Porting Colombia will only be possible if a map decompiler is made, using a 3d screen ripper wont help as it doesnt capture levels that are not loaded due to portals.
[QUOTE=theoneman;40319470]Porting Colombia will only be possible if a map decompiler is made, using a 3d screen ripper wont help as it doesnt capture levels that are not loaded due to portals.[/QUOTE]
Smaller bits of levels could be captured, in theory. Plan ahead on which parts of a level you want to use, and capture only those specific parts in Ninja Ripper. It'd be a bit like planning for a movie.
Honestly if someone could do what was done with Mass Effect (Port map props) then the need for maps themselves would be moot, people could build maps themselves essentially. Plus I think it's a tad more plausible than ripping whole maps.
[editline]17th April 2013[/editline]
Map props being walls and portions of buildings and shit.
We already have parts of buildings. They just don't want to take time recreating levels possibly unfaithfully.
In other news, Irrational Games is putting good [I]BioShock Infinite[/I] screenshots on display, so maybe though all our fiddling, we could make some? [url]https://www.facebook.com/bioshock/posts/379096392203689[/url]
[QUOTE=MegaScience;40320466]We already have parts of buildings. They just don't want to take time recreating levels possibly unfaithfully.
In other news, Irrational Games is putting good [I]BioShock Infinite[/I] screenshots on display, so maybe though all our fiddling, we could make some? [url]https://www.facebook.com/bioshock/posts/379096392203689[/url][/QUOTE]
The beauty of doing a screenshot or a movie with static shots is that the setting or background itself can be a little loose, particularly if it's blurred due to bokeh/depth-of-field effects. People only pay attention to the immediate action for the most part, and that's either characters fighting or characters talking. It'll only get bad if you expect to have a long shot where you traverse big areas of a section. Otherwise if it simply looks a lot like the area you're trying to do, the brain will accept it. It doesn't have to be perfect.
[QUOTE=Derp Y. Mail;40318877]If it were possible, porting a bit of Colombia as a map would be absolutely amazing. Aside from that, faceposeable models that work with Valves IK-Rig would be stunningly great.[/QUOTE]
You can [URL="https://developer.valvesoftware.com/wiki/SFM/Making_custom_rigs"]make ik rig script yourself.[/URL]
I was capturing textures around with Ninja Ripper, and went to check the files. I noticed the thumbnail of a building with advertisements on it and checked the file. It was low def, but I noticed an odd Comstock poster. I got frantic, found the date I captured the file and matched it to a save file. I loaded up the save file and used the program I linked on the last page to no clip looking for around looking for buildings. The save was right at the front gate to Elizabeth's tower, where you freight hook over the fence. Out past the trees are some background buildings. What I found at those buildings was this:
[url=http://cloud-2.steampowered.com/ugc/576735140774199826/1E339B30AC6E3FE54DDB851D23887D9B695BEAF5/][img]http://cloud-2.steampowered.com/ugc/576735140774199826/1E339B30AC6E3FE54DDB851D23887D9B695BEAF5/640x360.resizedimage[/img][/url] [img]http://images.wikia.com/bioshock/images/3/36/Early_Comstock_Poster.png[/img]
The advertisements used on these buildings all appeared in extremely early gameplay videos, suggesting that these buildings were long leftover props, and this would be an early concept of Comstock from the time. Amazing it made it into the game. As I said, it's obscured by trees and miles away, so it uses the low definition textures as well. You'd never notice this without our tricks.
