Majin Buu-W.I.P.

New Member
Joined
Apr 5, 2004
Messages
21
Best answers
0
Anything under 3k and a 512 by 512 texture would work fine for ESF. Although, when you get online and there's 16 people playing you might experience some major slow-downs.(especially on low end/modem systems.)
 
New Member
Joined
Apr 4, 2004
Messages
264
Best answers
0
yeeeeeeeeeeehaaaaaaaaaaaaa!!!!!!!!
sry for spam. couldn't hold it back :laff:

//Edit: is 512x512 a must or just better?
 

CM

Lost in space
Banned
💻 Oldtimer
Joined
May 6, 2003
Messages
1,763
Best answers
0
256x256 and 512x512 textures are the best sizes.
 

CM

Lost in space
Banned
💻 Oldtimer
Joined
May 6, 2003
Messages
1,763
Best answers
0
Slim, you have no idea how good the skin for the super buu for esf is, they showed a pic a while back, its on phrack's site. on the bottom of this page to be exact. (Phrack's esf fansite.)
 
New Member
Joined
Apr 4, 2004
Messages
264
Best answers
0
not bad. but i like mine better :laff: . and i found an animator(he found me :] ) who will make some kiss ass real buuish anims for my model(he's realy good).

it would be an honour for me to donate it to esf.
 

CM

Lost in space
Banned
💻 Oldtimer
Joined
May 6, 2003
Messages
1,763
Best answers
0
your model is better, but their skin is a bit more like the other esf models. you know, it doesnt look out of place like most custom models. and may i ask who the animator is?
 
New Member
Joined
Apr 4, 2004
Messages
264
Best answers
0
his esf board nick is Cell(look at the previous page o this thread). he's a newbie at animating but i saw a sample of one of his anims and i gotta say this guy is f***in talented. his anims got style. he's the right man for makin the anims for this evil psycho(BUU)...believe me :laff: .
 
3D Animator and Rigger!!!
✔️ HL Verified
🎈 Advanced
Joined
Nov 25, 2001
Messages
194
Best answers
0
Location
Florida
lol just call me Wolf, some might know me from NRC or Zeq2 and some won't. i can't get the name Wolf cuz it's in use alrdy :p and yea i'll be doing the animations. i'm deciding either to single iks or a more complex system.
 
3D Animator and Rigger!!!
✔️ HL Verified
🎈 Advanced
Joined
Nov 25, 2001
Messages
194
Best answers
0
Location
Florida
yea looks alot better ^_^ now just add the holes on the arms and we're all set
 
New Member
★ Black Lounger ★
💻 Oldtimer
Joined
Apr 23, 2003
Messages
3,913
Best answers
0
Location
Texas
the new face is alot better, now all youhafta do is beef up his shoulders and you have a perfect representation of super buu, aside from that you got the proportions down pretty good, the pants skin, you have a good layout of the folders but the edges of the folds are too sharp, i dont suggest bluuring th whole pants skin, but do somethin with those edges, lowering its contrast a bit might help too,

well, thats what i wold do anyways,
 

guest

G
Guest
lookingh good dude! good luck on animating cell, the face looks seet mario :D GJ!
 
New Member
Joined
Apr 4, 2004
Messages
264
Best answers
0
beef up his shoulders
the problem with that is that when you bend the arms down the shoulders beef up thereselfs. thats why i made them that small...but i'll se what i can do about that :] .

now all youhafta do...
now just add the holes on the arms and we're all set
nononono. i want it done, too. but look at the boots my friends ;) .
 
New Member
Joined
Apr 4, 2004
Messages
264
Best answers
0
a lil update: i put down the kontrast of the pants and added a lil boot texure(i think i'll just make the basic colours for it cuz noone will notice folds ingame).


enjoy ;)
 

guest

G
Guest
wow dude! they look bril! gr8 job! so r we just w8ing for cell 2 animate it now? :D
 
