[QUOTE=Sims_doc;40575824]So I have to sort through 30+ gbs of folders and release what people want, the models.[/QUOTE]
Well, I guess i'll have to say have fun sorting threw that.
Too be honest that's what want release, On to Workshop of course.[/QUOTE]
Sorting should not be hard, I type in A (in the search bar), look through the models that start with A and see if any would be relevant to people, then I do B, C etc.
Should take a hour or two at most.
[QUOTE=Dissolution;40575936]i dont really give a shit about the argument here, it's stupid and i'm pretty late anyway (fuck off timezones and busy) but yeah[/QUOTE]
I believe it was about Roger believing the pack should not be released with ultra definition textures since Source would get no benefit from them, while others such as me were hoping to either have them released with ultra or have a separate ultra pack for the purposes of ultimate faithfulness to the original content. I'd wish to have the models rendered for BioShock Wiki and never intended to make these renders through the Source engine, so this isn't valid for me personally - I'd rather a pack with ultra textures be released then denying it just because one area the models would be used wouldn't benefit from them.
I can see what Roger means, and I'd be okay with a separate pack at a lower quality for on-the-fly use, less taxing on systems, etc. But that's no reason not to pack up the ultra content.
Out of interest, are the skyrails modular, or specific models for where they're used?
[QUOTE=Dissolution;40575936]i dont really give a shit about the argument here, it's stupid and i'm pretty late anyway (fuck off timezones and busy) but yeah[/QUOTE]
then i tip my hat
if you don't add phong i'll have to start hanging people off bridges again btw
[editline]9th May 2013[/editline]
[QUOTE=MegaScience;40577345]I believe it was about Roger believing the pack should not be released with ultra definition textures since Source would get no benefit from them, while others such as me were hoping to either have them released with ultra or have a separate ultra pack for the purposes of ultimate faithfulness to the original content. I'd wish to have the models rendered for BioShock Wiki and never intended to make these renders through the Source engine, so this isn't valid for me personally - I'd rather a pack with ultra textures be released then denying it just because one area the models would be used wouldn't benefit from them.
I can see what Roger means, and I'd be okay with a separate pack at a lower quality for on-the-fly use, less taxing on systems, etc. But that's no reason not to pack up the ultra content.[/QUOTE]
was never saying not to provide the ultra textures, was just saying for general transport reasons downsizing the textures would be a good idea, since it would reduce size and not cause any problems with source.
i apologise for being so brash with my argument, anyway. i lost a good friend of mine yesterday and i think the anger might have leaked out.
[QUOTE=Lt_C;40577394]
[t]https://dl.dropboxusercontent.com/u/21161113/gm_construct0016_2.jpg[/t]
[/QUOTE]
Love the fact that you've overdone envmaps just like in the Bioshock.
[QUOTE=DP Films;40581777]Love the fact that you've overdone envmaps just like in the Bioshock.[/QUOTE]
I'm glad somebody gets it.
I think the overdone shine is part of the bioshock infinite art style, like the strange character proportions; making them look generic /realistic would be a disservice to the source content.
To be fair though, construct envmaps are incredibly strong, they look shiny but not glowing in most other maps.
I'd say overdone speculars are more of an Unreal engine thing than BioShock in particular
*Scrubbed*
What can I open these files in? I tried to figure out the best program to open it in that's free, tried Blender, but Blender's GUIs are crazy and I can't figure out anything. Every time I hit Render Image, I have to restart it completely to get out. I know I'm just missing the controls for this, but the GUIs are such a mess I can't figure any of it out. I think I need to move some default camera it REALLY shouldn't be placing. Why doesn't New make a clean slate without ANYTHING for me to try to make renders with?
I think you're all using 3ds Max, right? Definitely not Blender...
[b]Edit:[/b] Yep, found the toggle view thing. Weird place for it, although at least it's in the same dropdown. Now I can't figure out how to set the camera's look direction... I haven't used modeling programs seriously in years, and these controls are jumbled all over.
