1. Post #1441
    Bitl's Avatar
    November 2010
    1,424 Posts
    Cant wait until these come out. :D
    Me too.

    I WANT THEM SO BADLY.
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  2. Post #1442
    :-)
    Phycosymo's Avatar
    December 2007
    4,174 Posts
    Has anyone managed to make poseable personality cores?

  3. Post #1443
    Gold Member
    Kuro.'s Avatar
    July 2006
    2,133 Posts
    Might be my next project, even though I find the SENTs are already pretty decent for screenshots.

  4. Post #1444
    Call me Rantis
    shad0w440's Avatar
    May 2010
    864 Posts
    Has anyone managed to make poseable personality cores?
    1. Create an SNPC with a core model
    local Category = "Portal 2"

    local NPC = { Name = "Derp Core", Class = "generic_actor",
    Model = "models/cores/derpcore.mdl", Health = "100", Category = Category }

    list.Set( "NPC", "npc_derpcore", NPC )

    save it in lua/autorun as derpcore.lua

    2. Make an animation in Source SDK Faceposer


    3. Get the NPCscene STOOL


    4. Shoot the core with it

    5. Record Video
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  5. Post #1445
    Ellis :P's Avatar
    January 2010
    3,005 Posts
    Might be my next project, even though I find the SENTs are already pretty decent for screenshots.
    Pretty decent maybe. But what about them moving like a pile of shit without you yelling "STAND STILL YOU FUCKING SON OF A BITCH!"?

  6. Post #1446
    Gold Member
    Cows Rule's Avatar
    October 2008
    3,833 Posts
    Would it actually be hard to make a faceposable core?

  7. Post #1447
    Ellis :P's Avatar
    January 2010
    3,005 Posts
    Would it actually be hard to make a faceposable core?
    Imagine a ragdolls ONE eye. How hard would that be to make ONE faceflex.

  8. Post #1448
    Call me Rantis
    shad0w440's Avatar
    May 2010
    864 Posts
    Imagine a ragdolls ONE eye. How hard would that be to make ONE faceflex.
    Most valve models with eyes use an eye texture that can "slide" over the mesh so the eye is looking in diffrent directions using Sources flex system (kinda the same principal as sprites, they will always face you)

    A Portal 2 core eye is a weighmapped and skeleton rigged mesh with a static texture that uses the standard gesture system to make eye movements.

    If you wanted a core to use the flex system you would have to delete all the polygons on the inside of the core and the seal the front off by making a polygon "cap" and then using the eye texture, define it as a $eyeball in the models qc.
    The problem with doing this is that your deleting 50% of the mesh, and what your left with is a giant static ugly eyeball.

    The faceposer system uses flexes which "sculpt" the meshes vertexes into various shapes, all of the cores expressions are driven by gesture animations, which (if you know how to use the Source SDK faceposer) works better than the garrysmod tool
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  9. Post #1449
    three wieners
    SuperEmoBros's Avatar
    August 2009
    908 Posts
    Most valve models with eyes use an eye texture that can "slide" over the mesh so the eye is looking in diffrent directions using Sources flex system (kinda the same principal as sprites, they will always face you)

    A Portal 2 core eye is a weighmapped and skeleton rigged mesh with a static texture that uses the standard gesture system to make eye movements.

    If you wanted a core to use the flex system you would have to delete all the polygons on the inside of the core and the seal the front off by making a polygon "cap" and then using the eye texture, define it as a $eyeball in the models qc.
    The problem with doing this is that your deleting 50% of the mesh, and what your left with is a giant static ugly eyeball.

    The faceposer system uses flexes which "sculpt" the meshes vertexes into various shapes, all of the cores expressions are driven by gesture animations, which (if you know how to use the Source SDK faceposer) works better than the garrysmod tool
    I have no idea what you just said

    but it seems like a plan

  10. Post #1450
    Ellis :P's Avatar
    January 2010
    3,005 Posts
    Most valve models with eyes use an eye texture that can "slide" over the mesh so the eye is looking in diffrent directions using Sources flex system (kinda the same principal as sprites, they will always face you)

    A Portal 2 core eye is a weighmapped and skeleton rigged mesh with a static texture that uses the standard gesture system to make eye movements.