3D Animator and Rigger!!!
✔️ HL Verified
🎈 Advanced
Joined
Nov 25, 2001
Messages
194
Best answers
0
Location
Florida
thx fortnox, i've got some crazy/insane ideas for what to make him do :devgrin: just hope they'll come out right. right now i'm tryin to learn how to get my animations ingame (HL) but i'm having trouble understanding hoe the smd's work. anyone uot there like to fill me in on this? ohh yea i'm also on SSF (Single speical forces) sooo this would be a BIG help for me and credit will go towards the person that helps me learn this ^_^

p.s. i'm a newbie with animtions. all know is how to 3/4 rig with a very complex rig and animate, haven't learned how to get my poo ingame yet -_-; but my animations doesnt show that i'm a newbie o_O odd huh :talk:
 

guest

G
Guest
lol, thats easy. export the .smd, and call it.. hmm, lets say... look_idle. then open the QC fil, and at the bottom put
// sequences: all sequences are in $cd// sequences: all sequences are in $cd
$sequence "look_idle" "look_idle" fps 14 loop ACT_IDLE 2
and add more and more anims, until eventualy it should be somin like:
// sequences: all sequences are in $cd// sequences: all sequences are in $cd
$sequence "look_idle" "look_idle" fps 14 loop ACT_IDLE 2
$sequence "idle" "idle" fps 16 loop ACT_IDLE 1
$sequence "deep_idle" "deep_idle" fps 15 loop ACT_IDLE 4
$sequence "run2" "run2" LX fps 40 loop ACT_RUN 1
$sequence "run_backward" "run_backward" fps 35 loop
$sequence "walk2handed" "walk2handed" LX fps 32 loop ACT_WALK 1
$sequence "walk_backward" "walk_backward" fps 25 loop
$sequence "jump" "jump" fps 28 ACT_HOP 1
$sequence "long_jump" "long_jump" LX fps 28 ACT_LEAP 1
$sequence "swim" "swim" fps 16 loop ACT_SWIM 1
$sequence "swim_backwards" "swim_backwards" fps 23 loop
$sequence "treadwater" "treadwater" fps 14 loop ACT_HOVER 1
$sequence "run" "run" LX fps 30 loop ACT_RUN 1
$sequence "walk" "walk" LX fps 32 loop
$sequence "back_flip" "back_flip" fps 22
$sequence "ref_powerup" "ref_powerup" fps 20
$sequence "ref_powerup_charge" "ref_powerup_charge" fps 26 loop
$sequence "fly_powerup" "fly_powerup" fps 24
$sequence "fly_powerup_charge" "fly_powerup_charge" fps 26 loop
$sequence "lay_ground" "lay_ground" fps 16 loop
$sequence "lay_ground_recover" "lay_ground_recover" fps 20
$sequence "lay_ground2" "lay_ground2" fps 16 loop
$sequence "lay_ground_recover2" "lay_ground_recover2" fps 20
$sequence "fly_idle" "fly_idle" fps 15
$sequence "fly_forward" "fly_forward" fps 18 loop
$sequence "fly_backward" "fly_backward" fps 18 loop
$sequence "fly_fall" "fly_fall" fps 18
$sequence "swoop" "swoop" fps 30 loop
$sequence "ref_shoot_bean" "ref_shoot_bean" fps 16
$sequence "ref_shoot2_bean" "ref_shoot2_bean" fps 20
$sequence "ref_aim_bean" "ref_aim_bean" fps 16
$sequence "ref_catch_bean" "ref_catch_bean" fps 16
$sequence "ref_aim_dragonball" "ref_aim_dragonball" fps 16 loop
$sequence "ref_shoot_dragonball" "ref_shoot_dragonball_blend1" "ref_shoot_dragonball_blend2" blend 0 1 fps 18
$sequence "ref_shoot2_dragonball" "ref_shoot2_dragonball" fps 20
$sequence "ref_block" "ref_block" fps 10 loop
$sequence "ref_block_hit" "ref_block_hit" fps 22
$sequence "fly_block" "fly_block" fps 15 loop
$sequence "fly_block_hit" "fly_block_hit" fps 22
$sequence "ref_forward_swataway" "ref_forward_swataway" fps 20
$sequence "ref_right_swataway" "ref_right_swataway" fps 20
$sequence "ref_left_swataway" "ref_left_swataway" fps 20
$sequence "blow_down" "blow_down" fps 20
$sequence "blow_up" "blow_up" fps 20
$sequence "blow_left" "blow_left" fps 20
$sequence "blow_right" "blow_right" fps 20
$sequence "blow_kick_front" "blow_kick_front" fps 20
$sequence "blow_hit_ground" "blow_hit_ground" fps 20
$sequence "hit_blow_back" "hit_blow_back" fps 25 loop
$sequence "hit_blow_front" "hit_blow_front" fps 25 loop
$sequence "hit_blow_down" "hit_blow_down" fps 25 loop
$sequence "hit_blow_up" "hit_blow_up" fps 25 loop
$sequence "hit_blow_left" "hit_blow_left" fps 25 loop
$sequence "hit_blow_right" "hit_blow_right" fps 25 loop
$sequence "hit_blow_back_recover" "hit_blow_back_recover" fps 25 loop