[QUOTE=MegaScience;40587132]What can I open these files in? I tried to figure out the best program to open it in that's free, tried Blender, but Blender's GUIs are crazy and I can't figure out anything. Every time I hit Render Image, I have to restart it completely to get out. I know I'm just missing the controls for this, but the GUIs are such a mess I can't figure any of it out. I think I need to move some default camera it REALLY shouldn't be placing. Why doesn't New make a clean slate without ANYTHING for me to try to make renders with?
[/QUOTE]
Lol, you can use blender....use the program Flash Renamer [url]http://www.rlvision.com/flashren/about.asp[/url]
Rename all pskx to psk, the guy who created the format (Gildor), didn't change it where it wont open with anymore with a psk importer.
That is very first thing I do now when I extract these files is rename them to psk so I can open it in Milkshape, Blender etc.
Taking a small break from porting from BI for now, just until I can get more models to port & I finish up other projects.
[QUOTE=Dissolution;40588180]Taking a small break from porting from BI for now, just until I can get more models to port & I finish up other projects.[/QUOTE]
You mad genius, you've got our nuts in a vice! We're a captured audience!
Don't take too long now, ya hear? Somewhere on your hard drive are stories [i]aching[/i] to be told...
[QUOTE=theoneman;40587700]Lol, you can use blender....use the program Flash Renamer [url]http://www.rlvision.com/flashren/about.asp[/url]
Rename all pskx to psk, the guy who created the format (Gildor), didn't change it where it wont open with anymore with a psk importer.
That is very first thing I do now when I extract these files is rename them to psk so I can open it in Milkshape, Blender etc.[/QUOTE]
According to Gildor's FAQ ([url=http://www.gildor.org/projects/umodel/faq#exporter]link[/url]), he named them pskx because they aren't standard psk files and could crash programs unprepared to load them. Mainly, the changes are they can hold static meshes and more than 64k vertices. Point being that it might not be reliable to use them out like that, but I assume if you re-save them through a modeling program, it should remove whatever he added and make them functional in most cases.
I was using the BIExplorer files though, but I suppose it works either way.
[QUOTE=MegaScience;40588698]According to Gildor's FAQ ([url=http://www.gildor.org/projects/umodel/faq#exporter]link[/url]), he named them pskx because they aren't standard psk files and could crash programs unprepared to load them. Mainly, the changes are they can hold static meshes and more than 64k vertices. Point being that it might not be reliable to use them out like that, but I assume if you re-save them through a modeling program, it should remove whatever he added and make them functional in most cases.
I was using the BIExplorer files though, but I suppose it works either way.[/QUOTE]
The renamed files work perfectly in any PSK importer. They appear correctly in any psk importer and textured correctly in any psk importer.
[QUOTE=theoneman;40588725]The renamed files work perfectly in any PSK importer. They appear correctly in any psk importer and textured correctly in any psk importer.[/QUOTE]
I'm only saying what the page says. According to it, they aren't true psk files, so it is possible to cause problems in some cases. He probably applied these modifications in a way that importers might not see, and then they wouldn't be able to save them, making them functional in all cases. What I meant was make sure you keep that in mind when using these files, just in case we do find a program that has problems loading it.
Heya, guys! Any updates? :-)
Was wondering myself. You all went really quiet.
I'll probably redownload the game and do the weapons.
colourable strips on vox guns anyone ;)
the main issue is finding the .xxx file that contains whatever i want
oh rinfect's already done them
:(
[QUOTE=Grub;40613846]Heya, guys! Any updates? :-)[/QUOTE]
With porting no, but soon I am releasing a raw model pack (contains all the models for Bioshock Infinite) soon. This all be be posted in a new thread since it has nothing to do with GMOD.
They are all in PSK format, can be opened in any 3d program.
Although both UModel and BIExplorer have a problem with finding some files since cooking removed some data needed to locate them on-the-fly. You're taking that into account, right?
[QUOTE=MegaScience;40616243]Although both UModel and BIExplorer have a problem with finding some files since cooking removed some data needed to locate them on-the-fly. You're taking that into account, right?[/QUOTE]
These model packs were made with that in mind. These models were originally extracted with UModel, but now I am going through some of the models and see what is missing and extracting those models again but with BIExplorer. :P
I am just providing the models and textures, if for some reason a certain model is not textured, you can just apply the material in 3dmax.
