• The Facepunch Model Ports and Hacks WIP Thread V2
    5,398 replies, posted
[QUOTE=ddok1994;39525562][img]http://img38.imageshack.us/img38/6243/usmcl.jpg[/img] I'm gonna add more loadouts and faces. I need someone who can headhack those with BM:S heads. Please PM me. ;)[/QUOTE] When'll you think these would be released?
[QUOTE=Wolfiekayla;39629207]When'll you think these would be released?[/QUOTE] Jesus fucking Christ, post some generic military models and people will start yelling about them... Maybe give him a little break?
[QUOTE=dragbody;39627163]Can you tell me where that's from? I'd love to get my hands on it. I've been working on decompiling RAGE models... [URL=http://imgbox.com/abiCEUNU][IMG]http://t.imgbox.com/abiCEUNU.jpg[/IMG][/URL][/QUOTE] How did you manage to get at those RAGE models, and do they have bones?
[QUOTE=InsanePyro;39628473]The black Bronco has been out for few years....I just found a '90 model and am working on converting that now. The one that is actually finished and working is a '85 How do I assign textures to a face rather then a whole "chunk" in 3ds max?[/QUOTE] No clue. I'm using Blender and I'm still trying to figure out how to do texture groups that are different than my components, so that Forza-style custom skins can be made for my vehicles and shit. Also a rigging tutorial would be nice, if anyone knows where to find one...
Korro - The textures come in regular tga format with the RAGE toolkit. The models were made available on xentax with a blender importer. I'm not sure they dl link is still active though. If you let me know what you want, I'll see what I can do. As for bones, they're there, but they have two problems. First, the bone names in the skeleton don't match the names in the model. Second, the weighting is either 0 or 1 with nothing inbetween. I've just re-rigged the ones I've worked on from scratch.
Well here's what I got ingame so far for the new National Guard. [IMG_thumb]http://i.imgur.com/fzY5a4k.jpg[/IMG_thumb]
Could you make a skin of Jungle Uniform from vietnam war era? Could be really useful. [img]http://armynavyuniforms.com/images/vietnamjunglejacket.gif[/img]
The one on the far right is green, I guess I can lighten that one up a bit.
It's about the pockets that are rotated... You have the source files of the texture, so I think you could rotate them a bit...
I don't think I'm going to do that sorry.
Do you think you could release a template for the uniforms so we could work our own textures in? I want to try and use that huge source of camo textures posted to do DPM or CADPAT but I think it'd be out of place with the main release.
The desert and tiger stripe patterns are both from that thread too. I was actually thinking about doing DPM too as we'll as the AusCam. I'll probably add a white template version so everyone can make their own.
I don't think I can convert the sound into a usable format. Strangely enough the music was converted to .ogg. Model wise, Noesis is able to extract the models perfectly fine, but it either fails to preserve the UV Mapping info, or it includes it but even then, none of the texture maps want to fit it. Anybody know if a better alternative exists? Edit: Also it has a tenacity to not display any texture for it which leaves me to guess what it uses + textures end up being nothing.
[QUOTE=Lt_C;39628279] [img]https://dl.dropbox.com/u/21161113/moved_faceposing.jpg[/img] [/QUOTE] [I]"Who. Drank. All. Of. The. COFFEE?!?"[/I]
So, has anyone had any problems with some models' eyes in the SFM? I've had this happen to a few different models for me. Basically what happens is that I can get the eyes working perfectly fine in the Model Viewer and in Garry's Mod, but in the SFM, the eyes do not work properly. I can select the viewtarget and move it around, (I have the updown/leftright flexcontrollers compiled), and the eyes react (incorrectly). It's just the eyes behave wrong. They look off to the right and rotate around some bizarre diagonal. What's worse is, no matter what orientation I set the eyes attachment to on the model, which obviously puts the eyes in different positions in the model viewer and in gmod, they all look and behave exactly the same in the SFM. I have tried compiling on the TF2 Engine, and the SFM engine, and it seems to make no difference. Here's a shitty collage I put together showing off what I mean. This is one of the latest models to do this: It's the Mortal Kombat 9 Mileena model that DPFilms did, recompiled with $mostlyopaque and SFM eyeposing, and is one of a handful of requested recompiles I can't finalize due to the issue. I changed her eyes from their normal texture to this eye texture, and made the pupils smaller, to make the problem with the eye-tracking more evident. [t]https://dl.dropbox.com/u/8416055/SFM_Eyes_Mileena.jpg[/t] In the SFM side, you can (barely) see the eyes move. If I move the gizmo to extreme position (as in several thousand units away from the model), then the eyes move a bit more noticeable. Furthermore, you would then see that they rotate around a skew diagonal. Likewise, on the HLMV side, you can see the eyes work fine. The shots are taken from the SFM HLMV.
The eyes look like they're set pretty distant from the actual faces for the eyeballs, you might try bringing them forward a bit on the Y-Axis. Something I'd suggest trying would be to place the eyes attachment directly between the two eyes after setting the eyeballs in the correct positions. But first, could you show us a collage much like this for the other bugged models you've mentioned? Try to include where the eyes attachment is on the HLMV shots, and let us know if any of the models with working eyes have the attachment in illogical places. Or... just add me on Steam and we can try to work through it.
Sherry from resident Evil 6 I'm pumped for the pc release so I decided to redo her skinning and fix up shader work [IMG]http://puu.sh/24Z0m[/IMG] Anims :D [video=youtube;q9Jr3v-aoEg]http://www.youtube.com/watch?v=q9Jr3v-aoEg[/video] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=126240580[/url]
lower the phong exponent on the face immediately
All these need now is a decent vest which me and Bloo can't seem to find. The LBV is also there but currently they all use the same one(which belongs to the first guy on the far left). Same problem with the boots as well because the desert camo outfit should be using tan boots. [IMG_thumb]http://i.imgur.com/e9fFqMM.jpg[/IMG_thumb]
Which vest are you looking for? If you are looking for PASGT then I can try ripping it from WiC cutscene (the tanker guy has one with shoulder protection), but you'd stll have to look for the webbing and other gear. Also, this helmet isn't eally good, imo.
Meh, I'm not retexturing another helmet model. As for the vest, can you post a pic? EDIT: Of the one from the game I mean. I'd rather it have no gear or equipment on it.
I tried, but I can't rip it (game crashes) and I can't give you a screenshot, because it's shown just several times. But i tell you, that the model exists, now just hw to get it...
[T]http://imageshack.us/a/img819/1332/taken1f.jpg[/T] [I]"This is good work for a night person!" [/I] Today is festive first day of my model that finally has .qc file in it.
Al Borland really let himself go.
[QUOTE=Hunterdnrc;39612157]Let's some Brit and American soldiers going and we'll be all set for some awesome ass Rev. War poses.[/QUOTE] We really could use George Washington too. Someone could hack this together. [img]http://fc03.deviantart.net/fs70/i/2011/073/6/4/george_washington_zombiehunter_by_sharpwriter-d3blw90.png[/img]
[T]http://imageshack.us/a/img62/7576/wtf1t.jpg[/T] [T]http://imageshack.us/a/img811/2806/wtf2ua.jpg[/T] Does anyone tell me what the heck is the wrong with the fat guy's mouth?
flipped faces?
Greetings everyone, it's my first time posting here, but i wanted to ask if anyone ported the Ben Paul model from The Walking Dead, i myself am not a fan of the video game, but a friend is in need of it, thanks.
This isn't a request thread.
In this case i apologise.
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