$sequence "hit_blow_front_recover" "hit_blow_front_recover" fps 25 loop
$sequence "hit_blow_down_recover" "hit_blow_down_recover" fps 25 loop
$sequence "hit_blow_up_recover" "hit_blow_up_recover" fps 25 loop
$sequence "hit_blow_left_recover" "hit_blow_left_recover" fps 25 loop
$sequence "hit_blow_right_recover" "hit_blow_right_recover" fps 25 loop
$sequence "tumble_forward" "tumble_forward" fps 28 loop
$sequence "tumble_back" "tumble_back" fps 28 loop
$sequence "tumble_left" "tumble_left" fps 28 loop
$sequence "tumble_right" "tumble_right" fps 28 loop
$sequence "tumble_forward_recover" "tumble_forward_recover" fps 28 loop
$sequence "tumble_back_recover" "tumble_back_recover" fps 28 loop
$sequence "tumble_left_recover" "tumble_left_recover" fps 28 loop
$sequence "tumble_right_recover" "tumble_right_recover" fps 28 loop
$sequence "die_simple" "die_simple" fps 18 ACT_DIESIMPLE 1 { event 2001 9 }
$sequence "die_backwards1" "die_backwards1" fps 23 ACT_DIEBACKWARD 4 { event 2001 13 }
$sequence "die_backwards" "die_backwards" fps 24 ACT_DIEBACKWARD 1 { event 2001 15 }
$sequence "die_forwards" "die_forwards" fps 22 ACT_DIEFORWARD 1 { event 2001 8 }
$sequence "headshot" "headshot" fps 22 ACT_DIE_HEADSHOT 4 { event 2001 19 }
$sequence "die_spin" "die_spin" fps 24 ACT_DIE_HEADSHOT 1 { event 2001 16 }
$sequence "gutshot" "gutshot" fps 18 ACT_DIE_GUTSHOT 1 { event 2001 17 }
$sequence "deadback" "deadback" fps 10
$sequence "deadsitting" "deadsitting" fps 10
$sequence "deadstomach" "deadstomach" fps 10
$sequence "deadtable" "deadtable" fps 10
$sequence "ref_shoot_kiblast" "ref_shoot_kiblast_blend1" "ref_shoot_kiblast_blend2" blend XR -65 65 fps 30
$sequence "ref_shoot2_kiblast" "ref_shoot2_kiblast_blend1" "ref_shoot2_kiblast_blend2" blend XR -65 65 fps 30
$sequence "ref_charge_genericbeam" "ref_charge_genericbeam" fps 20
$sequence "ref_control_genericbeam" "ref_control_genericbeam" fps 20 loop
$sequence "melee1" "melee1" fps 20
$sequence "melee2" "melee2" fps 20
$sequence "melee3" "melee3" fps 20
$sequence "melee_block" "melee_block" fps 20
$sequence "kick_sweep" "kick_sweep" fps 22
$sequence "sweep_recover" "sweep_recover" fps 20
$sequence "ref_aim_eyelaser" "ref_aim_eyelaser_blend1" "ref_aim_eyelaser_blend2" blend XR -65 65 fps 16
$sequence "ref_charge_friezadisc" "ref_charge_friezadisc" fps 25
$sequence "ref_control_friezadisc" "ref_control_friezadisc" fps 16
$sequence "ref_aim_friezadisc" "ref_aim_friezadisc" fps 20
$sequence "ref_shoot_fingerlaser" "ref_shoot_fingerlaser" fps 26
$sequence "ref_shoot2_fingerlaser" "ref_shoot2_fingerlaser" fps 26
$sequence "ref_charge_deathball" "ref_charge_deathball" fps 20
$sequence "ref_shoot_deathball" "ref_shoot_deathball" fps 20
$sequence "ref_charge_powerbeam" "ref_charge_powerbeam" fps 20
$sequence "ref_control_powerbeam" "ref_control_powerbeam" fps 20 loop
$sequence "ref_charge_scatterbeam" "ref_charge_scatterbeam" fps 20
$sequence "ref_shoot_scatterbeam" "ref_shoot_scatterbeam" fps 20 loop
$sequence "ref_charge_destructodisc" "ref_charge_destructodisc" fps 20
$sequence "ref_shoot_destructodisc" "ref_shoot_destructodisc" fps 20 loop
$sequence "ref_charge_masenko" "ref_charge_masenko" fps 20
$sequence "ref_control_masenko" "ref_control_masenko" fps 20 loop
$sequence "ref_charge_shieldattack" "ref_charge_shieldattack" fps 20 loop
$sequence "ref_control_shieldattack" "ref_control_shieldattack" fps 20
$sequence "ref_shoot_shieldattack" "ref_shoot_shieldattack" fps 20 loop
$sequence "ref_charge_mouthblast" "ref_charge_mouthblast" fps 20
$sequence "ref_control_mouthblast" "ref_control_mouthblast" fps 20 loop
$sequence "ref_shoot_candyattack" "ref_shoot_candyattack" fps 20 loop
$sequence "ref_charge_regeneration" "ref_charge_regeneration" fps 24 loop
$sequence "change_long" "change_long" fps 24
$sequence "change_normal" "change_normal" fps 24 loop
$sequence "change_finish" "change_finish" fps 24
its pritty confusing.. but, just export all the anims into the compile folder, then paste all that into bottom of the QC file
 
