• Killing Floor 2 - Pre-Early Access Models
    188 replies, posted
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[QUOTE=TFA;47515800]Just a heads up to anyone else porting, figured this out after my headache cleared out and I started thinking straight again: The RGB/BW on player _S textures is the standard specular map you should put in the alpha channel of your normal map. It looks pretty good with a phongboost of $phongboost "1.5" and some normalized phongfresnelranges depending on the material. The alpha channel on player _S textures is the exponent map, which should be adjusted using bright/contrast by -5 brightness, 0 contrast. This makes it have a slightly lower exponent which makes it look more correct. For metals, I've separated those into separate materials and manually forced a lower exponent. On Zeds, the red channel is your standard specmask, and should be put into your normal map's alpha channel. The green channel is the exponent, and should be put into a separate texture.[/QUOTE] Noted and looks like i was on the right track. //////////////////////////////////////////////////////////////////////////////////// Also I noticed CHR_Masterson_Uniform01.psk was missing it's textures. //////////////////////////////////////////////////////////////////////////////////// On a side note I now have a working template that autorigs the killingfloor (player) skeletons to hl2 rigs....all while preserving the original weights, bone, and proportions from killingfloor 2 So far they work on gmod player and npc animations. After I get the rest of the textures converted I shall make some screengrabs of them in HLMV. So what this mean if there is ever any new characters or cosmetics I can easily import it into 3ds max and poof it's rigged. :) [editline]12th April 2015[/editline] Current progress. Shaders are just place holders at the moment to see the phong, normal, and exponent working. Im going to have to go back onto Tanaka uniform model and touch up a few things on the mesh. the collar has mesh far to close to other piece and making annoying clipping issues [t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/killing-floor-sneak-peek.png[/t]
[QUOTE=TFA;47512129][t]https://a.pomf.se/zzknth.png[/t] I don't know how they got the textures to be [B]so bad[/B], even at 4096x resolution. The face is 2048x.[/QUOTE] what the textures are amazing, what are you saying
[QUOTE=xASTRIXx;47516471]what the textures are amazing, what are you saying[/QUOTE] are you kidding they're blurry as fuck even (named) characters from hl2 have better texture definition than that.
TFA fucked something up. You can see the textures appear much higher resolution on the screenshot splinks posted.
[QUOTE=Biscuit-Boy;47516681]TFA fucked something up. You can see the textures appear much higher resolution on the screenshot splinks posted.[/QUOTE] My guess would be TFA's not using a good mipmap filter for the textures, so they look blurry. [I]Mipmap Filter: Box[/I] with [I]Sharpen Filter: Sharpen Soft[/I] is usually the best setting for mipmaps to make the textures appear crisp at all distances while not creating that grainy effect that no mipmaps would.
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For me to add more sharpness I tend to keep either clamp or check check no level of detail and no minimum mipmap on normals maps. It tends to help not not make the overall texture and horribly sharp but enough to make the piece pop Also I ripped some of the alternative textures for Ana. here's what they look like. The blue is my fav [t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/KF2_ana.png[/t]
Foster wardrobe [t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/killing%20floor%202%20HLMV.png[/t]
[B]Yes I know Tanaka(asian dude) doesn't have different skins yet. having to redo some things to him due to his collar's mesh[/B] [t]http://cloud-4.steamusercontent.com/ugc/719790289510922924/825D2137A8BC65FF6291FB20CC58D3854B409EEE/[/t] [t]http://cloud-4.steamusercontent.com/ugc/719790289510923161/DA836776940DAF566532445A9E650A7C4EFF2C43/[/t] [t]http://cloud-4.steamusercontent.com/ugc/719790289510923397/1972DCCEE3407B27C3A4468A24B69B7FA3903B67/[/t]
Did the images really have to be THAT big, i mean c'mon seriously.
Awesome Can you get this to workshop?
