• The Facepunch Model Ports and Hacks WIP Thread V2
    5,398 replies, posted
[QUOTE=Fuck_The_Pooch;36830918]Milkshape :V I know 3dsmax is better, gonna switch someday.[/QUOTE] and in cases when you're not sure, you can also check if the vertex weights work by clicking the "Draw Vertices With Bone Colors" box in the Joints tab
[IMG]http://img12.imageshack.us/img12/3211/starcraft4.jpg[/IMG] Dat darn physics!
Hell yeah! Mutalisks!
[QUOTE=dmlxo21;36838471]Dat darn physics![/QUOTE] The transparency and other things need to be fiddled around with a little more before you make a release. [img]http://fc04.deviantart.net/fs70/f/2010/326/2/3/battlecruiser_vs__mutalisks_by_gelvuun-d33ddm2.jpg[/img]
[img_thumb]https://dl.dropbox.com/u/9274354/H3_ODST_combatengineer.jpg[/img_thumb] Still working on 'dem ODSTs, using the base model from Halo 3, and adding gear from "ODST" (as well as the helmet). Spending most of the time re-skinning stuff so everything matches.
After teaching myself (read: desperately trying to understand tutorials) and porting some props from Skyrim, I decided to try my hand at ragdolls. Someone suggested just modelhacking, so I grabbed male07 and one of the Skyrim outfits and tried to get it working. So things seemed to be going well. [img]http://filesmelt.com/dl/wtfmidoin4.png[/img] Then I decided to export it because I really have no idea what I'm doing and I wanted to see what would happen. [IMG]http://cloud-2.steampowered.com/ugc/560947083627932984/01F3ED2DC8CD1F6EDB3ADAD5F9382CEA9381A5EE/[/IMG] I really need a good tutorial. Or a brain transplant.
Keep practicing and i'm sure you'll figure it out.
how do you lessen the intensity of an env_cubemap, apart from making the map darker (the env area is #010101 and it's still too intense)
if you're using $basealphaenvmapmask, make areas in the texture's alpha channel darker. if $normalmapalphaenvmapmask, do the same thing with the normal map's alpha channel
Intensity of the cubemap is relative to the texture. You can change it in the VMT with a simple line: $envmaptint "[r g b]" Try setting each one to 0.1, see how that works out for you. That'll allow you to define intensity on the cubemap without altering the intensity of the phong, if the texture in question is using it.
[QUOTE=Viper123_SWE;36850564]Keep practicing and i'm sure you'll figure it out.[/QUOTE] That's my plan. At the moment, I'm learning mainly through trial and error and reading from a few different tutorials like Mario's one - unfortunately, that one deals a lot more with ripped ragdolls as opposed to hacking models together. The basics seem to apply, though - maybe I just need to read more closely. If anyone knows any other tutorials that could help with model hacking specifically, I'd appreciate a link. If not, I'll just keep smacking my head against the keyboard in the hopes my model will turn into a beautiful unicorn.
[QUOTE=Squiddy;36851880]Intensity of the cubemap is relative to the texture. You can change it in the VMT with a simple line: $envmaptint "[r g b]" Try setting each one to 0.1, see how that works out for you. That'll allow you to define intensity on the cubemap without altering the intensity of the phong, if the texture in question is using it.[/QUOTE] thanks! wanted to get a slight env on some blood i added on [img]https://dl.dropbox.com/u/1482927/ashbloody.png[/img]
[thumb]https://dl.dropbox.com/u/50169265/backpack%20thing.jpg[/thumb]
did something with the Crysis 2 alien stuff [t]http://www.leet.cc/1gm_scenebuild_overcast0001.jpg[/t] [t]http://www.leet.cc/gm_scenebuild_overcast0002.jpg[/t] [t]http://www.leet.cc/0gm_scenebuild_overcast0003.jpg[/t] [t]http://www.leet.cc/gm_scenebuild_overcast0004.jpg[/t] i feel like i need to make it larger. the thing is also a real bitch to pose so i guess i have to fuck around with the weight too
I just leave weight at default, for posing models the weight is pretty much irrelevant. If it's meant to be used in a mod though with actual gameplay, then yeah, you should try to give it a realistic weight.
