[QUOTE=EBITUSA16;38188040]Oh hai, I'll just leave these here...
[IMG]http://i46.tinypic.com/34fy9w1.jpg[/IMG][/QUOTE]
Woo ELCAN scope
If someone manages to port the Canadian solder from MOHWF with the CADPAT Camo, I'll love them for ever.
Ok so I have a trial of PS CS6, but I have no idea what textures do what.
Most of the weapons come with a pretty dark diffuse and some pink/red map (which I assume is specular), yet to see any normal map, anyone have an idea on what this pink map is?
[url]http://i49.tinypic.com/358qa6e.jpg[/url]
I would love to port some MOH:W characters, but all the textures turn out purple :v
How did you rip those BF3 models? I can't seem to launch BF3 from Ninja Ripper!
[QUOTE=EBITUSA16;38188040]Oh hai, I'll just leave these here...
[IMG]http://i46.tinypic.com/34fy9w1.jpg[/IMG]
[IMG]http://i49.tinypic.com/21v7kn.jpg[/IMG]
[IMG]http://i50.tinypic.com/70djza.jpg[/IMG]
[IMG]http://i47.tinypic.com/4gkdab.jpg[/IMG]
[IMG]http://i46.tinypic.com/qysj2s.jpg[/IMG][/QUOTE]
[QUOTE=EBITUSA16;38199592]Ok so I have a trial of PS CS6, but I have no idea what textures do what.
Most of the weapons come with a pretty dark diffuse and some pink/red map (which I assume is specular), yet to see any normal map, anyone have an idea on what this pink map is?
[url]http://i49.tinypic.com/358qa6e.jpg[/url][/QUOTE]
I have to see all channels to be honesst. But it's possible it uses a combined normal map with something else as well.
Well it looks like the green channel is the spec, blue looks like the ao... idk i gotta mess with it more
Can Ninjaripper rip models from Killing floor? I want to try to port some DLC stuffs.
Another reason is most of my steam games are Source engine games.
[B]Edited[/B]
Yeah, I was being stupid.
[QUOTE=miroki;38200419]Can Ninjaripper rip models from Killing floor? I want to try to port some DLC stuffs.
Another reason is most of my steam games are Source engine games.[/QUOTE]
Killing Floor is on the unreal engine, works fully with the umodel tool which can export textures & fully rigged mesh.
That pink texture looks more like an AO map.
[editline]no don't quote me faggot stop[/editline]
update on Max
[t]http://uppix.net/d/9/8/7d48d9189df8c24abb03169c5eee0.jpg[/t]
Ninjaripper doesn't work on Dark Souls.
Intruder: doesn't hook at all, neither button does anything
Dx9 Ripper: textures rip fine but no meshes can be ripped, pressing the rip button doesn't produce anything.
[QUOTE=Kuro.;38201156]Ninjaripper doesn't work on Dark Souls.
Intruder: doesn't hook at all, neither button does anything
Dx9 Ripper: textures rip fine but no meshes can be ripped, pressing the rip button doesn't produce anything.[/QUOTE]
Dark souls doesn't need ripping.
[QUOTE=wraithcat;38201854]Dark souls doesn't need ripping.[/QUOTE]
how's that? how to get to the model files then?
[QUOTE=KENNITHH;38194137]Btw Tosyk, so you're saying you actually get the real Diffuse textures in Bad Company 2 of the weapons?[/QUOTE]no, for weapon diffuse textures battlefield uses a kind of mix of textures, for example for bad company 2 most of the textures are green, devs coloring them in game engine, so need photoshop and reference screenshots from the game to make diffuse textures manualy
[editline]27th October 2012[/editline]
[QUOTE=KENNITHH;38197766]Jojje, I just saw that some weapons their parts need different UV coordinates, like the trigger is 12-13, the grip is 13-14 etc and that you might need to change the Tex Num but I'll let Tosyk confirm on that one.[/QUOTE]that is true, as i said before: for some objects there a several pairs of uv sets, and from time to time the number pair can change
[QUOTE=wraithcat;38201854]Dark souls doesn't need ripping.[/QUOTE]
It doesn't? Would you mind telling me how I can get the models out then?
