• BioShock Infinite Models
    679 replies, posted
[QUOTE=Dissolution;41062999][url]http://www.mediafire.com/download/szfqhr7qhzcyqfb/Bioshock_Infinite_-_Ragdolls.7z[/url] there are probably a shit ton of physics and general issues with them, but whatever if anyone wants the source files PM me[/QUOTE] Oh wow, thanks. I do hope I wasn't a bother by saying that last post. I was just as anxious as everyone else. Plus your group picture was hilarious, so I really wanted to repost it too.
[QUOTE=revzin;40845790]There's a good reference in the SFM SDK in sdktools\lua.[/QUOTE] So I decided to look into HWM. You posted this, revzin, but, uhh... [t]https://dl.dropboxusercontent.com/u/8416055/DeleteMe/AwesomeReferencesRevzin.jpg[/t] I'm not sure if you're trying to be funny here, but this isn't that useful to me. :v:
btw, here's an image of all the ragdolls dissolution released. (EDIT: Helps if I actually post the thing) [t]http://img194.imageshack.us/img194/7144/hson.jpg[/t] Some of them have ambient occlusion problems (they become transparent with AO on) and some of them don't. I'm not sure I understand why this is happening. Also, their eyes aren't properly configured so you get a doubling effect once you look at them at an angle. Otherwise though, it's good to have these, and maybe with sources some industrious souls could be able to patch them up.
The transparency-with-AO is a simple matter of compiling the models with the $mostlyopaque flag. The eyes I am less certain on a fix for. :v:
[QUOTE=Gmod4ever;41064531]The transparency-with-AO is a simple matter of compiling the models with the $mostlyopaque flag. The eyes I am less certain on a fix for. :v:[/QUOTE] The current non-HWM, SFM-specific Elizabeth has the issue completely sorted out with the eyes. I'm guessing the Revzin-Portman Elizabeth does, as well (yes, I'm designating it like stars and meteors now.) There's some key to it.
[QUOTE=Gmod4ever;41063573]So I decided to look into HWM. You posted this, revzin, but, uhh... [t]https://dl.dropboxusercontent.com/u/8416055/DeleteMe/AwesomeReferencesRevzin.jpg[/t] I'm not sure if you're trying to be funny here, but this isn't that useful to me. :v:[/QUOTE] That's really wierd, 'cause my SFM has scripts there. And a lot of other guys's SFM. Did you try "validating the cache integrity"? [t] http://screenshot.su/img/a9/73/79/a97379aed96b4a237fcece4761f0b953.jpg [/t]
[QUOTE=revzin;41065347]That's really wierd, 'cause my SFM has scripts there. And a lot of other guys's SFM. Did you try "validating the cache integrity"? [t] http://screenshot.su/img/a9/73/79/a97379aed96b4a237fcece4761f0b953.jpg [/t][/QUOTE] Good morning, Rev! (or wherever the sun is right now) [editline]17th June 2013[/editline] BTW, do you know what's going on with the eyes in Dissolution's ports? I have a vague idea but you've worked on it so much that I'm sure you have a much better explanation [editline]17th June 2013[/editline] Here's a reference. [t]http://img843.imageshack.us/img843/4499/6afh.jpg[/t] [t]http://img194.imageshack.us/img194/7885/cvh4.jpg[/t]
2 layered eyes is a result of wrong eye coordinates, probably in z dimension.
Commencing Project "Download Awesome!"
[URL="http://facepunch.com/showthread.php?t=1279351&p=41070874&viewfull=1#post41070874"]HWM Liz's released.[/URL] Thank you all for anticipating. :)
[QUOTE=Grub;41064404]btw, here's an image of all the ragdolls dissolution released. (EDIT: Helps if I actually post the thing) [t]http://img194.imageshack.us/img194/7144/hson.jpg[/t] Some of them have ambient occlusion problems (they become transparent with AO on) and some of them don't. I'm not sure I understand why this is happening. Also, their eyes aren't properly configured so you get a doubling effect once you look at them at an angle. Otherwise though, it's good to have these, and maybe with sources some industrious souls could be able to patch them up.[/QUOTE] Nothing we can't fix. Well, except me, I'm a dumbass.
[QUOTE=Dissolution;41062999][url]http://www.mediafire.com/download/szfqhr7qhzcyqfb/Bioshock_Infinite_-_Ragdolls.7z[/url] there are probably a shit ton of physics and general issues with them, but whatever if anyone wants the source files PM me[/QUOTE] Thanks for the models! Only problem is that in my game they work fine, but my friend has black/purple textures on the eyes? Why is that? EDIT: screen [url]http://puu.sh/3mlPF/1b4c15a3ba.jpg[/url]
[QUOTE=TheEngiGuy;41151701]Thanks for the models! Only problem is that in my game they work fine, but my friend has black/purple textures on the eyes? Why is that? EDIT: screen [url]http://puu.sh/3mlPF/1b4c15a3ba.jpg[/url][/QUOTE] Your PC is slightly outdated. Your videocard doesn't support directX9.
