• Killing Floor 2 - Pre-Early Access Models
    188 replies, posted
[QUOTE=splinks;47598190]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] Zeeeeeds. You are a hero, man.
Cosmetics Part 1: [t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/cosmetics_pt1.png[/t] Cosmetics Part 2: [t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/cosmetics_pt2.png[/t]
[QUOTE=splinks;47609044]Cosmetics Part 1: [t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/cosmetics_pt1.png[/t] [U][B] (CURRENTLY MAKING OTHERS)[/B][/U][/QUOTE] looks great!
dumb questions splinks, but the proportions haven't changed, right? (on both humans and zeds)
[QUOTE=xASTRIXx;47609547]dumb questions splinks, but the proportions haven't changed, right? (on both humans and zeds)[/QUOTE] The proportions will be the exact same you see in killing floor, only the height of the players are lowered to match up with the height of Source characters.
[t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/cosmetics_pt3.png[/t] So currently Foster and Scully are now at their max texture limit So it seems the 3d Glasses and Scullyphones will be only for attachable props.
There's a custom studiomdl that surpasses the 32 texture limit, if its the case of you hitting the limit, and not you just adding all varients :v:
[QUOTE=Theuaredead;47614294]There's a custom studiomdl that surpasses the 32 texture limit, if its the case of you hitting the limit, and not you just adding all varients :v:[/QUOTE] Noted and got it from Croakalo. Now adding in more hats
Hey splinks, will it be possible to change head skin separately from body skin, like in Killing Floor 2?
[QUOTE=Pechenko_121;47615620]Hey splinks, will it be possible to change head skin separately from body skin, like in Killing Floor 2?[/QUOTE] Oh ya that's going to be added in. It'll take a bit of setup time but ya the heads would be skins while the body would be bodygroups due to the face flexes attached to the heads
can we also get the props ported as well? those things look f*cking amazing. like the pods that the infant zeds are in [img]http://sta.sh/01cvcdxobzin[/img] (hope the picture works)
[t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/Cosmetics_pt4.png[/t] Well bad news. The custom StudioMDL from Cra0kolo breaks a few of the characters, so sadly it's not possible to add all the cosmetics for at the moment. (So no 3d glasses or regular glasses) However for some odd reason Scully and Foster are not effected from this. The only thing i can think that sets them apart are the lack of face flexes. But for now I'll try to do what i can on adding as much as i can to each character and have the remaining as well as the working cosmetics as attachable props So most likely none of the characters will have the glasses and 3D glasses as bodygroups, sense both items would have two shaders per object
What do you mean by "breaks" some characters?
[QUOTE=huntingrifle;47619883]What do you mean by "breaks" some characters?[/QUOTE] character is invisible and/or crashes the game and HLMV
[QUOTE=splinks;47620429]character is invisible and/or crashes the game and HLMV[/QUOTE] Yeah, i had this problem when I compiled the TRS Survivors with Cra0's studiomdl by mistake.
Just to know when everything will be released for Gmod? Survivors are all done right?
[QUOTE=SanPie;47621058]Just to know when everything will be released for Gmod? Survivors are all done right?[/QUOTE] Ya they're done for the most part. I have some screenshot artists making preview images at the moment. While I wait for them I decided to take that wait time and implement the cosmetics and bodygroups. I'll be sure to have a link on here when they're released. Also I will be hosting the standalone content here on Facepunch sense the community has be been a rather nice and helpful.
Thanks for the info :) nice work there
you can always add the last meshes as just bonemergeable items and that should be fine.
[QUOTE=xASTRIXx;47624634]you can always add the last meshes as just bonemergeable items and that should be fine.[/QUOTE] ^---Already mentioned I was doing that.----V [QUOTE=splinks;47619555] Well bad news. The custom StudioMDL from Cra0kolo breaks a few of the characters, so sadly it's not possible to add all the cosmetics for at the moment. (So no 3d glasses or regular glasses) However for some odd reason Scully and Foster are not effected from this. The only thing i can think that sets them apart are the lack of face flexes. But for now I'll try to do what i can on adding as much as i can to each character and have the remaining as well as the working cosmetics as attachable props So most likely none of the characters will have the glasses and 3D glasses as bodygroups, sense both items would have two shaders per object[/QUOTE]
[QUOTE=MIDGERM;47616267]can we also get the props ported as well? those things look f*cking amazing. like the pods that the infant zeds are in [IMG]http://sta.sh/01cvcdxobzin[/IMG] (hope the picture works)[/QUOTE] I'd have interest in porting props if there's someone to send me them oop, pageking
[QUOTE=RenaFox;47631525]I'd have interest in porting props if there's someone to send me them oop, pageking[/QUOTE] I tried to, but apparently loading static meshes from kf2 in umodel won't work (it will crash or give an error) I reported it to gildor but he said he won't be working on it for just this game so I guess that leave us with nothing. If you have any other way of porting,please do. kf2 has really good looking props, especially office/lab props.
[t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/Slasher-Flexes.png[/t][t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/Clot-Flexes.png[/t][t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/Cyst-Flexes.png[/t] UPDATE: * All Cosmetics are done and now attachable props * Now making some simple flexes for the the Zeds. Currently have the Clot, Cyst, Slasher done(Look above) * Just waiting for the screenshot artists with the players, then they will be released on sfm and gmod workshops, and here on Facepunch. Not sure but i may need to upload the content on my 2nd account due to the file size of the players being at 700mbs at the least
Sorry 'bout the wait Splinks, posters will be done tonight.
[t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/Fleshpound_Player.png[/t] Why?....because i can :) Yes I plan on turning every zed into a playermodel.
Looks awesome :smile: What zeds are done?
[QUOTE=SanPie;47652279]Looks awesome :smile: What zeds are done?[/QUOTE] Compiled, Facetracking, Fingerposing, eyetracking, ect: * Clot * Cyst * Slasher * Fleshpound Rigged only: * All the others
[QUOTE=splinks;47647473][t]https://dl.dropboxusercontent.com/u/3405460/Mods/TEMP/ALL/Fleshpound_Player.png[/t] Why?....because i can :) Yes I plan on turning every zed into a playermodel.[/QUOTE] How do Fleshpound uses animation player but remains its growth ?
[QUOTE=MARK2580;47655341]How do Fleshpound uses animation player but remains its growth ?[/QUOTE] It uses the proportion trick discovered by CaptainBigButt [url]http://facepunch.com/showthread.php?t=1439159[/url]
So I have the game and updated Umodel, but I can't seem to extract any meshes from any of the upk's. Anyone else have this problem?
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