• The Facepunch Model Ports and Hacks WIP Thread V2
    5,398 replies, posted
[QUOTE=FloaterTWO;39528876][img]https://dl.dropbox.com/u/9988278/ports/misc/TEL_desert.jpg[/img] [img_thumb]https://dl.dropbox.com/u/9988278/ports/misc/TEL_dest1.jpg[/img_thumb] [img_thumb]https://dl.dropbox.com/u/9988278/ports/misc/TEL_woodland.jpg[/img_thumb] Only one vehicle and a few props left to do and i'll release them as a pack.[/QUOTE] Ragdolled tracks?
Yeah, same as on all the other tracked vehicles i've ported. Slight update: [img_thumb]https://dl.dropbox.com/u/9988278/ports/misc/miscbits_uazzpu.jpg[/img_thumb] [img_thumb]https://dl.dropbox.com/u/9988278/ports/misc/miscbits_ural.jpg[/img_thumb]
[QUOTE=ddok1994;39525562]I'm gonna add more loadouts and faces. I need someone who can headhack those with BM:S heads. Please PM me. ;)[/QUOTE] Is the crotch plate posable?
[QUOTE=gtanoofa;39526630]We might have a lot of l33t operator models but we don't have proper marines, neither we have proper us army infantry, you see the US Army infantry we have is wearing UCP instead of the OCP camouflage and don't have the Tactical assault panel or the issued chest rig that most infantry men use right now on deployment on top of their IOTV's along with other minor details. That and even if he releases the models they will still not look like marines because the vest MW2 vests look like MTV's which were replaced by SPC vests in 2010 by the marines and MTV's are rare in use in the USMC as of right now on deployment.[/QUOTE] Somebody's got to release these [IMG]http://i.cubeupload.com/Otq3bg.jpg[/IMG]
Damn these look beautiful.
NOT. Look at their necks. I dont think they can bend that way.
Has anybody been able to compile a custom CS:GO playermodel? [editline]10th February 2013[/editline] Furthermore, does anybody know how to fix the CS:GO SDK model viewer being a piece of shit? It won't let me zoom in, and only rotates on the Z axis.
Just honestly saying, when the porting of Dead Space 3 starts to happen (not trying to rush it) I'd love to see these things: Arctic Survival Suit Tundra Recon Suit Truely, I would.
[QUOTE=recolour;39533592]Somebody's got to release these [IMG]http://i.cubeupload.com/Otq3bg.jpg[/IMG][/QUOTE] Didn't Half-Dead make those? I'm pretty sure he released them on the workshop.
[QUOTE=Viper123_SWE;39536524]Didn't Half-Dead make those? I'm pretty sure he released them on the workshop.[/QUOTE] You're thinking of the MW3/2 Rangers that he released. Those models were never released because his HD crashed.
[QUOTE=Wolfiekayla;39536230]Just honestly saying, when the porting of Dead Space 3 starts to happen (not trying to rush it) I'd love to see these things: Arctic Survival Suit Tundra Recon Suit Truely, I would.[/QUOTE] There really needs to be a banner at the top of every page of this thread that follows you down with a giant flashing message on it that says, [b]ABSOLUTELY NO REQUESTS![/b] If you want something, make your own thread and take a number. It makes you easier to ignore because THE GAME JUST CAME OUT AND THERE ARE NO RIPS YET. [editline]9th February 2013[/editline] [QUOTE=Bbarnes005;39536547]You're thinking of the MW3/2 Rangers that he released. Those models were never released because his HD crashed.[/QUOTE] If I had a dime for every port or WIP I've lost to data loss...I'd have like 50 cents. I had some stuff on a thumb drive that went through the wash. Never again.
I'm sorry :c
I tried with combining NinjaRipper and Wargame: European Escalation, just out of curiosity. Now I can rip some not bad vehicles from this game. The problem is not, that helicopter models have holes in places where they should have glass (100% fixable issue). The problem is, that tracked vehicles don't have tracks which are supposed to be separated mdels (I think) I can't find. Anyway, any requests?
[QUOTE=A big fat ass;39534910]Has anybody been able to compile a custom CS:GO playermodel? [editline]10th February 2013[/editline] Furthermore, does anybody know how to fix the CS:GO SDK model viewer being a piece of shit? It won't let me zoom in, and only rotates on the Z axis.[/QUOTE] Some guy in s-low forums rigged Murphy Pendleton to CSGO as a server-side model, which I am sure is the same as custom client models. [IMG]http://img443.imageshack.us/img443/7085/prision.png[/IMG] [url]http://s-low.net/forum/viewtopic.php?f=63&t=1699&sid=98239ff763bd9663903930ce02c4fb91[/url]
[QUOTE=Fuck_The_Pooch;39539086]Charles Murphy[/QUOTE] *Murphy Pendleton
[QUOTE=Joazzz;39528062]true that how about some old school tactical operators, 50's-70's stuff[/QUOTE] [b]HMMMMM, i wonder about those Rhodesians i had introduced[/b] and then my thread sank
yeah I still need to hack up those shorts I'll get on it Soon™
[QUOTE=gtanoofa;39537272]US army soldier of 2011-2013.[/QUOTE] We still were ACUs guy.
