[QUOTE=huntingrifle;47661758]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?[/QUOTE]
[B]
Umodel currently does not export the STATIC MESHES from KF2 as of yet.
[I]You will need to make sure you have static meshes unchecked before exporting.[/I] [/B]
[B][U]To obtain the static meshes in the meantime you will need to use the Killing Floor 2 SDK[/U][/B]
Hey, when are we gonna have the AA12? It's so beautifull i want it badly. :3
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How long it will takes to get all done?
What models/props have to be done if I can ask?
(What is done and What is not done yet)
[QUOTE=splinks;47662072][B]
Umodel currently does not export the STATIC MESHES from KF2 as of yet.
[I]You will need to make sure you have static meshes unchecked before exporting.[/I] [/B]
[B][U]To obtain the static meshes in the meantime you will need to use the Killing Floor 2 SDK[/U][/B][/QUOTE]
I have repeatedly asked the author (since he is from Russia), it shall support Static meshes. But the only thing that he said "will be, but when do not know myself." :tinfoil:
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[QUOTE=TFA;47668256]What's up with this?
[t]http://vgy.me/Fcv6Jj.gif[/t][/QUOTE]Old age?
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It's actually kinda interesting to see how clear the camouflage looks in the renders and how scarred does it actually looks in-game
[QUOTE=SanPie;47667480]How long it will takes to get all done?
What models/props have to be done if I can ask?
(What is done and What is not done yet)[/QUOTE]
[B]Characters:[/B]
* All rigged
* all have l4d2 style face flexes
* All have cosmetics (except for 3d glasses and normal glasses)
* All have NPCs, players, and ragdolls
* All have SFM ports
* 4>5 changeable skins
[B]Zeds:[/B]
Player/NPCs, face flexes, skin groups, ect
* Clot, cyst, slasher, fleshpound
Rigged only:
* The rest
[B]Cosmetics:[/B]
* All made as mergeable props
[B]Weapons:[/B]
* currently only static props, still working on shaders
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On a side note. I just discovered the stalker has boob jigglebones. [B]-_-[/B]
So seems sfmlab will have a nice surprise on the zed releases. :P
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[QUOTE=rama2299;47668750]It's actually kinda interesting to see how clear the camouflage looks in the renders and how scarred does it actually looks in-game[/QUOTE]
Its because of the shaders and the specular maps (most of the maps, atleast on the beta, are dark and or affected way too much by shaders, most of the time you are usually looking at the spec maps instead of the diffuse maps)
Example: [URL="https://www.youtube.com/watch?v=f-5yinWdWlg"]go to 0:43 to see the camo[/URL]
UPDATE:!!!
Playable characters have now been released
[url]http://facepunch.com/showthread.php?t=1464253[/url]
[QUOTE=splinks;47676146]UPDATE:!!!
Playable characters have now been released
[url]http://facepunch.com/showthread.php?t=1464253[/url][/QUOTE]
I love it Splinks :)
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[QUOTE=TFA;47677546][t]http://vgy.me/Biy9NZ.png[/t]
A friend helped me out with getting the shaders closer to the game. You can really see the exponent map. I'll update in a bit, but in the mean time, [url]http://steamcommunity.com/sharedfiles/filedetails/?id=438602106[/url][/QUOTE]
Awesome work mate. Glad to see we got c_model hands working.
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[quote] jigglebones [/quote]
she uses them to punch you in-game
I would've offered to do materials on the KF2 player models, but I have way too much shit to do.
Can someone tell me if I understand this clearly?
Textures with _D are obviously diffuse, _N are normal, _S are specular, but what is _M?
I'm trying to upscale textures on the weapons from the game and use the static meshes from the download link in the OP, but I'm not sure what _M is even used for.
EDIT: I checked the individual channels, I think the Blue channel is the Ambient Occlusion map, but I still don't know what the Green channel could be, while the Red channel is all black and the Alpha channel is all white.
[QUOTE=huntingrifle;47681977]Can someone tell me if I understand this clearly?
Textures with _D are obviously diffuse, _N are normal, _S are specular, but what is _M?
I'm trying to upscale textures on the weapons from the game and use the static meshes from the download link in the OP, but I'm not sure what _M is even used for.[/QUOTE]
_M = mask
Usually meant for metallic masking
Any ideas on what the channels are for specifically? RGB looks pretty useless, I'm wonderign what the Blue and Green channels are for.
[QUOTE=huntingrifle;47682040]Any ideas on what the channels are for specifically? RGB looks pretty useless, I'm wonderign what the Blue and Green channels are for.[/QUOTE]
Blue is AO, Green is Exponent, Red is unused, _S texture is specmask and should be put into the alpha of the normalmap.
I will love more this when the Zeds releases.
Where the Zeds at... xP
Splinks release the darn Zeds!
[QUOTE=emilking;47691540]Splinks release the darn Zeds![/QUOTE]
You know that if he rushes his work it won't come out looking good right?
What's wrong with those idiots who are hurrying Splinks up? Just wait, is it that hard for you
[QUOTE=SanPie;47691141]I will love more this when the Zeds releases.
Where the Zeds at... xP[/QUOTE]
[QUOTE=emilking;47691540]Splinks release the darn Zeds![/QUOTE]
How about this. You guys come here to Oklahoma and remove these storms and all the tornado damage that has been going on for the past 3 days now and i will happily release the zeds i have done right now.
But until then enjoy your lack of thoughts and thinking
[QUOTE=splinks;47692289]How about this. You guys come here to Oklahoma and remove these storms and all the tornado damage that has been going on for the past 3 days now and i will happily release the zeds i have done right now.
But until then enjoy your lack of thoughts and thinking[/QUOTE]
Get told.
I would much rather a more complete release than a half-assed one, as porting things can take lots of time.
Just curious, are the zeds going to have any of their original animations along with the player model animations?
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