[QUOTE=MegaScience;40323792]I was capturing textures around with Ninja Ripper, and went to check the files. I noticed the thumbnail of a building with advertisements on it and checked the file. It was low def, but I noticed an odd Comstock poster. I got frantic, found the date I captured the file and matched it to a save file. I loaded up the save file and used the program I linked on the last page to no clip looking for around looking for buildings. The save was right at the front gate to Elizabeth's tower, where you freight hook over the fence. Out past the trees are some background buildings. What I found at those buildings was this:
[url=http://cloud-2.steampowered.com/ugc/576735140774199826/1E339B30AC6E3FE54DDB851D23887D9B695BEAF5/][img]http://cloud-2.steampowered.com/ugc/576735140774199826/1E339B30AC6E3FE54DDB851D23887D9B695BEAF5/640x360.resizedimage[/img][/url] [img]http://images.wikia.com/bioshock/images/3/36/Early_Comstock_Poster.png[/img]
The advertisements used on these buildings all appeared in extremely early gameplay videos, suggesting that these buildings were long leftover props, and this would be an early concept of Comstock from the time. Amazing it made it into the game. As I said, it's obscured by trees and miles away, so it uses the low definition textures as well. You'd never notice this without our tricks.[/QUOTE]
Awesome stuff....I bet there are more easter eggs in the game other than that :)
[QUOTE=robert101410;40234027]it was about time someone uploaded Elizabeth! [url]http://thefree3dmodels.com/stuff/characters/elizabeth/14-1-0-5306[/url][/QUOTE]
What program would I need to use to make this readable by Source Filmmaker?
are those models going to be for gmod also ?
[QUOTE=oneslyfox;40329518]What program would I need to use to make this readable by Source Filmmaker?[/QUOTE]
You'd have to completely set it up for Source. All the emotion sliders and stuff. I think you read that in 3ds max.
You also need to rig that which is quite a job.
Well, you can do it without a rig, of course. I've done it. It takes a bit more time to animate realistically, but it does give you more control, too.
I believe he means the actual skeleton is quite a job to set up, not the IK script.
[QUOTE=Derp Y. Mail;40342879]I believe he means the actual skeleton is quite a job to set up, not the IK script.[/QUOTE]
Ah, yes. That is very true.
What are the possibilities of the regular citizens being ported?
It isn't like there's a problem getting the models, it's making sure they're functional.
Right now I'm using XnView's Find Similar Files feature on my entire [I]BioShock Infinite[/I] extraction folder because it jumped me like 80-90 GB in a few snapshots. If anyone has a better way of clearing duplicate files than having to right click every duplicate entry, I'd be glad to hear it.
[t]https://dl.dropboxusercontent.com/u/12712747/SFM/2013-04-20_00001.jpg[/t]
no eye/face posing yet though
that's a really bad sunburn
-Snip-
[QUOTE=Rokay;40362371][t]https://dl.dropboxusercontent.com/u/12712747/SFM/2013-04-20_00001.jpg[/t]
no eye/face posing yet though[/QUOTE]
Yes! Step 1!
Just need to add more stuff, of course, do the faceposing (please make it good enough for source filmmaker!) and fix that really weird skin coloring. Nice work dude
[QUOTE='Ninja Nub[NOR];40362446']that's a really bad sunburn[/QUOTE]
The model textures for Elizabeth all seem to be off like that. It might be something the game does which we'd need UModel for, but... yeah.
[QUOTE=MegaScience;40363594]The model textures for Elizabeth all seem to be off like that. It might be something the game does which we'd need UModel for, but... yeah.[/QUOTE]
You could probably pretty easily tweak the textures to match what they look like in the real game. Just mess with the values.
as high up as columbia is, i'm not surprised they're all brown and red.
Did anyone have any luck getting the Vigor bottles ?
How long is it going to take for a naked version of Elizabeth
the internet is sometimes too efficient
[QUOTE='Ninja Nub[NOR];40362446']that's a really bad sunburn[/QUOTE]
Well they DO live in the clouds
[QUOTE=MegaScience;40363594]The model textures for Elizabeth all seem to be off like that. It might be something the game does which we'd need UModel for, but... yeah.[/QUOTE]
Actually, the clothe textures don't look too bad. It's that sunburn that makes it look off putting. But it's still progress, so congrats to that guy.
Maybe it's that you need to use the other map on it correctly?
[B]Edit:[/B] What I mean is maybe the other maps for the textures help with the weirdness in main one, but that doesn't really make sense. Sorry about that. I'm just trying to figure out why the textures do that.
What you guys do not understand is that those textures was created for use specifically in Unreal Engine. Although it is possible to set them working in Source with help of some shader, it may be easier to just modify them in Ph for Source Engine.
Sorry, you need to Log In to post a reply to this thread.