    If you wanted a core to use the flex system you would have to delete all the polygons on the inside of the core and the seal the front off by making a polygon "cap" and then using the eye texture, define it as a $eyeball in the models qc.
    The problem with doing this is that your deleting 50% of the mesh, and what your left with is a giant static ugly eyeball.

    The faceposer system uses flexes which "sculpt" the meshes vertexes into various shapes, all of the cores expressions are driven by gesture animations, which (if you know how to use the Source SDK faceposer) works better than the garrysmod tool
    I c!

  11. Post #1451
    Gold Member
    Kuro.'s Avatar
    July 2006
    2,133 Posts
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  12. Post #1452
    Bitl's Avatar
    November 2010
    1,424 Posts
    HECK YEAH.

    FINALLY.

    EDIT: The addon is removed from garrysmod.org, so I re-uploaded it:
    http://www.mediafire.com/?513nr7hnm9gwqs7

  13. Post #1453
    :-)
    Phycosymo's Avatar
    December 2007
    4,174 Posts
    absolutely fantastic

  14. Post #1454
    Keroa's Avatar
    August 2009
    71 Posts
    I LOVE YOU <3

  15. Post #1455
    three wieners
    SuperEmoBros's Avatar
    August 2009
    908 Posts
    this man deserves more

  16. Post #1456
    Bitl's Avatar
    November 2010
    1,424 Posts
    Is this dead?

  17. Post #1457
    Gold Member
    Squiddy's Avatar
    February 2005
    1,816 Posts
    Well, there's really not much left to port from Portal 2.
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  18. Post #1458
    Probably because you finally realized that the models get many bugs when porting from, like.. a Dota 2 version of the Source Engine to the current, old Orange Box engine
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  19. Post #1459
    Gold Member
    FloaterTWO's Avatar
    November 2008
    6,885 Posts
    The cores, Chell, and the coop bots have been ported, and pretty much all of the regular props have been too, so i think there's nothing left to port.

    Plus it seems like barely anyone cares about portal 2 props now, when the coop bots were released i think about 1 person made a pose with them.
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  20. Post #1460
    partyonhat's Avatar
    August 2011
    20 Posts
    The cores, Chell, and the coop bots have been ported, and pretty much all of the regular props have been too, so i think there's nothing left to port.

    Plus it seems like barely anyone cares about portal 2 props now, when the coop bots were released i think about 1 person made a pose with them.
    there is still a GLaDOS ragdoll to be done. If it can be.
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  21. Post #1461
    Gold Member
    FloaterTWO's Avatar
    November 2008
    6,885 Posts
    It probably can. If anything, it's the least broken model out of chell, the cores, and the bots, since you can spawn it as a prop_dynamic without any issues. It just needs ragdolling.

    I think the hype for portal 2 poses and stuff died a while ago, though. I haven't seen one in a while.
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  22. Post #1462
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  23. Post #1463
    Ellis :P's Avatar
    January 2010
    3,005 Posts
    Uhhh... IDK if you can call this useful... Really IDK if you can since it only takes the Portal (if you want also HL2) Content.

  24. Post #1464
    three wieners
    SuperEmoBros's Avatar
    August 2009
    908 Posts
    How is that useful? It just converts the Portal content to the Portal 2 engine. Not the other way around. If someone could write something that DOES do it the other way around, it would work.

  25. Post #1465
    OneWingedAngel8's Avatar
    January 2010
    1,012 Posts
    I'm kind of doubtful of that ever happening, since Valve seem's to completely have been focussing more on Security for their updated engine versions with no interest in giving out as much to the community as they used to in the older days. hence why you don't see any left 4 dead 2 source mods, or anyone working on De-compiler for more current version engines.

  26. Post #1466
    Gold Member
    Kuro.'s Avatar
    July 2006
    2,133 Posts
    I did port Glados and I've got some other stuff ready to be ported (like Wheatley in Glados' body) but Glados still needs to be fixed up a little and I'm still mulling over how best to ragdoll the cores and get at least a little face posing working through finger poser.