[QUOTE=DP Films;41151885]Your PC is slightly outdated. Your videocard doesn't support directX9.[/QUOTE] Really? My friend has ATI Radeon HD 5770, new and fresh, and it supports DirectX9. How come that is related to DirectX?
thanks a lot m8! [URL=http://imageshack.us/photo/my-images/801/mke0.jpg/][IMG]http://img801.imageshack.us/img801/1135/mke0.jpg[/IMG][/URL] [URL=http://imageshack.us/photo/my-images/802/zl8.jpg/][IMG]http://img802.imageshack.us/img802/9999/zl8.jpg[/IMG][/URL] [URL=http://imageshack.us/photo/my-images/199/ikk3.jpg/][IMG]http://img199.imageshack.us/img199/2623/ikk3.jpg[/IMG][/URL] i don't know why but Handyman's arms are well...going up after unfreezing
[QUOTE=TheEngiGuy;41151991]Really? My friend has ATI Radeon HD 5770, new and fresh, and it supports DirectX9. How come that is related to DirectX?[/QUOTE] does it occure with other models? Like l4d survivors or tf2 models. Could you give me a screenshot of your video settings?
[QUOTE=Joorass;41153211]i don't know why but Handyman's arms are well...going up after unfreezing[/QUOTE] i didnt add $noselfcollisions in the qc
[QUOTE=DP Films;41153874]does it occure with other models? Like l4d survivors or tf2 models. Could you give me a screenshot of your video settings?[/QUOTE] L4D and TF2 models work fine, except the common zombies which they appear green and purple colored. Also here are the screens for the video settings [url]http://puu.sh/3n27g/4b97d4d8b4.jpg[/url] [url]http://puu.sh/3n27y/345e62058e.jpg[/url] EDIT: Wow I really didn't see the "DirectX8" in Hardware DirectX level. You were so right, thanks!
my game crashes to, i cant play gmod. i saw your settings picture, almost like mine.
Would it be possible for someone to fix Dissolution's Booker model? I'm making a movie with him in it, and would really like to fix this odd AO transparency problem. Dissolution says he'll give the source files to anyone who knows how to compile models. (Please ignore the bizarre color, I have no idea why it's blue like that since it's actually a desert...) [t]http://i.imgur.com/KE51zfm.jpg[/t]
engiguy, put on the gmod game this. -dxlevel 90 and your game will be for the hardware a 9.0 instead of a 8.0.
[QUOTE=Grub;41189887]Would it be possible for someone to fix Dissolution's Booker model? I'm making a movie with him in it, and would really like to fix this odd AO transparency problem. Dissolution says he'll give the source files to anyone who knows how to compile models. (Please ignore the bizarre color, I have no idea why it's blue like that since it's actually a desert...) -image-[/QUOTE] Does compiling with the $mostlyopaque and $ambientboost flags, combined with making sure phong and alpha/translucency aren't both active on the materials, not work? Seems like a $mostlyopaque issue.
[QUOTE=Gmod4ever;41218495]Does compiling with the $mostlyopaque and $ambientboost flags, combined with making sure phong and alpha/translucency aren't both active on the materials, not work? Seems like a $mostlyopaque issue.[/QUOTE] Well, see, the problem is I've never compiled a model before (or at least, I don't THINK I have....) I have experience in a ton of things regarding game content creation, like sounds and maps and textures and animating/composing a source filmmaker movie, but modeling is like the one thing I've never truly jumped into. Would it be very time-costly to compile? I already asked Dissolution if I could look at the files, but he seemed really reticent to give out the source material to anyone but experienced modellers/model porters, so I don't have anything on hand.
It'd take about 40 seconds to apply the fix. Max. 0.5 seconds for Notepad to open the QC, 4-6 seconds to type in the two parameters, 0.75 seconds to save the file, 1 second to launch GuiStudioMDL, 6 seconds to open the QC in GuiStudioMDL, and about 30 seconds for the model to compile.
[QUOTE=Gmod4ever;41218733]It'd take about 40 seconds to apply the fix. Max. 0.5 seconds for Notepad to open the QC, 4-6 seconds to type in the two parameters, 0.75 seconds to save the file, 1 second to launch GuiStudioMDL, 6 seconds to open the QC in GuiStudioMDL, and about 30 seconds for the model to compile.[/QUOTE] Could you be really awesome and send Dissolution a PM?
Irrational Games' Facebook put out a post an hour ago stating that you can put your favorite screenshots on their wall, and they will feature those they like best. Opportunity for you guys, I suppose, although you mainly work with exported models so I'm not sure... Since I can't link it, if you're interested, you can check Irrational Games' Facebook. Grub, the reason your screenshot is blue is the RGB scale is reversed to BGR. Basicall, you just have to flip the Blue and Red channels and it will look right. I had this problem when actually trying to mess with the textures early on in decompiling. Luckily XnView knows how to read the reversed channels, so I didn't have to convert everything. But uploading it elsewhere, it needs conversion.
Any updates?
Will the current working, non-transparent models be uploaded to Workshop soon? Please? :c
[QUOTE=kiruclanz;41275518]Will the current working, non-transparent models be uploaded to Workshop soon? Please? :c[/QUOTE] I at least wouldn't mind Booker. Using him quite a bit.
Dissolution gave me the source files for Booker. Got his transparency fixed up. Like I said, only took about 40 seconds. :v: His eyes rotate a bit odd, though. They swivel. I'm thinking it may have something to do with his eye attachments, or lack of a forward/mouth attachment. I'll look into it. [t]https://dl.dropboxusercontent.com/u/8416055/Dont_Delete_Me/Booker01.png[/t]
Sorry, you need to Log In to post a reply to this thread.