Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@ doughnaught - Glad you're excited, lol - I've got even more on the way!
I'm still not 100% on what models I'm doing or in what order (I'm all over the place on that, honestly), but I'd be interested in either of those games.
On a side-note, I've almost finished the release images and videos for the next Mega Man 10 Robot Master and I'm hoping to have it all finished and released later today.
(At least to give the character proper 3D models...)
In another window, go to your addons folder (Steam/SteamApps/common/GarrysMod/garrysmod/addons/) and inside should be the workshop files you have subscribed to, in the form of a .gma file. Drag the .gma file of your choice over into the 'bin' folder in the other window and drop the .gma file directly onto gmad.exe.
In the addons folder, you should see a newly-created folder that shares the name of the .gma file you just dragged and dropped. This folder contains the 'materials' and 'models' folders that go into your Source Filmmaker's 'usermod' folder. Simply place both these folders into your SFM 'usermod' folder, say yes to any boxes that pop up and you should now have successfully ported a GMod workshop model into SFM.
@ cyberspace - Both are Robot Masters I'm looking forward to making. Strike Man is probably my favourite from 10 so it should be good fun creating him. As for Nitro Man, I'm hoping to work out a way in which his motorbike transformation can be animated (instead of having two separate models for Nitro Man as a robot and him as a bike) - it should make for a very painful headache interesting challenge.
If you do more 10, I'd love to see your takes on Strike Man or Nitro Man.
@ 1,1,2,3,5,8,13,21,34,55,89,144 - Thak you! As soon as I saw that Elec Man release, I knew I had to create a GIF to match for Solar Man - it's a good idea, it really livens up the description and gives people a better idea of what the model looks like.
Also that credit - https://youtu.be/lHVDHI-KMVc?t=11s
@djkittybear - The Mega Man model was ported to Garry's Mod thanks to the efforts of RandomTBush and can be found over on the GMod workshop. I then imported it to SFM.
@XfireMH - Thanks, man! I haven't settled on which game to tackle next, but it'd probably be one of the 8-bit entries.
And to pretty much everybody - I wasn't sure how this release would be received - if there was much interest in Mega Man stuff in the SFM community - but am I blown away by the feedback. The enthusiasm I see in the comments makes the time I spent on this model worthwhile. Thanks everyone!
Also don't overload yourself If things go haywire for you. Good luck with the MM10 robot masters btw.
Also maybe after 10, you should do some around the 8 bit area, because mm7 and 8 are 16 bit styled. Just saying to give you tips on how to approach this.
I'm unfamiliar with porting from SFM to GMod so I don't know what is required, but if it would help I can provide you with the DMX files.
YES
SO MUCH
FUCKING
YES
Looking forward to more from you
I was planning on going through the games then in reverse order right up until MM1 (or until I go crazy from the Mega Man overload, curled up in the foetal position humming the Wily stage theme), but I'll see where my head's at after finishing MM10. I imagine most would be interested in the first three Mega Man games.