3D Animator and Rigger!!!
✔️ HL Verified
🎈 Advanced
Joined
Nov 25, 2001
Messages
194
Best answers
0
Location
Florida
just spoke an unknown lango to me :p as said, newbie. i made a SSF transformation for vegeta and want to test it but have no idea on how to get it ingame. soo i thought making it into smd and overwriting would work,but now i guess not since i gota change somthing in the QC. Fortnox would u mind helping me later today (when i'm not at school,which i am now) on aim or msn? i'd be greatly in debt to ya. and give ya a sneak peek of the animtion once it's ingame ^_^, can't i just name the file to change_long (replaceing the old animation with this new one with same name) and it should work? or is it QC's for the default animation. just PM me and not here since it's kinda spam -_-;
 

CM

Lost in space
Banned
💻 Oldtimer
Joined
May 6, 2003
Messages
1,763
Best answers
0
ok, look, heres the lowdown. first, you have to decompile the model you will be replacing, in this case its buu, but both buus in the game have capes, so decompile goku and we'll fix him later on. this way, no QC change is necessary (except of course the attachments, which are simple enough). now assign Buu to the skeleton youve decompiled, if they dont fit, change buu, not the skeleton. when youre done, export it as a reference smd called lets say, goku.smd. then, when you open the reference SMD, and then open any of the other (sequence smds) smds, then your buu will do one of the animations originally for goku. Now there is some anims all models in ESF share, such as run, fly up, fly forward, fly backward, run backward, swoop, etc. You can change those to be buuish if you want. Then come the buu beam attacks, which are basically just mouthblast and food beam, and of course regeneration. find the anims for those through hlmv and redo them with the same number of frames (best results). once you have exported buu's exclusive anims, compile the qc and test it ingame. then if you wish you can go back and change the attachments etc. and recompile. Plus when you compile this, although you decompiled a goku, if you rename it, since you fixed the buu anims, it will work for both buu and goku, plus some others which the goku has animations of. Wow, this is probably my longest message yet.
 

Users who are viewing this thread

Top Bottom