• The Facepunch Model Ports and Hacks WIP Thread V2
    5,398 replies, posted
Eyes kinda look derpy there, but the shaders are looking much improved, nice.
Speaking of BM:S [img]https://dl.dropbox.com/u/9988278/Hacks/joop.jpg[/img] Going to make a non-security skin too and try to improve the phys a bit, the steering wheel moves but it's stuck inside the body so you can't touch it. And if i can, i'm gonna try and see if i can make windows you can roll down with flexes, although it may be a waste since the glass is barely noticable.
Why not make moving the steering wheel a flex or two? Since you're going to add flexes anyways.
I thought about that but i'm not 100% sure how flexes work so i don't know if i can do it like that. I tried doing the doors as flexes, but flexes literally morph the object from one position to the other, so the doors weren't really rotating like i'd imagined, and ended up being half their proper length when half open. I need to talk to someone who actually knows their shit when it comes to faceposing for help with this, i've just been going off guesswork and what little i can pick up from the developer wiki.
You can't use flexes for rigid motion; like you said, it deforms them from position 1 to position 2. That works for faceposing due to the organic nature of the motion, but it's less than practical for anything rigid. You could, however, use finger bones. Just keep in mind, the fingerposer has to be able to read two bones named "Bip01_L_Hand" and "Bip01_R_Hand" or any standard iteration of those in order to work. Get creative!
My car will be a giant hand. This will be glorious.
[QUOTE=FloaterTWO;37732191]My car will be a giant hand. This will be glorious.[/QUOTE] If you [b]really[/b] wanted, you could just give it some arbitrary bone name, and I can build you a tool to accompany it, specific to your model. Because I don't like the idea of bending the car's index finger to turn the steering wheel. I'd much rather a tool with a picture of a steering wheel and a rotational arrow that I can drag left or right. I don't have a problem making you a tool to accompany it.
It's worth trying out if it isn't much trouble to make, something like a fingerposer with a modified UI would work if that's possible, so the 4 finger bones would move the doors, the first knuckles would move the wheels, and the thumb would move the steering wheel or something. Needs some thought put into it, but not from me because it's 6am and i'm falling asleep. I kind of think it might be a waste, though. There's nothing wrong with just having it as a ragdoll and using physboxes to move everything, so as neat as something like that would be it almost seems like a case of 'if it isn't broken don't fix it'.
the front right wheel on the jeep with the door open appears to be broken.
Nah, it's not much trouble at all. Hardest part is translating the 2D motion of the UI objects to 3D movement, but if it's just simple axial things like steering wheels and doors, then it's not a problem at all. Just PM me if you want to go through with it, and what all the bone names are and what the minimum and maximum rotation over what axes (pitch, yaw, or roll) you want them to have. I can build the tool while you're still working in the model - we'll just have to hope it works when you're finished. :v:
[QUOTE=FloaterTWO;37732018]And if i can, i'm gonna try and see if i can make windows you can roll down with flexes, although it may be a waste since the glass is barely noticable.[/QUOTE] You could dirty up the edges of the glass to match the rest of the vehicle.
Thought about that, but it'd look a bit shit when winding the windows down since the glass would have to squash down.
[QUOTE=FloaterTWO;37732604]Thought about that, but it'd look a bit shit when winding the windows down since the glass would have to squash down.[/QUOTE] Why not just move the whole pane?
Was debating about putting this here, but here it is. A Hood from Manhunt. [img]http://dl.dropbox.com/u/17839936/Hood.png[/img] I've attempted to rig many many times, and failed just as many. So this is the best I've done so far. It's really difficult and tedious for me, so if anybody has any helpful hints I'd be very gracious. Bonus. He's so happy. :unsmith: [img]http://dl.dropbox.com/u/17839936/e6a97b3af38f95c92c46b252fed4cabc.png[/img]
[QUOTE=FloaterTWO;37732018] And if i can, i'm gonna try and see if i can make windows you can roll down with flexes, although it may be a waste since the glass is barely noticable.[/QUOTE] make them noticeable.... And edit them to match the car. They don't look like they belong. Looks like you went through a Crystal Clean carwash that only washes your windows, and makes you pay extra to clean your actual car.
had to start over on the Manhunt port. fucked it up in many ways :v: oh well, here goes round 2!
[QUOTE=simkas;37715641]I made some generic action movie bad guy henchmen guards with Black Mesa heads: [IMG]http://uppix.net/2/4/5/a109902df658b62a71367fc6adb66.jpg[/IMG] [/QUOTE] you! bad.. you NEVER use "$nocull" 1 in your vmts haha. you can see though his sleeve and see the blue shirt. Use nocull
Very cool skins rusty, good job, You will provide a download link of this skins? Wait... I said something idiot?
we need more dead rising characters. [img_thumb]https://dl.dropbox.com/u/11830984/pictures/garrys%20mod/ragdols/jessie.PNG[/img_thumb]
I don't think its possible to port from that game.