[QUOTE=Naabjenia;38199974]How did you rip those BF3 models? I can't seem to launch BF3 from Ninja Ripper![/QUOTE]
Start NinjaRipper, select the bf3.exe and select D3D11 Wrapper, then Run.
In battlelog select an Empty - Non punkbuster server, choose your weapon and rip. It crashes for me though (Game disconnected: something went wrong.) but that happens after it's ripped.
Then just import it like usual and you get this : [url]http://img3.imageshack.us/img3/285/aekm.jpg[/url]
I've been a bit lazy to adjust the UV for it cause I did it pretty quickly :p. But I need to find out which is the good LOD one cause there are 2 AEK's now.
I'll leave these here
[img_thumb]https://dl.dropbox.com/u/13090789/DONT%20DELETE/BF3_Soldiers_wip1.png[/img_thumb]
[QUOTE=Kuro.;38204644]It doesn't? Would you mind telling me how I can get the models out then?[/QUOTE]
Search around on xentax. Dark souls is the new one from the two right? The newer one is supported as far as I know.
[QUOTE=zurf3r;38206780]I'll leave these here
[img_thumb]https://dl.dropbox.com/u/13090789/DONT%20DELETE/BF3_Soldiers_wip1.png[/img_thumb][/QUOTE]
[img]http://soshable.com/wp-content/uploads/2012/09/shut-up-and-take-my-money.jpg[/img]
"I'll leave these here" - but with link :(
[highlight](User was banned for this post ("Image macro" - Craptasket))[/highlight]
I used the Intruder setting for BF3 and the DX11 Wrapper setting for MOH:W, if anyone is curious...
Anyone got a good tutorial for rigging character models?
There really isn't anyway to really make a tutorial for rigging, it's kinda like painting, trial and error really, study the way people move and weight the bones how you see fit.
I have never done it, and i dont know where to start :(
[QUOTE=zurf3r;38207135]Anyone got a good tutorial for rigging character models?[/QUOTE]
I have a outdated tutorial that came from mariokart64n.
it was intended to be a tutorial for ragdolling from a static mesh(meaning no bones or anything inside whatsoever.)
there's a section on that thread specifically on how to rig models in 3ds.
uploading the webpage to my dropbox in a bit.
Being outdated, i am not sure how will this work out.
I do it the easy/lazy way where I essentially just paste a HL2 citizen's weighting info onto the model I want to rig instead of doing all the weights myself. It saves a ton of time, but you still have to fix a shitload of rigging errors that transfer over. A lot of people do it this way. Doesn't work if you're doing it on a custom skeleton you've made, though. It may also be an issue if the model you want to rig has different proportions than a citizen. For the Max that I posted above, I've unlinked, moved, and relinked a few bones to match up with Max's shorter arms and different head position. Also had to re-rig his entire bottom coat to have it all floppy and shit, but that's not too hard.
I never got anyone to help me with rerigging a set of HL2 hands for some Halo 1 weapon ports..
Honestly, rigging is pretty simple to pick up on your own, now when you get into doing something with a high bone affect limit, it gets tedious and annoying :/. Painting vertex weights is something thats usually done with higher poly material, otherwise if the model is symetrical, just rig one side and use the mirror tool in the skin modifier to copy over the rigging you've done from one side to the other.
So, how would i fix something like this? Beacuse i have [b]NO[/b] experience with rigging... I feel like i should just dump the model here and let someone more experienced do it
[img_thumb]https://dl.dropbox.com/u/13090789/DONT%20DELETE/BF3_rigginfail1.png[/img_thumb]
[QUOTE=zurf3r;38209213]So, how would i fix something like this? Beacuse i have [b]NO[/b] experience with rigging... I feel like i should just dump the model here and let someone more experienced do it
[img_thumb]https://dl.dropbox.com/u/13090789/DONT%20DELETE/BF3_rigginfail1.png[/img_thumb][/QUOTE]
[url]http://www.facepunch.com/showthread.php?t=1214510&highlight=[/url]
thats what this thread was made for ^.
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