If for some reason, files are missing for a certain model that I never checked, I will update the pack with the new data if the programs are updated to find it.
lol 12 pages and still no downlode link for the pack.
[QUOTE=a-cookiesfan;40615140]I'll probably redownload the game and do the weapons.
colourable strips on vox guns anyone ;)
the main issue is finding the .xxx file that contains whatever i want
oh rinfect's already done them
:([/QUOTE]
Feel free, please! Absolutely nothing has been released! If you can get there before anyone else, the more the merrier!
I know some people desperately want the vigor bottles.
[QUOTE=Rinfect;40618536]holy fuck rushed ports are really shitty
should just wait for mine to be release :v:[/QUOTE]
I never said rush them :-) Just said he could try.
Besides, it's a little bit of healthy competition! As far as I can tell, when you and Dissolution took your break, pretty much all model porting activity for BI [i]zapped out[/i]. And that's not good, eh? Gotta keep the community alive! Keep those fresh vibes going! If there's one guy working on vigor or weapon props, that has to be better than total silence, right?
So I say go for it! You'll release yours in due time, and whoever else is working will release theirs. Then all the image/movie creators can jump in and start making things, and everyone wins. Just need the material, 's all, and I know lots of folks are champing at the bit for a chance!
Just wanted to check I'm up to date on all this, because I really do want these:
Bioshock Infinite models will be in garry's mod.
They will be released to the Workshop, for the benefit of people who cannot (for the life of them) figure out how to get garrysmod.org addons to work in Gmod 13. (i.e. Me)
They will include all the characters, weapons, enemies, and other stuff (Songbird and Airships?) as ragdolls/props.
Is that correct?
I have one request if it is: could you separate them into groups before uploading? Like, one addon for characters, one for props, etc? That would make finding the relevant doodad much easier when looking through 100+ or even 50+ files.
*Scrubbed*
[QUOTE=theoneman;40618056]These model packs were made with that in mind. These models were originally extracted with UModel, but now I am going through some of the models and see what is missing and extracting those models again but with BIExplorer. :P
I am just providing the models and textures, if for some reason a certain model is not textured, you can just apply the material in 3dmax.
If for some reason, files are missing for a certain model that I never checked, I will update the pack with the new data if the programs are updated to find it.[/QUOTE]
That's what I meant. One of them said when the files were cooked, their pointers were reset, so the programs themselves can't locate the files. That has to be done manually, including the eye textures. BIExplorer compensated this by doing a basic search through the files, but this probably doesn't always work. Both programs still have a problem with some files, like the ones responsible for eye lash transparency. The only real solution there again is finding the files manually.
[QUOTE=BronyHeresy;40619587]Just wanted to check I'm up to date on all this, because I really do want these:
Bioshock Infinite models will be in garry's mod.
They will be released to the Workshop, for the benefit of people who cannot (for the life of them) figure out how to get garrysmod.org addons to work in Gmod 13. (i.e. Me)
They will include all the characters, weapons, enemies, and other stuff (Songbird and Airships?) as ragdolls/props.
Is that correct?
I have one request if it is: could you separate them into groups before uploading? Like, one addon for characters, one for props, etc? That would make finding the relevant doodad much easier when looking through 100+ or even 50+ files.[/QUOTE]
i like your comment about workshops.
[QUOTE=BronyHeresy;40619587]Just wanted to check I'm up to date on all this, because I really do want these:
Bioshock Infinite models will be in garry's mod.
They will be released to the Workshop, for the benefit of people who cannot (for the life of them) figure out how to get garrysmod.org addons to work in Gmod 13. (i.e. Me)
They will include all the characters, weapons, enemies, and other stuff (Songbird and Airships?) as ragdolls/props.
Is that correct?
I have one request if it is: could you separate them into groups before uploading? Like, one addon for characters, one for props, etc? That would make finding the relevant doodad much easier when looking through 100+ or even 50+ files.[/QUOTE]
I have these models in RAW format for the people who wants to port it to BI.
[url]https://facepunch.com/showthread.php?t=1270113[/url]
I am giving people the models for them to port it.
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