    Also wondering on a related note how I can modify how far the finger poser can rotate the bones.
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  27. Post #1467
    npx190's Avatar
    October 2009
    891 Posts
    Are you referring to the light of GlaDOS' eye? I did not get that, so her head kind of looks dead to me:
    You can't really recognize her in the dark light.
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  28. Post #1468
    randygm25's Avatar
    May 2011
    13 Posts
    How is that useful? It just converts the Portal content to the Portal 2 engine. Not the other way around. If someone could write something that DOES do it the other way around, it would work.
    im just asking!!!

  29. Post #1469
    Flashylight's Avatar
    May 2011
    19 Posts
    Holy crap Keroa, i had no idea you were the girl who makes those drawings and animations on deviantart.

    Your posing skills are flawless!
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  30. Post #1470
    The King of Wing
    The Gobo's Avatar
    May 2008
    4,409 Posts
    Holy crap Keroa, i had no idea you were the girl who makes those drawings and animations on deviantart.

    Your posing skills are flawless!
    Wow Flash.
    Just wow.
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  31. Post #1471
    Flashylight's Avatar
    May 2011
    19 Posts
    I concede to my failure
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  32. Post #1472
    Keroa's Avatar
    August 2009
    71 Posts
    Holy crap Keroa, i had no idea you were the girl who makes those drawings and animations on deviantart.

    Your posing skills are flawless!
    Lol thanks anyway.
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  33. Post #1473
    three wieners
    SuperEmoBros's Avatar
    August 2009
    908 Posts
    bump.

    anything else left to port?

    also i'm getting messed up vertex errors on the co-op bot ragdolls. the cores for them are fine, though.

  34. Post #1474
    Bitl's Avatar
    November 2010
    1,424 Posts
    bump.

    anything else left to port?

    also i'm getting messed up vertex errors on the co-op bot ragdolls. the cores for them are fine, though.
    DLC models and GLaDos ragdoll.

  35. Post #1475
    Gold Member
    FloaterTWO's Avatar
    November 2008
    6,885 Posts
    all the dlc models are just modded versions of props already ported

    nothing of value whatsoever.

  36. Post #1476
    three wieners
    SuperEmoBros's Avatar
    August 2009
    908 Posts
    this might help on porting

  37. Post #1477
    Call me Rantis
    shad0w440's Avatar
    May 2010
    864 Posts
    I tried to port glados_wheatley_boss.mdl with animations
    failed, for the same reason my attempt to port atlases animations failed
    Portal 2s .ani files are not compatible with orangebox

    So I dug up my core port smds and scene files and re rigged them

    and added some gestures
    I really only added 8 bones
    I noticed something interesting,The mesh on the handles was already separated in the middle, and the inside was already textured as if it was originally designed to come apart, on wheatley boss the handles were removed from the model entirely



    This model is for my personal use in vcd creation
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  38. Post #1478
    Gold Member
    LilRobot's Avatar
    January 2009
    1,794 Posts
    I tried to port glados_wheatley_boss.mdl with animations
    failed, for the same reason my attempt to port atlases animations failed
    Portal 2s .ani files are not compatible with orangebox

    So I dug up my core port smds and scene files and re rigged them
    and added some gestures
    I really only added 8 bones
    I noticed something interesting,The mesh on the handles was already separated in the middle, and the inside was already textured as if it was originally designed to come apart, on wheatley boss the handles were removed for the model entirely
    This model is for my personal use in vcd creation
    woaah holy shit amazing i can't wait to make some vc-
    This model is for my personal use in vcd creation
    fuck
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  39. Post #1479
    Call me Rantis
    shad0w440's Avatar
    May 2010
    864 Posts
    A re rigged core in action
    this is in Source MP faceposer
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  40. Post #1480
    Call me Rantis
    shad0w440's Avatar
    May 2010
    864 Posts
    Gonna keep this thread on life support just a LITTLE longer

    A long time ago I ported Glados with animations, has someone else already uploaded this?