[QUOTE=Gmod4ever;39520396]So it turns out that the reason most all of the Dragon Age 2 XNALara models couldn't load in my XNALara is because I had an old version of XNALara. What more, I couldn't find a newer version because it apparently changed its name to XPS, which I thought was something different and thusly ignored. :v: So I may work on porting Dragon Age 2 characters again. On that note, does anyone know of a script for 3DS Max 2010 that will automatically stitch vertices that are on top of each other? Exporting XNALara models as .OBJs exports them as various objects, and when I merge them all together, a bunch of ugly seam appear. I can manually fix them by dragging a tiny select box over the verts along the seam, which selects 2 o 3 verts that are laying on top of each other, and then Welding them. But that's a tedious task, especially when the model is split into like 20 different pieces, with seams everywhere. If I had a script that would just iterate through every selected vertex, and find all vertices that are under a threshold of like 0.1 units away from said vertex, then weld all those vertices together, that would make my life a lot easier. If I knew the first thing about MaxScript, I would just write the script myself. But I don't. :v:[/QUOTE] Export the XPS models from XPS to the ascii format and then use gemesh2ascii or smoething similar (would have to check) to convert it into the old format. Voila the models work with the old script
[code]G:/SteamDrive/steamapps/michaelxxx871/sourcesdk/bin/orangebox/bin/studiomdl.exe -game "G:\SteamDrive\steamapps\michaelxxx871\garrysmod\garrysmod" "C:\Users\MThomas93\Documents\modeling\Hex\fancyF\OutdoorF\mdldecompiler.qc" WARNING: AppFramework : Unable to load module p4lib.dll! MountFilesystem( 217 ) failed: SteamMountFilesystem(6596,217,0x12baf698=,0x12baf588) failed with error 116: Cache needs repair StudioMDL Thread complete [/code] The fuck? I can't compile any models at all. This has never happened to me before.
Verify the integrity of Half-Life 2 Deathmatch. If you get a similar error for 411 (I believe), then it is Team Fortress 2. I have to verify both of them every time I launch Steam.
Verifying TF2 did the trick. Weird, I've never had this happen before. I hope this doesn't happen every time I open steam from now on.
I know how much you people like lazy pictures from 3DS Max. [img]http://i.imgur.com/AW8NKjl.png[/img]
Sniper Elite V2 soldiers + Iron Front gear and helmets = this: [thumb]http://cloud.steampowered.com/ugc/1117160762503080751/755CF610A6EF835BE9CA7FF2B6246510BEE24F66/[/thumb] I don't like the Sniper Elite parts tho, they are rather badly rigged. Is there anything I could replace them with?
[QUOTE=Trek;39548626] [thumb]http://cloud.steampowered.com/ugc/1117160762503080751/755CF610A6EF835BE9CA7FF2B6246510BEE24F66/[/thumb] [/QUOTE] [I]gnnnnnnnnnnn[/I]
Does anybody know how to set the weight for specific bones? I want to do poseable jackets and things, but they always weigh the model down. Somebody told me it was possible to set weights for bones so that this would be possible, but I don't remember how.
[QUOTE=A big fat ass;39554819]Does anybody know how to set the weight for specific bones? I want to do poseable jackets and things, but they always weigh the model down. Somebody told me it was possible to set weights for bones so that this would be possible, but I don't remember how.[/QUOTE] $jointmassbias. You can see all the collision-joint-related QC controls here: https://developer.valvesoftware.com/wiki/$collisionjoints
I improved the rigging a bit and I've been getting into improving textures. Matching the hair color has been a lot of good time fun I'll tell you what. Wraitcat gave me some nice skirt and boot textureless meshes from eve online, so I went in and textured those, even [url=https://dl.dropbox.com/u/21161113/random/das_boot.JPG]played around in mudbox[/url]. Also fixed the faceposing c/o bloo. [img]https://dl.dropbox.com/u/21161113/random/female_tunic_5.jpg[/img] [img]https://dl.dropbox.com/u/21161113/random/female_tunic_hair.jpg[/img]
Looks like you fixed up the hair and neck and made it look a lot better than before, looks awesome Lt! Again, for your [b]first[/b] hack, that's goddamn impressive.
[QUOTE=Lt_C;39558471] [img]https://dl.dropbox.com/u/21161113/random/female_tunic_5.jpg[/img][/QUOTE] please don't tell me those are high-heeled boots.......
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