[QUOTE=-Rusty-;37740550]I don't think its possible to port from that game.[/QUOTE] [url]http://forum.xentax.com/viewtopic.php?f=16&t=7874[/url] not much on it, I see people do mostly Gameassasin or 3drips
[url=http://forum.xentax.com/viewtopic.php?f=16&t=9361&hilit=saints+row]Actually there are tools that allow extracting directly from the files without using a 3d ripper.[/url] Whoops forgot to include a [url=http://www.saintsrowmods.com/forum/index.php?threads/gibbed-tools.639/]link to Rick's tools[/url].
[QUOTE=Rinfect;37740529]So my friend got me Saints row the third today, and of course i wanna do some ports, Anyone know of any tools i need?[/QUOTE] You don't want to do any ports from the game a)static meshes aren't supported b)Characters use vertex colouring c)Character meshes have a huge load of LODs in them d)they aren't rigged. So if you do get a chracter mesh and clean it up, it looks something like this [t]https://dl.dropbox.com/u/6252145/jones/zepirate.jpg[/t] [QUOTE=plasmid;37740617][url]http://forum.xentax.com/viewtopic.php?f=16&t=7874[/url] not much on it, I see people do mostly Gameassasin or 3drips[/QUOTE] The thing is, SR3 generally doesn't work with those tools unless running on x86.
[QUOTE=wraithcat;37741711]You don't want to do any ports from the game a)static meshes aren't supported b)Characters use vertex colouring c)Character meshes have a huge load of LODs in them d)they aren't rigged. So if you do get a chracter mesh and clean it up, it looks something like this [t]https://dl.dropbox.com/u/6252145/jones/zepirate.jpg[/t] The thing is, SR3 generally doesn't work with those tools unless running on x86.[/QUOTE] ah well, I guess if your in the mood for a project that has some busy work someone could port from SR3. but recoloring textures gets old quick, and even if you take shortcuts on the rigging theres still a lot of models to do.
[QUOTE=plasmid;37741794]ah well, I guess if your in the mood for a project that has some busy work someone could port from SR3. but recoloring textures gets old quick, and even if you take shortcuts on the rigging theres still a lot of models to do.[/QUOTE] That said not all models are uncoloured. Direct characters with given colours will usually have a normal diffuse. [t]https://dl.dropbox.com/u/6252145/misc%20ports/stag_female.png[/t] [t]https://dl.dropbox.com/u/6252145/pskin/wouldyou.png[/t] I just never finished these since I had, and have quite a lot going on lately.
That decker outfit has the wrong colours, those yellow/green stripes are supposed to be white in game.
[QUOTE=Ereunity;37741888]That decker outfit has the wrong colours, those yellow/green stripes are supposed to be white in game.[/QUOTE] I know - and they're supposed to be selfillum blue actually not white.
[img]http://dl.dropbox.com/u/17839936/hoods-breakin'.gif[/img] break it down now
I made some progress on the BM:S joop, changed the windows and made a logo-less skin, as well as a HL1 style version with cleaned up logos and the US flag on the side. (and 1 other thing) [img_thumb]https://dl.dropbox.com/u/9988278/Hacks/hl1style.jpg[/img_thumb] [img_thumb]https://dl.dropbox.com/u/9988278/Hacks/windows.jpg[/img_thumb] Will probably do some of the other BM:S vehicles too since they're all pretty good, but once i've finished the joop i'm going to go back and finish/release some of my older shit before starting on more massive projects. And i found a decent M16A2 hiding in plain sight (l4d2's view model) and after fixing some holes in it i threw it together with bits of the black ops M16A1 i was working on. [img_thumb]https://dl.dropbox.com/u/9988278/Hacks/emsexteanaytwo.jpg[/img_thumb] Will probably release this and the M16A1 as a pack when they're done.
Alright so I'm not sure why I didn't think of this at the time but, I looked at the borderlands gun textures again and its actually pretty simple. You got your color/diffuse/mask/normal throw the light(diffuse) texture in photoshop then put the color texture on a new layer, set it to color on blending options and your done, got the base ready for recoloring with masks, Also put the alpha of the normal map on a layer and set it to multiply (its the AO channel) doesnt make a huge difference but its nice to have anyway. [img_thumb]https://dl.dropbox.com/u/11830984/pictures/ExamplesHelp/booderland%20textures%202.PNG[/img_thumb] [img_thumb]https://dl.dropbox.com/u/11830984/pictures/ExamplesHelp/booderland%20textures.PNG[/img_thumb] More examples of textures [img_thumb]https://dl.dropbox.com/u/11830984/pictures/ExamplesHelp/more%20examples%20BL%20textures.PNG[/img_thumb]
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