermodels which I can't really find anywhere else. In terms of porting can we re…

baf2
freeze2