[QUOTE=SanPie;47538216]Awesome Can you get this to workshop?[/QUOTE] plan to. working on face flexes and eye tracking at the moment [QUOTE=luminal;47538171]Did the images really have to be THAT big, i mean c'mon seriously.[/QUOTE] Sorry my screen is 2560x1600. but ya next time i'll try to cale them down
[QUOTE=splinks;47538374] Sorry my screen is 2560x1600. but ya next time i'll try to cale them down[/QUOTE] use [ t]imagelink[/t]
If anyone is up for it, i wouldn't mind seeing the zeds ported. You guys have been doing an excellent job at porting models, especially for a game that isn't even released yet; kudos. P.s. I know someone already mentioned earlier but if anybody was going to port them to gmod, they could use the wip zed models by shaotek at sfm labs and just add phy. files rather than working with raw models.
Don't ever use anything from SFMLab. I can one hundred percent guarantee that they fucked up something badly on it.
[QUOTE=Ageha;47550926]Don't ever use anything from SFMLab. I can one hundred percent guarantee that they fucked up something badly on it.[/QUOTE] That, and it'll probably come with a random nude bodygroup. Downloaded a zoey model from a link a friend gave me because mines was broken. Looked fine to me until I started animating it and I saw it had...jigglebones... where it didn't before.
Its awesome! Thanks
I love this stuff :) When the models come out for gmod?
[QUOTE=SanPie;47563575]I love this stuff :) When the models come out for gmod?[/QUOTE] Well I just got done with the 1st person rig template. So the arms should be done today. I still have 2 characters left to face flex. The biggest concern im having is how i want to do the bodygroups. Their outfits dont have an even set of alternative head models to match up with the number of outfit alternatives. So revision 1 may just have preset skins and later on another update i'll add it to where people will be able to mix up head and outfit skins.
First Person hands are done. Here's two examples. Now i just need to finish up on Tanaka's and Coleman's face flexes. And version one should be workshop ready. I plan on having this on sfm as well as gmod. So if anyone would like to help hook me up with some nice artsy screenshots I would very much be grateful. [t]http://cloud-4.steamusercontent.com/ugc/719790399133479039/AF470E1D456A71D699D14ED080C87CF33DC16CBD/[/t] [t]http://cloud-4.steamusercontent.com/ugc/719790399133479645/FDB5C3A594E21C0316D3D8EC6D25273C5D431D5C/[/t]
[QUOTE=splinks;47563621]Well I just got done with the 1st person rig template. So the arms should be done today. I still have 2 characters left to face flex.[/QUOTE] What about the Zeds? Just wonder.
[QUOTE=SanPie;47568158]What about the Zeds? Just wonder.[/QUOTE] I'll start work on them after i finish the characters. Right now i have a friend of mine is making some screenshots. And for me I'm taking a day break and going to celebrate the release of KF2 by killing some Zeds.
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[QUOTE=TFA;47578118]So the animations are ridiculously broken in Milkshape and Blender. Are they working in max?[/QUOTE] Ya the animations look great in max. I have them working in hlmv at the moment, however they don't look lgreat like they do in max. the wrist bones mess up
Hey, I understand that things like requests in threads like this are looked down upon, but if you could find thee time to do so, do you think you'd be able to port the Eiffel tower from Burning paris?
GOOD NEWS UPDATE: The common 3 zeds are rigged with eye tracking, helpers, ik feet, and can even be used as a player model, because why the hell not. Also found out the gore models use the same skeleton, so that means I get to make a bodygrouped gibbed zed. WOOO! [t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/Common%20Zeds.png[/t] BONUS: I've found a way to get all the cosmetics. will take pictures when applied to the players. However due to the 32 texture limit I may need to make some of the non-single character cosmetics as attachable props
[QUOTE=splinks;47566162]First Person hands are done. Here's two examples. Now i just need to finish up on Tanaka's and Coleman's face flexes. And version one should be workshop ready. I plan on having this on sfm as well as gmod. So if anyone would like to help hook me up with some nice artsy screenshots I would very much be grateful. [/QUOTE] I'd love to make some sfm posters for the release!
I did a thing... [thumb]http://i.imgur.com/IhRlrLg.jpg[/thumb] [thumb]http://i.imgur.com/iW1hglR.jpg[/thumb]
[QUOTE=CDJO;47600687]I'd love to make some sfm posters for the release![/QUOTE] same
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