i made a random model hack, using bits and parts from the old odsts shotup released and some of the blr female stuff [IMG]https://dl.dropbox.com/u/44650710/thingy.jpg[/IMG] i might improve it a bit and release it sometime, idk any tips and pointers on how to improve phong and such would be very welcome
[QUOTE=Kuro.;36861698]I just leave weight at default, for posing models the weight is pretty much irrelevant. If it's meant to be used in a mod though with actual gameplay, then yeah, you should try to give it a realistic weight.[/QUOTE]this thing weighs 80 000 kg at the moment and it doesn't seem to be enough
these are some carmageddon 2 models i've had in my folder for awhile that i might finish some time, just thought i'd show em, sweet tooth's little head piece needs to be fixed but that's pretty much it, and i need to figure out how to make darktooth's head flame animated :D [IMG]http://i48.tinypic.com/21r9ug.jpg[/IMG] [IMG]http://i49.tinypic.com/4jqp06.jpg[/IMG]
[QUOTE='Ninja Nub[NOR];36861821']i made a random model hack, using bits and parts from the old odsts shotup released and some of the blr female stuff [IMG]https://dl.dropbox.com/u/44650710/thingy.jpg[/IMG] i might improve it a bit and release it sometime, idk any tips and pointers on how to improve phong and such would be very welcome[/QUOTE] That thing is a mess. It's got like armor on top of armor and nothing matches stylistically.
yeah to be honest I might just drop the entire thing looking back on it I kind of dislike how it looks overall, to be honest
i like it give it to me [editline]20th July 2012[/editline] Also I'm working on a GP-5 because i'm bored [IMG]http://gyazo.com/c799d0e52b6144bc8a1c84932f9562e9.png?1342833356[/IMG] [IMG]http://gyazo.com/bc8d132e01472db0a31b3baaf0af12f2.png?1342832890[/IMG] What should I do? [editline]20th July 2012[/editline] Changed it to a GP-4 instead
Next you should look at a reference. [IMG]http://www.gradremstroy.ru/wp-content/uploads/2009/01/gasmask_gp-4u.jpg[/IMG] The shape is a little off, it needs to be pointier and the nose part should line up with the connector on the front. Other than that, looks good so far.
[IMG]http://img818.imageshack.us/img818/7427/wraithvt.jpg[/IMG] BTW, GTA4 911 services would be released soon. I'm still working on them, trying to port them all again.
[QUOTE=dmlxo21;36867334][IMG]http://img818.imageshack.us/img818/7427/wraithvt.jpg[/IMG] BTW, GTA4 911 services would be released soon. I'm still working on them, trying to port them all again.[/QUOTE] Does the wraith have a full model or does someone have to add this? [img]http://images.wikia.com/starcraft/images/f/fe/Wraith_SC1_Art1.jpg[/img]
[QUOTE=dmlxo21;36867334][IMG]http://img818.imageshack.us/img818/7427/wraithvt.jpg[/IMG] BTW, GTA4 911 services would be released soon. I'm still working on them, trying to port them all again.[/QUOTE] Which cops are you porting? The vanilla GTA 4 ones or the EFLC ones? If you do EFLC ones, then port them from TLAD, TBOGT's textures are really LQ.
[QUOTE=Fuck_The_Pooch;36870638]Which cops are you porting? The vanilla GTA 4 ones or the EFLC ones? If you do EFLC ones, then port them from TLAD, TBOGT's textures are really LQ.[/QUOTE] Based on some WIP pictures he posted, I'm guessing he's porting the vanilla GTA IV emergency services.
[img_thumb]http://cloud-2.steampowered.com/ugc/936997652520304363/A0098EC431CDB30FDC675CF31836054D59CF3DCB/[/img_thumb] Still [I]hard[/I] at work on those ODST guys, adding lots and lots of gear. Speaking of lots of gear, I think I went overboard on the pouches: [img]https://dl.dropbox.com/u/9274354/H3_ODST_07.jpg[/img]
[IMG]http://img850.imageshack.us/img850/1143/79007592.png[/IMG] Well, I dunno what is vanilla and what is EFLC, but one thing sure is that I just ported the pure GTA4 model itself even before I played it.
[img]http://gyazo.com/c6a8ab2dc86d7803c413122ebe4a03fa.png?1342938831[/img] Yay I ripped something, gonna start rigging it now.
[t]https://dl.dropbox.com/u/35858669/secsuitgirlsbeta.jpg[/t]
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